Kung Fu Boy
Updated Apr 15, 2026
Chou is not a fighter in the traditional sense. He is a delivery service whose entire kit exists to grab one person and hand them to his team, dead. He works when the enemy has a specific target worth catching, and disappears when they do not.
Win Rate
45.27%
Pick Rate
0.9%
Ban Rate
2.96%
Sustained DPS
Emblem
Assassin Emblem
Battle Spell
Flicker
Weak Against
Strong Against
In teamfights, use Chou's 2nd and 1st Skill to get next to a key target, then use his Ultimate to knock them out of position and secure the kill with his team.
Chou's value is entirely conditional on one thing. Is there a single hero on the enemy team your team cannot reach without him? If the answer is yes, he is the right pick. If the answer is no, you are locking a fighter with mediocre sustained damage and no teamfight presence, and your slot would be better spent on Paquito, Yu Zhong, or Lapu-Lapu.
The drafts where Chou actually delivers are ones where the enemy has a vulnerable hypercarry: Beatrix, Ixia, Cecilion, Pharsa, Chang'e, or any marksman without a built-in escape. Pick him when you can name the person you plan to kick before the draft screen closes. Pick him when your team has follow-up burst (a Lancelot, Gusion, or Kadita who can delete the delivery in 1.5 seconds). Pick him when you have Flicker available and the enemy roster lacks Purify.
Avoid Chou into tanky bruiser stacks with no clear pick target. Avoid him into heavy shield comps (Esmeralda, Lolita) where the burst combo gets absorbed before the damage lands. Avoid him when the enemy roam is Diggie, because Time Journey gives 2 seconds of Control Immunity and a 650+ shield on a 76-second cooldown, which cleanses your kick instantly and makes the whole game plan worthless. Avoid him against Minsitthar, whose ult disables every dash in Chou's kit for anyone standing inside the field.
If you cannot name who you plan to kick, Chou is not the right pick.
Chou is a displacement machine disguised as a fighter.
Every skill in his kit serves the same purpose: reach one person and move them somewhere they do not want to be. Jeet Kune Do is not a damage tool. It is three chained dashes that knock airborne on the third cast, and that knockup guarantees the follow-up ult lands. Shunpo is not a shield-and-run button. It is a Control-Immune gap closer on a 5-second cooldown that also resets the moment the third-cast knockup connects, so every completed combo refunds its own escape. The Way of Dragon is not a finisher. It is a two-stage forced relocation that, combined with Flicker, delivers any hero on the map into the middle of your team.
The passive, Only Fast, reinforces the identity. After moving 5 units, Chou's next basic attack deals 180% damage (cannot crit), slows by 90%, and shreds the target's physical defense by 10 plus 1 per hero level for 3 seconds, stacking up to twice. That is not a laning passive. That is an after-kick passive: the target is airborne, slowed to a crawl, and 20 plus 2-per-level armor lighter while your carry stands on top of them.
Once that reframing lands, everything about how you play him changes. You stop looking for extended trades and start looking for the one kick that ends the fight.
Chou's EXP lane is about chip damage and survival, not domination. You are not trying to kill your lane opponent. You are trying to hit level 4 with enough HP to rotate for the first objective fight.
Do not burn Flicker for a lane trade before level 4 under any circumstances. Flicker is not your escape. It is the second half of the kick combo, and wasting it in lane means you cannot execute your purpose for the next 120 seconds.
Chou is one of the least item-dependent heroes in the game. His spike is not an item. His spike is level 4 with Flicker off cooldown. That is the moment he goes from a mediocre EXP laner to a hero who can delete any squishy on the map.
The first item that matters is Tough Boots, not for the magic defense but for the 30% CC duration reduction, because the one thing that stops a Chou combo is being stunned or rooted during the approach. The second item is Blade of Heptaseas, usually completed somewhere in the 6-to-8-minute window depending on lane state. The Heptaseas burst proc after a skill, combined with the passive-enhanced auto and the 400 base damage on the first ult cast, is enough to kill a 70%-HP squishy without any help from the team.
The moment Tough Boots plus Heptaseas come online, a Chou with Flicker up can walk into fog, S1 three times to knockup, S2 to close the final gap under Control Immunity, ult the target for the 400 (+200% Extra Physical Attack) kick, then Flicker backward to drag them behind your frontline before the second ult cast chases up and finishes the 480 total. This is the combo that defines Chou at every rank from Legend to Mythical Glory. Practice it until the full sequence takes under 1.5 seconds. Any longer and Purify or Flicker comes off the target before the second cast lands.
After Heptaseas the build diverges on whether your team needs damage or a tank. That conversation is the next section.
The reflex with Chou is to look for the biggest ongoing teamfight and S1 into the middle of it. That reflex is wrong.
Chou is not a teamfight hero. He is a pre-fight hero. His job happens in the 3 seconds before the fight starts, not during it. You identify the target, you deliver the kick, your team kills them, and then you play the resulting 5v4.
Three positioning rules:
If your team has no follow-up damage available, do not kick. A Chou who delivers a marksman into four half-health teammates who are retreating has just donated a free kill to the enemy. The kick only works when your team is healthy enough to finish the delivery.
Chou has two locked slots and four flex positions, which is the opposite of most fighters.
The two locks are Tough Boots and Blade of Heptaseas. Everything else depends on what the game wants from you.
If you are the primary damage threat (no assassin in the jungle, team needs you to deal damage): War Axe third for the 10% CDR plus stacking physical attack, Endless Battle fourth for the 60% physical attack as true damage on every post-skill auto, Malefic Roar fifth if the enemy stacks armor, Immortality sixth. Endless Battle is the quiet power pick here because Chou casts a skill roughly every second during a combo and Divine Justice fires off each one.
If your team has enough damage and needs a tank (common in higher ranks where Chou plays roam): skip Heptaseas entirely. Build Dominance Ice for the -80% attack speed aura and healing reduction, Athena's Shield against magic burst, Antique Cuirass for the stacking -6% physical attack debuff on the attacker, Queen's Wings for the 30% damage reduction below 40% HP, and Immortality. Tank Chou still kicks to deliver, but he survives long enough to kick twice per fight.
The boot slot: Tough Boots is default because CC during the approach is what kills Chou. Warrior Boots only against full-physical lineups with no CC, which is rare. Never Swift Boots. You are not an auto-attacker.
The weakest common buy is Blade of Despair. Chou's burst combo scales off fixed base damage on the passive auto, the S1 strikes, and the two ult casts. Despair's +25% attack trigger only activates below 50% HP, which is the point the target should already be dead. CDR from War Axe or penetration from Malefic Roar produces more effective damage per kick than a raw attack stat.
Tip
The full Flicker-kick combo: S1 three times to close and knockup, S2 for Control Immunity to cover any remaining distance, ult the target for the first kick, then Flicker backward to drag them into your team before the second ult cast chases up. The entire sequence must fit under 1.5 seconds. Any slower and Purify or Flicker comes off the target before the chase lands.
Tip
Jeet Kune Do's third cast hitting an enemy hero resets Shunpo's cooldown immediately. After every completed knockup-into-kick, a fresh S2 is available as an escape. Never skip the third cast: without it you lose the knockup guarantee and the S2 reset in the same mistake.
Note
Chou's passive auto cannot critically strike. This is a design choice that keeps him a combo-burst hero, not an auto-attacker. If a build guide recommends Berserker's Fury or any crit chance item on Chou, close that guide. The damage is in the fixed scaling on S1 and ult base numbers, not in auto-attack DPS.
Tip
Check enemy battle spells during the loading screen. Purify gives 1.2 seconds of Control Immunity on a 90-second cooldown, which cleanses the kick on contact. Either switch targets to someone without Purify, or bait the Purify with a fake S1 approach before committing the real combo.
Note
The passive defense shred stacks up to twice and peaks at -20 plus 2 per hero level on the target. At level 15 that is -50 physical defense, which amplifies every physical attacker on your team, not just Chou. Weaving passive autos between S1 casts in an extended skirmish is a meaningful team-damage buff, not just a personal combo tool.
After traveling 5 units, Chou deals 180% damage on his next Basic Attack (cannot Crit), briefly slows the target by 90% and reduces their Physical Defense by 10(+1*Hero Level) for 3s (up to 2 stacks).
Chou strikes in the target direction, dealing 180 (+70% Total Physical Attack) Physical Damage to enemies hit. This skill can be cast 3 times before it goes on cooldown. On the 3rd cast, Chou also knocks enemies hit airborne. Hitting an enemy hero with the 3rd cast resets the cooldown of Shunpo.
Chou charges in the target direction, gaining Control Immunity and a 200 (+200% Extra Physical Attack) shield.
Chou strikes a roundhouse kick at the target enemy hero, dealing them 400 (+200% Extra Physical Attack) Physical Damage and knocking them back. Cast the skill again to chase up the target, dealing a total of 480 (+240% Extra Physical Attack) Physical Damage.
In teamfights, use Chou's 2nd and 1st Skill to get next to a key target, then use his Ultimate to knock them out of position and secure the kill with his team.
In the laning phase, use Chou's 2nd Skill to get close to the enemy and follow up with his 1st Skill for multiple strikes. After landing the 3rd strike of his 1st Skill, use the refreshed 2nd Skill to stay on the target and finish them with his Ultimate.
These heroes have the highest win rates against Chou in ranked matches. Pick any of them for a statistical advantage in draft.
Chou performs well against these heroes. Consider picking Chou when you see them on the enemy team.

Chou can close the gap on Gord and win fights at close range where mages are vulnerable.
54.3%

Chou has a strong early game advantage over Ixia. Control the tempo before Ixia scales.
49.8%
Chou is most vulnerable in the early game, where counters average a 52.4% win rate. As the match progresses, Chou becomes harder to shut down (43.9% mid, 47.6% late). Prioritize early aggression and ganks to build an advantage before Chou can scale.
Chou is vulnerable here
Chou is strong here
Chou is strong here
Assassin Emblem
High and Dry / Killing Spree
Flicker
Assassin Emblem
High and Dry / Killing Spree
Flicker
Assassin Emblem
High and Dry / Killing Spree
Flicker
Heroes that synergize well with Chou in team compositions.





Born in the slums of the Cadia Riverlands, Chou was orphaned during a bandit raid that destroyed his village. Taken in by a wandering martial arts master, he trained for years in an ancient kung fu discipline known as the Way of the Dragon. His unmatched speed and devastating kicks have earned him legendary status across the Land of Dawn. Chou now wanders the realm seeking worthy opponents, believing that true strength is forged through endless battle.
Famous quotes from Chou
“My fists will shatter your pride!”
- Chou
“You think you can keep up with me? How naive.”
- Chou
“The path of a true fighter... is walked alone.”
- Chou
“Speed is nothing without precision!”
- Chou
“I'll show you the Way of the Dragon!”
- Chou