Xuance | Honor of Kings Hero Guide
Overview
Xuance is a hero in Honor of Kings.
Class: アサシン.
Recommended position: ジャングラー.
Lanes: ジャングラー.
Features
Role: Assassin, Roaming Assassin. Playstyle: Dash, Kills. Difficulty: Hard
Key stats
Win rate: 52.5%
Pick rate: 0.2%
Ban rate: 0.0%
Kills: 6.1
Damage: 65040
Assists: 5.2
How to play
Xuance is an Assassin with excellent wave clear and mobility. Using the combo Skill 2 → Skill 1 → Skill 2 → Basic Attack → Ultimate → Basic Attack makes it easy to secure kills while roaming or ambushing.
Against distant enemies he deals bonus damage and a strong Slow, and during that time he gains Movement Speed. Skill 1 is a forward dash with an empowered Basic Attack that pulls in marked enemies. Skill 2 charges up to raise Movement Speed, then throws a sickle that Immobilizes the enemy, and on a second use it pulls the marked target toward him. The Ultimate dashes behind the marked target.
For leveling skills, prioritize the Ultimate first; when you can't take the Ultimate, prioritize Skill 2.
Advanced tips
When playing Xuance, it's common to feel like you can't control enemies, don't have enough damage, or can't find your rhythm. Failing to control comes from underestimating skill timing—if you miss your hooks, your offensive rhythm collapses and you're forced onto the defensive, so learn the timing and technique of your skills. Lack of damage comes from leaning too much on melee attacks and failing to make use of your high long-range damage; it's important to learn how to deal damage correctly through combos. Losing your rhythm comes from not fully understanding jungle and support strategy, so adjust how you ambush to match your team composition.
Xuance mainly hooks and controls enemies with Skill 2 and the Ultimate, and after hooking he chases while Immobilizing with Skill 1, Skill 2, and the Ultimate, weaving in Basic Attacks for damage. Getting kills or assists resets his Passive, increasing how often he can deal damage. While chasing, if you're unsure Skill 2 will connect, charge Skill 2 to raise Movement Speed and close in, then cancel it and use the Skill 1 → Ultimate combo to hook quickly, making it easier to land. When Skill 2 hits a target, your damage dealt (including Smite) increases, which gives you an edge in jungle efficiency and stealing the Dragon. Against a target near a wall, use the technique of hooking with Skill 2 → crossing the wall with the Ultimate → throwing the target over the wall with Skill 2, which raises your success rate at stealing buffs.
In the early game, prioritize farming. If there's no opportunity on the Crimson Golem side, ambush the middle lane and invade the enemy jungle together with your mid laner and support to build a gold lead. In the mid game, raise your damage by farming and securing the Tyrant buff, hunt low-HP opponents while the enemy carry's skills are on cooldown, and reset your Passive to widen your lead with consecutive kills. In the late game, your tankiness is low, so initiating yourself is risky. Either join in to clean up after your tank or fighter has engaged, or break the stalemate by targeting bushes, the flanks, or isolated enemies.
For a bush ambush, the flow is: trigger an empowered Basic Attack with Skill 1, wait for an enemy to enter or pass by the bush and hit them, quickly Immobilize with the Ultimate → Skill 1 → Basic Attack for damage → Skill 2 to pull them in → Basic Attack → the Ultimate's dash for a finishing Basic Attack. The combo to keep an enemy locked down uses the cooldown resets of Skill 2 and the Ultimate to control them multiple times. Land Skill 2, then just before the Crowd Control ends, use the second cast of Skill 2, then immediately hook again with the Ultimate and control again with Skill 2. For a long-range ambush, chain Skill 2 to hook → Skill 1 to pull in → the second cast of Skill 2 to throw → an empowered Basic Attack for damage → Ultimate → Basic Attack.
He has good synergy with allies who grant buffs, like Ming or Yuhuan; Ming empowers Xuance and brings his power spike earlier, letting you snowball gold with consecutive kills. Yuhuan creates breathing room with her tankiness and makes it easier to land hooks with her engages and Crowd Control. Against fast-moving enemies like Diaochan or Guan Yu, you can restrict their movement by controlling them multiple times with hooks. On the other hand, he's at a disadvantage against Lady Zhen and Wukong. Lady Zhen's Skill 2 purges your hook, making it hard to continue your combo, and Wukong's Skill 1 blocks your skills, then takes you down with burst damage and Crowd Control.
Skills (level values & ratios)
Passive: Crazed Prelude:Attacks enemies with the skull. Deals an additional 56 (33% of Physical ATK) Physical Damage to distant enemies and reduces their Move Speed by 15%. At the same time, his own Move Speed increases by 15% for 0.75-1.5 seconds.
Skill 1: Flailing Sickles:Charges in a designated direction, enhancing his next basic attack to deal an additional 4% of HP as Physical Damage (increasing by 0.05% per additional 10). If cast while the skull is binding an enemy, it drags the enemy in his charge direction.
Leveling up "Flailing Sickles" increases the Slow / self Move Speed increase from "Crazed Prelude." CD (s) 5→4 / Move Speed Up 15%→30% / Slow 15%→30% / MP Cost 30
Skill 2: Nightmare Hooks:Swings the chain-sickle while charging, then throws it in a designated direction. The longer the charge, the greater the chain-sickle's range, and during the charge his Move Speed increases by 30%. Enemies along the chain-sickle's path take 320 (320 + 140% of Bonus Physical ATK) Physical Damage and are briefly snared. When the chain-sickle reaches its maximum distance, it applies a mark to the first enemy hit as a hunting target. Physical Damage to the marked enemy is increased by 10%, and the enemy's damage taken is increased by 15%.
Recasting the skill while a hunting mark is applied consumes the mark, teleporting him behind the enemy and dealing 120 (320 + 140% of Bonus Physical ATK) Physical Damage. Damage to monsters is increased by 50%.
If the skill is canceled mid-charge, the cooldown of "Nightmare Hooks" is reduced by 50%.
If the hunt-marked enemy dies, or if "Crimson Blur" is cast, the cooldown of "Nightmare Hooks" is reduced by 80%. Base Damage 320→640 / CD (s) 8 / MP Cost 50
Ultimate: Crimson Blur:Charges behind the target marked by "Nightmare Hooks," dealing 420 (420 + 200% of Bonus Physical ATK) Physical Damage to enemies along the path. If the target is far away, he judges by the chain-sickle and moves forward.
If "Nightmare Hooks" has no hit target, he charges toward the vicinity of the target and hooks in "Nightmare Hooks," dealing 200 (200 + 100% of Bonus Physical ATK) Physical Damage.
While moving, his damage taken is reduced by 50%.
Passive: Each defeat or assist increases his Move Speed by 30% (decaying over time) and Attack Speed by 25% for 5 seconds (up to 3 stacks).
"Crimson Blur" can stack 1 every 6 seconds (up to 3 stacks). Stack Interval 6→5 / CD (s) 2→1.5 / MP Cost 35
Xuance — Early / Mid / Late Game
Early game: Use high mobility to roam, applying pressure to lanes to seize the initiative.
Mid game: Land the hook on the back line and charge in to set up a kill. It's effective to dive in after your allies have already chipped down the enemy's HP.
Late game: In team fights, enter after your allies have drawn blood, then use your mobility to take out the back line in one go.