Hilda is a Fighter/Tank who turns bushes into healing, shields, and surprise pressure. She is strongest as a roaming disruptor or durable EXP laner who repeatedly marks a target, absorbs the return damage, and finishes the chase with Power of Wildness.

Hilda recovers 2% HP per second while in the bush. Entering a bush enhances her next Basic Attack, which deals 110 (+130% Total Physical Attack)(+12*Hero Level) Physical Damage to the target, reduces the target's Movement Speed by 40%, and deals 40 (+100% Total Physical Attack)(+10*Hero Level) Physical Damage to enemies behind the target. After using the enhanced Basic Attack, this effect enters a 6s cooldown. Hilda's Basic Attack and skills apply a Wilderness Mark on hit, which lasts up to 4s and stacks up to 6 times. Each stack reduces the enemy hero's Physical Defense and Magic Defense by 3%.
When: Move through bushes between trades to regenerate HP, prime the enhanced Basic Attack, and stack Wilderness Marks before committing the Ultimate.
Do not: Do not stand in open lane after a trade when a nearby bush can restore HP and hide the next engage.


Hilda gains 60% Movement Speed for 3s and receives a shield that absorbs damage equal to 10% Max HP, lasting 3s.
When: Use Combat Ritual to enter or leave a fight; the movement burst, shield, enhanced attack, and slow are valuable only if you preserve a route.
Do not: Do not spend the movement burst simply to arrive early and then fight without a shield or exit.


Hilda locks onto an enemy target, dealing 200 (+90% Total Physical Attack) Physical Damage per hit. This skill can be cast up to 3 times. The 2nd attack deals extra damage to nearby enemies. The 3rd attack deals damage to the target and nearby enemies, knocking them back briefly.
When: Stay close enough to complete all three Art of Hunting casts. The second hit adds area damage and the third adds a brief knockback.
Do not: Do not start the chain when the target can leave your range before the second and third activations.


Hilda launches a powerful slash at the target enemy, dealing 600 (+250% Extra Physical Attack) Physical Damage and stunning them for 0.2s. Nearby enemies take 60% of the damage. Each stack of Wilderness Mark increases Power of Wildness's damage by 2.5% of the target's Max HP. At max stacks, the extra damage increases to 20% of the target's Max HP.
When: Use Power of Wildness on a priority target after Wilderness Marks are stacked; the marks add target-max-HP damage and the stun enables follow-up.
Do not: Do not burn the Ultimate on the first tank you see unless that elimination secures an objective or protects a carry.

Upgrade Art of Hunting at level 1 and prioritize it, keep Combat Ritual as the backup upgrade, and level Power of Wildness whenever available. Art of Hunting provides Hilda's repeatable damage and crowd control; Combat Ritual remains essential for approach, shielding, and disengage.




Order: Power of Wildness → Art of Hunting → Combat Ritual
Why: The Ultimate stuns the chosen target, Art of Hunting keeps Hilda attached through three hits, and Combat Ritual can chase or create the exit angle.
Do not: Do not dive beyond allied follow-up just because the first target is stunned.




Order: Combat Ritual → enhanced Basic Attack → Art of Hunting → Power of Wildness
Why: The bush-primed approach supplies speed, shield, and slow; Art of Hunting stacks marks before the finisher converts them into extra target-max-HP damage.
Do not: Do not use the Ultimate before building marks unless the immediate stun prevents an escape or lethal return damage.
Claim bush control, regenerate between trades, and use Art of Hunting to pressure without abandoning your escape route. As a roamer, reveal dangerous space for allies rather than taking farm from them.
Move first through bushes, mark a vulnerable target, and force short fights around Turtle or turrets. Hilda is valuable when she absorbs key cooldowns and still has enough HP to re-enter.
Protect vision around Lord, identify the enemy damage dealer, and avoid a one-way engage. If the back line is unreachable, peel with slows, knockback, and the Ultimate stun instead.
Hilda loses regeneration, concealment, and her enhanced Basic Attack when she fights only in open space.
The second and third activations add area damage and control. Start only when you can remain in range.
The movement burst and shield are also defensive tools. Spending both on entry can leave Hilda stranded.
Wilderness Marks add target-max-HP damage. Build stacks when the target cannot immediately escape.
Choose armor, magic defense, anti-heal, or resurrection for the actual enemy threats instead of copying six items blindly.
Tank Emblem: Agility, Tenacity, and Concussive Blast. Agility improves rotations, Tenacity helps when Hilda is low, and Concussive Blast adds area pressure while she stays in melee range. Battle Spell: Revitalize supports Hilda and nearby allies during an extended objective fight.
Do not: place Revitalize after allies have already scattered or after Hilda is beyond rescue.
Use Sprint when the draft demands a longer chase, a safer disengage, or faster access to the enemy back line. The Hilda emblem and spell reference supports Tank Emblem with Agility, Tenacity, and Concussive Blast, with Sprint and Revitalize as practical choices. A current Hilda build reference independently supports the same durable emblem direction. Both were accessed August 9, 2026.
These rows are a dated in-game build sample from August 8, 2026, not a permanent ranking. The common structure is Rapid Boots and Thunder Belt followed by defenses adapted to healing, physical damage, magic damage, or late-fight risk.
| Rank | Player shown | WR / Matches / Power | Six-item order | When to copy | When not to |
|---|---|---|---|---|---|
| 1 | ISLAND sweet | 84% / 273 / 11303 | Rapid Boots → Thunder Belt → Dominance Ice → Oracle → Chastise Pauldron → Guardian Helmet | Mixed damage and repeated healing make Oracle and Dominance Ice valuable. | The enemy physical burst requires Antique Cuirass earlier. |
| 2 | Bush Queen | 60% / 596 / 9728 | Rapid Boots → Thunder Belt → Dominance Ice → Chastise Pauldron → Antique Cuirass → Guardian Helmet | Physical pressure and healing require both Antique Cuirass and Dominance Ice. | Magic burst is the main reason Hilda cannot stay in melee range. |
| 3 | MAR.NA | 62% / 615 / 9559 | Rapid Boots → Thunder Belt → Dominance Ice → Chastise Pauldron → Guardian Helmet → Oracle | A balanced roam build needs anti-heal, physical reduction, HP, and later magic defense. | A late objective fight requires Immortality before Oracle. |
| 4 | K. | 54% / 821 / 9418 | Rapid Boots → Thunder Belt → Oracle → Antique Cuirass → Dominance Ice → Guardian Helmet | Skill-based physical damage is the biggest threat and Oracle still improves recovery. | Fast basic attackers or healing demand Dominance Ice earlier. |
| 5 | KokiYuki | 75% / 362 / 8861 | Rapid Boots → Thunder Belt → Chastise Pauldron → Guardian Helmet → Immortality → Oracle | Late fights reward a resurrection while Oracle improves shield and regeneration value. | The enemy has overwhelming healing and Dominance Ice is still missing. |




| Item | Observed effect | When to buy | When to skip | Observed ranks |
|---|---|---|---|---|
Rapid Boots | +55 Movement Speed +35% Slow Reduction +12 HP Regen | Use the movement speed to move between bushes, pressure lanes, and start fights from an unseen angle. | Swap when repeated crowd control or basic-attack damage makes defensive boots more valuable. | 1, 2, 3, 4, 5 |
Thunder Belt | +600 HP +15 Physical Defense +15 Magic Defense +20 Movement Speed Unique Passive - Thunderbolt: Every 4 seconds, the next Basic Attack deals 50 (+100% Extra Physical Defense) (+100% Extra Magic Defense) extra True Damage to the target and enemies around them, and briefly slows them by 99%. Hybrid Defense permanently increases by 1 each time the attack hits an enemy hero. (This effect is reduced to 50% for Marksmen and Mages) | Build early for durability, repeated slows, and scaling defenses during extended skirmishes. | Delay only when immediate anti-heal or physical burst protection is mandatory. | 1, 2, 3, 4, 5 |
Dominance Ice | +40 Physical Defense +40 Magic Defense +5% Movement Speed Unique Passive - Fortress Shield: For each enemy hero within 5 units, Hybrid Defense is increased by 8, up to 40. Unique Passive - Lifebane: Reduces Shield and HP Regen effects of nearby enemies within 5 units to 60% of normal for 1 second. | Buy into healing, shields, and fast basic attackers while Hilda is staying close to the enemy frontline. | Skip as an early rush when the enemy has little sustain and mostly magic burst. | 1, 2, 3, 4 |
Oracle | +850 HP +20 Physical Defense +20 Magic Defense +10% Cooldown Reduction Unique Passive - Bless: Received Shield and HP Regen effects are increased by 25%. | Use when Hilda needs stronger shields and bush regeneration against mixed or magic damage. | Delay against heavy physical burst that requires armor first. | 1, 3, 4, 5 |
Chastise Pauldron | +900 HP +40 Physical Defense Unique Passive - Chastise: Taking damage will reduce the Attack Speed and Attack Speed cap of the attacker to 75% of normal for 2 seconds. Unique Passive - Redemption: When incoming damage reduces HP below 30%, recover 20% Max HP over the next 2 seconds. This effect has a 60 seconds cooldown. | Use against physical damage dealers whose repeated attacks can be reduced during a long chase. | Skip when the main threat is magic burst or true damage. | 1, 2, 3, 5 |
Guardian Helmet | +1800 HP +20 HP Regen Unique Passive - Recovery: After 5 seconds out of combat, recover (2.5% Total HP) HP per second. Unique Passive - Defender: Upon taking more than 500 damage in a single instance, recover 30 (+0.3% Total HP)% HP from the excess damage beyond that amount. | Add maximum HP and out-of-combat recovery for repeated bush rotations and frontline resets. | Delay if the next fight requires anti-heal, resurrection, or a specific resistance immediately. | 1, 2, 3, 4, 5 |
Antique Cuirass | +920 HP +40 Physical Defense +4 HP Regen Unique Passive - Deter: When hit by a skill, reduces the attacker's Physical Damage by 6% for 2 seconds (this effect stacks up to 3 times). | Use against physical skill burst and repeated ability damage from fighters or assassins. | Do not prioritize it into magic-heavy drafts or basic-attack-only threats. | 2, 4 |
Immortality | +850 HP +15 Physical Defense Unique Passive - Immortal: Resurrect 2.5 seconds upon death and gets 16% Max HP and a shield that can absorb 150(+70*Hero Level)damage. Shield lasts 3 seconds. This effect has a 210 seconds cooldown. | Buy for late objective fights when one resurrection can preserve pressure or waste enemy cooldowns. | Do not rush before Hilda has enough core durability to make the second life useful. | 5 |
Rafaela helps Hilda sustain and stick to targets, while Franco creates a single-target opening Hilda can immediately collapse on. Enter after their setup instead of revealing the angle too early.
Thamuz and Uranus can survive Hilda's first rotation and punish a prolonged melee trade. Apply anti-heal, avoid fighting on their terms, and disengage before their sustain takes over.
Zilong and Layla are easier to disrupt when Hilda reaches them from an unseen bush. Preserve Combat Ritual for the decisive approach and do not chase through unsupported vision.
These unmodified level-one values were observed in-game on August 8, 2026; no skin, equipment, emblem, or match bonuses are included.
| Stat | Value |
|---|---|
| HP | 2600 |
| HP Regen | 8.4 |
| Physical ATK | 123 |
| Physical DEF | 24 |
| Attack Speed | 1.05 |
| Attack Speed Ratio | 100% |
| Mana | 0 |
| Mana Regen | 0 |
| Magic Power | 0 |
| Magic DEF | 15 |
| Movement SPD | 260 |
Shop availability and prices were observed in-game on August 8, 2026; the recorded server time was 08/08/2026 20:52. Event, season, Zodiac, mentoring, and Starlight labels are availability snapshots, not guaranteed permanent purchase options.
| Skin preview | Skin | Tag | Availability note |
|---|---|---|---|
![]() | Bass Craze | SPECIAL | 749 Diamonds; Purchase visible |
![]() | Power of Wildness | Basic | 269 Diamonds; Purchase visible |
![]() | Flower of the Wastes | Season 5 | S5 ranked reward |
![]() | Sacred Guard | Elite | Mentoring Program |
![]() | Aries | Zodiac | Zodiac Summon |
![]() | Guardian Battalion | Starlight | 02/2026 Starlight Member |
Hilda was raised in the Garland tribe of the Megalith Wasteland and inherited leadership from her mother. She left to search for a way to reverse the tribe's decline, returned when her people were threatened, and ultimately chose to travel again rather than remain confined to one settlement. This summary follows the current in-game Story panel observed August 8, 2026.
Revitalize is a practical default for extended teamfights. Use Sprint when Hilda needs a longer chase or safer disengage.
Prioritize Art of Hunting, upgrade Combat Ritual as the backup, and level Power of Wildness whenever available.
Yes. Roam emphasizes vision, disruption, and team protection; EXP lane gives Hilda more farm and side-lane pressure.
Bushes restore HP, prime an enhanced Basic Attack, and hide the direction of her next engage.
Use it after stacking Wilderness Marks on a priority target, or earlier when the immediate stun prevents an escape or lethal counterattack.
Hilda rewards decisive bush control, disciplined three-hit Art of Hunting chains, and defense choices matched to the enemy draft. Stack marks before the finisher, keep Combat Ritual available for the route you need, and turn every short trade into a healthier second engage.
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