Popol and Kupa are a Jungle or Gold Lane Marksman pair who win by preparing the path before the fight starts. Place traps on the route enemies must use, send Kupa at the first target who steps wrong, and keep Popol one layer behind the wolf. The duo is strongest in narrow objective entrances and weakest in open fights where mobile assassins can reach Popol directly.
Popol and Kupa are a Marksman duo with Push/Burst. Popol attacks from range while Kupa occupies the first layer of the fight, applies marks, and gives the pair control that most marksmen do not have. Their 250 Movement Speed and lack of a normal dash make advance preparation essential: traps and Kupa must solve the route before an assassin reaches Popol.
These level-one values exclude equipment, emblem, skin, and match modifiers. The Story and stat panels were unavailable through the current rank-gated hero page, so the values are kept as a dated fallback rather than blended with equipment or inferred from a match.
| HP | 2425 |
|---|---|
| HP Regen | 6.0 |
| Mana | 500 |
| Mana Regen | 4 |
| Physical Attack | 95 |
| Physical Defense | 17 |
| Magic Defense | 15 |
| Attack Speed | 1.00 |
| Movement Speed | 250 |

Passive / Buff
Kupa recovers 10% Max HP each second after avoiding damage for five seconds. If Kupa falls, Popol can pray for three seconds to bring him back, with a 30-second cooldown. Every third consecutive Kupa attack empowers Popol's next Basic Attack, and Kupa inherits Popol's other attributes and passive equipment effects except Jungling and Roaming effects.

Use it well: Keep Kupa healthy between trades, then let him complete three attacks on the same target before Popol fires the empowered Basic Attack. Reposition before praying for Kupa because Popol must stand still during the channel.
Avoid: Do not start an open fight while Kupa is low or unavailable. Without the wolf, Popol loses pressure, protection, and the mark cycle that powers his next Basic Attack.

Skill 1 / Damage / CC
Popol throws a spear while Kupa lunges at the same target and keeps attacking for three seconds. In Alpha Wolf Form, Kupa stuns for one second and bites three times in quick succession.

Use it well: Use it to assign Kupa to the first trapped or overextended target. After We Are Angry!, the enhanced stun makes this the cleanest opening for a focused pick.
Avoid: Do not send Kupa deep when Popol cannot follow safely. A long chase separates the pair and leaves Kupa, Help! as the only fast recall tool.

Skill 2 / CC / AOE
Kupa returns to Popol, grants a shield, damages nearby enemies, and slows them. In Alpha Wolf Form, Kupa darts back, briefly knocks nearby enemies airborne, and increases the shield and damage to 125%.

Use it well: Hold it for the diver who reaches Popol or to pull Kupa out of a bad chase. The enhanced airborne is a short but valuable reset that creates room for another attack cycle.
Avoid: Do not spend the shield only for harmless lane damage when the enemy engage is still available. Once it is down, Popol has no dash and very little personal protection.

Skill 3 / Summon / CC
Popol places a trap that detonates after an enemy triggers it, deals Magic Damage, immobilizes for one second, and leaves a four-second frost zone that slows movement. He stores up to three charges, and up to three traps can remain on the battlefield for 60 seconds.

Use it well: Place traps before contact at river mouths, brush exits, jungle turns, and the retreat path behind a target. They are vision and route control first, damage second.
Avoid: Do not drop every trap under a fight that has already started. Late traps usually activate after the decisive movement has happened and leave the next objective entrance unguarded.

Ultimate / Buff
Popol and Kupa enter an Enraged state for 12 seconds, gain extra Movement Speed, and increase their Attack Speed. Kupa fully restores HP, gains extra Max HP, becomes an Alpha Wolf, and enhances the two command skills.

Use it well: Activate after Kupa has made contact or taken damage so the full heal and enhanced control both matter. Follow immediately with Bite 'em, Kupa! when a priority target cannot escape.
Avoid: Do not cast on sight while the enemy can simply disengage. The duration is strongest after a trap, allied control, or a committed enemy dash makes the fight real.
Learn Bite 'em, Kupa! at level one and prioritize it. Use Kupa, Help! and Popol's Surprise as the secondary levels your lane or jungle route needs, then upgrade We Are Angry! whenever it is available. The priority follows the official hero data: Skill 1 is the repeatable target command, while the other two basic skills provide protection and map control.
For Jungle, use Assassin Emblem with Rupture, Seasoned Hunter, and Killing Spree. Rupture strengthens early picks, Seasoned Hunter supports faster objective pressure, and Killing Spree restores health and movement after a takedown. Take Retribution; Ice Retribution helps Popol and Kupa stay attached once a target tries to leave the trap corridor.
For Gold Lane, use Marksman Emblem with Swift, Weapons Master, and Quantum Charge. This route improves attack rhythm, scales equipment damage, and gives movement and recovery during Basic Attack trades. Flicker is the default lane spell because Popol has no natural dash. Do not copy the jungle emblem into lane when Seasoned Hunter and Retribution have no job there.
These five current in-game builds were observed on August 16, 2026. Compare the six-item order and adjust utility or defensive slots for the match.
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Ice Hunter's Swift Boots | Sea Halberd | Windtalker | Rose Gold Meteor | Great Dragon Spear | Wind of Nature |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Ice Hunter's Tough Boots | Sea Halberd | Windtalker | Berserker's Fury | Malefic Roar | Blade of Despair |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Ice Hunter's Tough Boots | Sea Halberd | Windtalker | Berserker's Fury | Malefic Roar | Blade of Despair |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Ice Hunter's Tough Boots | Sea Halberd | Windtalker | Malefic Roar | Great Dragon Spear | Rose Gold Meteor |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Ice Hunter's Tough Boots | Sea Halberd | Windtalker | Rose Gold Meteor | Malefic Roar | Blade of Despair |
Use the item notes below to decide what each slot contributes. The table describes each item independently of the numbered builds.
| Item | What it adds | When to consider it |
|---|---|---|
Ice Hunter's Swift Boots | Movement Speed, Attack Speed, and Ice Retribution's chase control for jungle tempo. | Choose when clear speed and attack rhythm matter and enemy control is manageable; switch to Tough Boots when magic damage or crowd control threatens every engage. |
Sea Halberd | Physical Attack, Attack Speed, reduced enemy healing and shields, and extra damage against high-extra-HP targets. | Buy early against healing, shields, or high-extra-HP front liners; delay it only when the enemy has little sustain and another damage spike is more urgent. |
Windtalker | Attack Speed, Critical Chance, Movement Speed, and a multi-target Basic Attack proc for faster farming and pressure. | Keep for fast jungle clears, rotations, and early attack rhythm; replace in a late pure burst build only when wave and camp speed no longer matter. |
Rose Gold Meteor | Physical Attack, Attack Speed, Lifesteal, and a low-HP shield with a brief Movement Speed burst. | Buy against magic or mixed burst that reaches Popol before he can finish the target; choose Wind of Nature instead when the decisive threat is Physical Damage. |
Great Dragon Spear | Physical Attack, Cooldown Reduction, Critical Chance, and Movement Speed after casting the ultimate. | Add when the ultimate's Movement Speed helps Popol and Kupa stay connected to a trapped target; skip when armor penetration or immediate defense is the greater need. |
Wind of Nature | Physical Attack, Attack Speed, Lifesteal, and short Physical Damage immunity for ranged heroes. | Use against Physical assassins or marksmen who can reach Popol; do not rely on it against magic burst or control that prevents activation. |
Ice Hunter's Tough Boots | Movement Speed, Magic Defense, shorter control and slow duration, plus Ice Retribution for jungle pursuit. | Use against magic pressure and repeated control; keep Swift Boots when damage uptime is safe and the extra Attack Speed decides the clear. |
Berserker's Fury | Physical Attack, Critical Chance, higher Critical Damage, and extra Physical Attack after critical hits. | Choose when Popol can attack safely and the first controlled target must die quickly; replace with defense when divers consistently reach the back line. |
Malefic Roar | Physical Attack and Physical Penetration that scales into targets with higher Physical Defense. | Move earlier when tanks stack Physical Defense; delay it against a fragile team that can be finished with raw attack and critical damage. |
Blade of Despair | A very large Physical Attack increase, Movement Speed, and more damage against low-HP enemies. | Finish when the team can already protect Popol and trapped targets must be deleted; buy survival first if one dive removes him before the passive can matter. |
Build 1 uses Ice Hunter's Swift Boots, Sea Halberd, Windtalker, Rose Gold Meteor, Great Dragon Spear, and Wind of Nature. It has the safest balance of clear speed, anti-sustain, chase after the ultimate, and two different defensive answers. Use Rose Gold Meteor for magic or mixed burst and Wind of Nature when Physical Damage is the threat that reaches Popol.
Builds 2 and 3 are identical damage routes: Ice Hunter's Tough Boots, Sea Halberd, Windtalker, Berserker's Fury, Malefic Roar, and Blade of Despair. They suit games where Tough Boots are enough protection and Popol can attack behind Kupa. Build 4 removes Berserker's Fury and Blade of Despair for Great Dragon Spear and Rose Gold Meteor, trading peak burst for better chase and magic-burst insurance. Build 5 keeps Rose Gold Meteor but closes with Malefic Roar and Blade of Despair for a stronger armored-target finish.
Move Sea Halberd earlier against healing and shields. Prioritize Malefic Roar when a tank is stacking Physical Defense. Choose Rose Gold Meteor before greedy damage when magic burst pushes Popol out of the fight, and choose Wind of Nature when a Physical assassin or marksman can reach him. Great Dragon Spear is best when the ultimate's movement window is what keeps both partners on the same target.




We Are Angry! → Bite 'em, Kupa! → Basic Attacks → Kupa, Help! Activate the ultimate after contact so Kupa receives the full heal and enhanced form. Use the enhanced first skill to stun the priority target, fire through the mark cycle, and recall Kupa with the second skill when a diver reaches Popol.





Bite 'em, Kupa! → We Are Angry! → Bite 'em, Kupa! Poke with the first command, wait until the target commits or drops low enough to punish, then activate the ultimate and use the enhanced stun to finish the trade. A trap on the retreat path makes the second command much harder to escape.


Alpha and Khaleed can enter first and hold enemies in the trap corridor. Popol follows their contact instead of exposing himself to start it.


Lesley and Brody are vulnerable when Kupa reaches them before they establish distance. Trap their exit and keep the command connected.


Gusion and Karina exploit Popol's lack of a dash. Hold Kupa, Help!, Flicker, or the defensive item until their commitment.

Baxia adds front-line presence but little protection once an assassin crosses onto Popol. Make sure another ally can peel or control the back line.
The English in-game Shop showed six skins on August 16, 2026. Direct-purchase, StarLight, Transformers, Collector, and ALLSTAR availability can change.

Elite; 599 Diamonds

269 Diamonds

Transformers; Limited-time Event

11/2022 StarLight Member

Collector; Limited-time Event

ALLSTAR; Limited-time Event
Popol grew up among the Feldan hunters of Northern Vale but felt ignored whenever he spoke about becoming a legendary hero. He left the village to hunt a frost wolf alone, fell into a pit, and found an injured wolf trapped beside him. Instead of killing the animal, Popol shared his food and freed him. The wolf, later named Kupa, saved Popol from attacking vultures. Their escape turned two lonely survivors into inseparable partners who now travel and fight together.
The friendship defines the kit: Popol gives orders and prepares traps, while Kupa takes the dangerous first contact. Strong play keeps both partners close enough to protect each other rather than treating the wolf as disposable damage.
For the current jungle route, start with Ice Hunter's Swift or Tough Boots, then use Sea Halberd and Windtalker before adapting with Rose Gold Meteor, Great Dragon Spear, Wind of Nature, Berserker's Fury, Malefic Roar, or Blade of Despair.
Use Assassin Emblem with Rupture, Seasoned Hunter, and Killing Spree in jungle. Use Marksman Emblem with Swift, Weapons Master, and Quantum Charge in Gold Lane.
Retribution with Ice Retribution is required for jungle. Flicker is the safer Gold Lane spell because Popol has no natural dash.
Learn and prioritize Bite 'em, Kupa!, use Kupa, Help! and Popol's Surprise as secondary levels, and upgrade We Are Angry! whenever possible.
Front-line fighters such as Alpha and Khaleed can start contact and keep enemies inside prepared trap routes while Popol attacks from the second line.
Mobile assassins such as Gusion and Karina can bypass Kupa and reach Popol. Preserve the shield, recall, Flicker, and defensive item for their dive.
Popol and Kupa reward preparation, target discipline, and clean conversion. Place the trap before the enemy arrives, let Kupa take first contact, activate the ultimate after the fight is committed, and protect Popol from the first dive. The pair becomes much easier to play when every catch leads directly to a camp, Turtle, Lord, or tower.
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