Kongming | Honor of Kings Hero Guide
Overview
Kongming is a hero in Honor of Kings.
Class: メイジ.
Recommended position: ミドルレーン.
Lanes: ミドルレーン, ジャングラー.
Features
Role: Mage, Ambush Mage. Playstyle: Burst, Kills. Difficulty: Normal. Power spike: Late game
Key stats
Win rate: 50.1%
Pick rate: 1.3%
Ban rate: 0.2%
Kills: 6.1
Damage: 99219
Assists: 5.7
How to play
Kongming is a Mage excelling at burst damage and wave clear. The combo Skill 1 → Skill 2 → Ultimate triggers his Passive and Ultimate, letting him clear the battlefield in one go.
When his skills hit an enemy, marks build up, and when they reach max stacks he summons an orb that automatically attacks nearby targets. Skill 1 launches an orb in a chosen direction to deal damage. Skill 2 teleports in a chosen direction while dealing damage. The Ultimate fires a spirit bolt that deals high damage, and if it kills an enemy its cooldown is reduced.
For leveling skills, prioritize the Ultimate first; when you can't take the Ultimate, prioritize Skill 1.
Skills (level values & ratios)
Passive: Time for Tactics:When an active skill hits an enemy, he gains 1 stack of a mark lasting 10 seconds (up to 5 stacks). At maximum stacks, he summons 5 orbs around himself for 10 seconds, dealing 135 (135 + 25% of Magic ATK) Magic Damage to the enemy unit nearest to him. The orbs prioritize attacking enemy heroes. Damage to monsters is reduced by 40%, and damage to minions is increased by 40%. Base Damage 135〜443
Skill 1: Arcane Assault:Launches 3 orbs in a designated direction. Each orb deals 450 (450 + 70% of Magic ATK) Magic Damage to enemies along the path. When multiple orbs hit the same enemy, damage from the second onward is reduced to 20%. Each orb hit grants 1 stack of the tactics mark. "Arcane Assault" can stack 1 every 7.5 seconds (up to max stacks). CD (s) 1.5→1 / Stack Interval 7.5→6 / Base Damage 450→900 / MP Cost 55
Skill 2: Time Shift:Blinks in a designated direction. Generates a magic field at both the start and end points of the blink, dealing 350 (350 + 52% of Magic ATK) Magic Damage to nearby enemies. If an enemy takes Skill 2 damage again within 5 seconds of the blink, their Move Speed is greatly reduced (decaying over 3 seconds). When multiple magic fields hit the same enemy, only 50% damage is dealt from the second onward.
Stacks Skill 2 once every 7.5 seconds (affected by CD reduction) (up to 2 stacks). CD (s) 1.5→1 / Stack Interval 7.5→6 / Base Damage 350→700 / MP Cost 40
Ultimate: Winning Strategy:Locks on to a target and charges up the Light-Breaking Bomb. After charging completes, fires it at the target, dealing 450 (450 + 55% of Magic ATK) Magic Damage. Deals equivalent damage to enemies along the path or enemy units that the target is channeling on, and knocks them up for 0.5 seconds. For every 1% of Max HP the enemy has lost, the Light-Breaking Bomb deals 2% additional damage.
If the Light-Breaking Bomb hits and kills an enemy, Kong Ming immediately stacks the mark to maximum and reduces the CD of Skill 3 by 80%.
Even if Kong Ming is defeated while charging the Light-Breaking Bomb, the CD of Skill 3 is still reduced by 80%. CD (s) 35→25 / Base Damage 450→810 / MP Cost 120
Kongming — Early / Mid / Late Game
Early game: Start from the buff on your farming lane, and after one clear, go to the opposing lane to take the wave. Don't fixate on starting only with the blue buff; keep moving. If the opponent is a fragile backline, even melee Kongming can step in with Skill 2 in a 2-vs-1 and come out ahead.
Mid game: Once you have around three items, shift your focus from farming gold to ending the game quickly. Exploit the enemy's weaknesses and actively join team fights; at first don't dive in, but chip away HP with Skill 1 from the edge, and once your Passive or Ultimate is charged, step forward to finish off the remaining HP.
Late game: When the enemy's Witch appears, Kongming has a hard time fighting, so ideally decide the game before then. Keeping your Passive on at all times is also key when going through Tyrant fights or passing the Lord and Tyrant.