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65%Win rate
<0.1%Pick rate
0%Ban rate
<0.1%Pick + ban
20Games
Current season · Champion+

Kane is a 5-star Fire Warrior bruiser-carry who fights at average speed and snowballs off enemy debuffs. His basic hammer hit strikes one target and pushes his own Combat Readiness 15%, and once he becomes enraged it adds an extra ground-slam that hits every enemy and applies 2-turn Bleed while ignoring Effect Resistance. His main nuke, Feast of Predation, hits a single target for damage that grows with the number of debuffs already on that target and grants himself an Attack buff for 2 turns. He builds toward rage as allies attack debuffed enemies, and his passive lets him survive a lethal blow once by gaining immortality and vampirism for a turn while resetting his nuke's cooldown.

Counters

  • Teams that load enemies with debuffs — Feast of Predation deals more damage the more debuffs sit on the target, so against an already-debuffed enemy his single-target nuke spikes hard, and his passive also feeds his rage meter every time an ally hits a debuffed foe.
  • Burst assassins trying to delete him — His passive lets him survive a killing blow by gaining immortality plus vampirism for a turn, so a single big nuke that should end him instead leaves him alive, healing back, and ready to swing.
  • Grouped, low-resistance lineups — Once enraged, his hammer adds a ground slam that hits the whole enemy team with Bleed, and because that Bleed ignores Effect Resistance even high-resist foes cannot shrug it off.
  • Slower, attrition-style enemies — He self-pushes 15% Combat Readiness on his basic, lifesteals through the vampirism on his passive, and stacks his own Attack buff, letting him out-pace and out-sustain teams that try to grind him down.

Countered by

  • Buff strip and theft — Dispel, buff steal, and shorter-buff-duration effects can remove his self Attack buff and — most critically — his immortality and vampirism, erasing his survival window; his Rage, however, is undispellable and can not be stripped.
  • Damage-over-time immunity — An Immunity buff on the enemy blocks his Bleed entirely, and since that Bleed is the only debuff his own kit applies it also starves the debuff-count scaling on his nuke.
  • Anti-heal effects — Unhealable shuts down the vampirism that keeps him alive after his immortality lapses, so blocking healing collapses his sustain even after he survives the lethal hit.
  • Cooldown and rage denial — His big nuke sits on a 4-turn cooldown and his AoE only appears while enraged, so foes who avoid stacking debuffs deny his rage build-up, and his lethal-damage save only returns every several turns, leaving openings between procs.
Who counters Kane? — full guide ›

Skills

S1Hammer Time

Attacks the enemy with a hammer, and increases Combat Readiness of the caster by 15%. When the caster is enraged, activates Rock Smash as an extra attack. Rock Smash can only be activated once per turn, during the caster’s turn. Rock Smash: Attacks all enemies by slamming the ground, and inflicts --bleeding-- for 2 turns. Ignores Effect Resistance.

Bleed
PForce AwakeningCD 9

Upon receiving lethal damage, grants immortality and vampirism for 1 turn and resets skill cooldown of Feast of Predation. Can be only activated once every X turns. After an ally attacks, if the target has a debuff, gains 10 Fighting Spirit and when Fighting Spirit is full, consumes all Fighting Spirit to make the caster enraged for 2 turns.

ImmortalityVampirism (lifesteal self-buff)Rage / enraged (self combat stance)
S3Feast of PredationCD 4

Attacks the enemy by unleashing their power, and grants increased Attack to the caster for 2 turns. Damage dealt increases proportional to the number of debuffs inflicted on the target.

Increase Attack
Soulburn −10 soulsSkill cooldown is decreased by 2 turns.

Meta web — the hero's place in the meta

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Matchups — from live RTA match data

Preys on

Boss ArunkaBoss Arunka60%

Falls to

Boss ArunkaBoss Arunka60%

Marches with

Sea Phantom PolitisSea Phantom Politis79%