Akuma Ninja
Updated Apr 17, 2026
Hanzo is not an assassin who jumps in. He is a sniper who throws his soul through a wall and makes you guess where the body is. The whole hero collapses if your team cannot name that hiding spot before the fight starts.
Win Rate
50.9%
Pick Rate
0.32%
Ban Rate
4.93%
Sustained DPS
Emblem
Assassin Emblem
Battle Spell
Sprint
Weak Against
Strong Against
Hanzo should activate his Ultimate from a safe position and engage as Hanekage. Use his 2nd Skill to dash in and knock enemies Airborne, then use his Black Mist and Basic Attacks to quickly stack his Passive and use his 1st Skill for maximum damage.
Hanzo is the right pick when the enemy front line cannot reach your back line in four seconds and your own team can hold a position long enough for you to snipe from it. Pair him with one lock-down tank (Tigreal, Khufra, Atlas) and one peel support (Estes, Angela, Diggie). What he wants from the enemy is a stationary back line: Layla, Lesley, Wanwan dependent on standing still, immobile mages like Cyclops or Pharsa. What he wants from your draft is a permission slip to stand somewhere safe.
He is the wrong pick into stealth, wall-crossing, or single-target deletion drafts. Helcurt smoke-walks through your warded jungle and finds the body before you finish the dive. Natalia waits in the bush you forgot to check. Fanny can stack-jump over the wall you parked behind. Ling drops onto your body from a piece of terrain you did not know counted as a wall. Lancelot ult or Saber ult deletes a stationary Hanzo in one rotation. If two of those names are on the enemy team and the bans are not yours, take a real assassin instead.
The disqualifying test: by the time your front line walks up to a Lord pit fight, can you point at a wall, bush, or pixel of terrain and say "the body sits here, it cannot be reached without a flicker"? If the answer is "I will figure it out", you do not have a Hanzo plan. You have a wish.
Every other assassin in the game answers the question "where do I jump from". Hanzo answers "where do I stand still". His ultimate sends a Demon Pneuma form forward and leaves his physical body behind, and the entire hero hangs on the body never being touched. Stack of Demon Blood is the resource. Demon Pneuma is the weapon. The body is the load-bearing structure that holds both up.
Sealed form (no ult active) is for farming and zoning. Demon Feast is the true-damage minion eat that pays for itself in Demon Blood and clear speed. Soul Reap is the long skillshot that pokes a wave from across the river and chains hits if it lands. Demon Pneuma form (ult active) flips both: Demon Thorn becomes a knock-up lunge that unlocks every five basics, Devastator becomes a basic-attack dash you ride into the back line. The two skill bars do completely different jobs, and treating Demon Pneuma like a melee assassin who has to commit a body wastes the entire reason to pick him. The body never goes in. Only the ghost.
This is also why Hanzo has zero mana and runs on Demon Blood instead. He is not balanced around resource scarcity. He is balanced around physical vulnerability. The cost of the ult is not mana, it is the three seconds of stun and eight seconds of crippled movement you eat if Demon Pneuma dies before you recall it.
The early game is about getting two clears done before anyone else thinks to contest you, then translating Demon Pneuma into one map-shaping play before minute six.
The window is Magic Boots plus Demon Hunter Sword, usually finished between minute seven and minute nine. Before this spike Demon Pneuma is a scout that pokes for kill setup. After it, Demon Pneuma is a kill condition.
Magic Boots is mandatory and not a preference. Hanzo has zero mana, so the standard mana-regen value of the boots is wasted, but the cooldown reduction shaves the ult into a window that lets you take back-to-back engagements instead of one fight every other rotation. Demon Hunter Sword is what makes the basic-attack-driven Devastator dash actually delete a marksman: 8% of current HP per basic on top of the attack speed, plus the per-hit HP regen that keeps the body alive if the fight comes to it. Two items, the entire identity of the hero changes.
Anyone telling you to skip DHS for Blade of Despair first is selling raw attack power for a hero whose damage profile is multi-hit, not single-shot. The ratio you actually want is "how much damage do I do across one ult duration", and DHS triples that number against any hero with more than 4000 HP.
The reflex when you press ult is to stand on the lip of the fight and throw Demon Pneuma forward. The reflex is wrong. Distance to the fight is measured in crowd control, not meters. A body four screens away from a Khufra is closer than a body one screen away from a Saber.
The exception is the support you are paired with. With Tigreal, Khufra, or Atlas locking the front, you can stand a step inside the fight perimeter because the lock-down buys you the four seconds. With Rafaela or Estes alone, the body sits two walls back. With Diggie, you can stand wherever you want because the silence and CC immunity covers the body.
The first three slots are not negotiable: Magic Boots, Demon Hunter Sword, and Corrosion Scythe for the stacking attack speed buff that turns Devastator into an actual machine gun and the per-basic slow that holds enemies inside the dash radius. Slots four through six are where the game gets played.
The boots question does not have a question. Hanzo has zero mana, the cooldown reduction is what unlocks back-to-back ults, and any other boot puts you on a slower tempo than your power spike supports.
Ulting from inside the fight rather than from cover. The body sits where you cast the ult. If you press it standing in the river next to your tank, your body is now in melee range of every CC the enemy has. The first stun kills both. Cast Demon Pneuma from inside your own jungle, behind a wall the enemy front line is not already touching, and let the ghost cover the rest of the distance.
Recalling Demon Pneuma early to chase a kill on your body. The recall option ends the ult, restores you to body, and feels safe. It also leaves your team with no Hanzo damage for the next sixteen-plus seconds while you walk to the fight you abandoned. The correct recall is when Demon Pneuma is about to die, not when you got greedy and want to dunk a low-HP target with a basic attack.
Standing in a bush the enemy has warded. Bushes are not invisible. Diggie egg, control wards, Selena trap arrows, Helcurt sonic radar, and any minimap awareness from a competent jungler all see through them. Body in a bush is body in line of sight. Body behind a wall is body out of reach. The two are not the same hiding spot.
Forcing the first fight before Demon Hunter Sword. Pre-DHS Demon Pneuma is a poke kit that gets one knock-up and a slow off. It cannot kill anything with more than 4000 HP without help, and committing the ult into a fight you cannot finish wastes the entire cooldown. Wait the extra ninety seconds, finish the spike, then engage.
Tunneling on creeps after the 2.1.47 Energy buff (patch notes). That buff added Energy regeneration whenever Demon Pneuma basic-attacks a hero, the Turtle, or the Lord. The hero is now built around hitting bodies, not minions, to extend his ult duration. Sitting on the back line of a fight farming the wave wave with Demon Pneuma instead of pressing it onto the enemy carry actively shortens your own ult and gives the enemy team a free reset.
Tip
Demon Thorn (the knock-up in Demon Pneuma form) only unlocks after five basic attacks land. Open with Devastator dash, plant five autos onto the closest target, then Demon Thorn the squishy. Reversing the order means the lunge does no displacement and you wasted the engagement.
Note
The Soul Reap skillshot in Sealed form chains repeat hits as long as something stays in the strike zone. Land the initial cast on a slowed or stationary target and let the chain do the poke. It is the cheapest source of Demon Blood you have outside of jungle clears.
Tip
Against Helcurt or Natalia, swap your usual hiding wall for one your support has vision on. Stealth heroes find the body through map awareness, not through pathing. Standing where your support can see is more durable than standing where you cannot be reached.
Note
The recall option (sending Demon Pneuma back to body, or pulling body to Demon Pneuma) shares a button with the ult cast. Practice the difference in a custom game before you ever press it under pressure. The fight where you accidentally flicker your body into the enemy team is the fight you lose the rank.
Damage dealt by Hanzo's Basic Attacks and skills inflicts a stack of Dark Ninjutsu on the target, up to 5 stacks. Ninjutsu: Demon Feast can only be cast on targets with full stacks of Dark Ninjutsu.
The skill can only be used on targets with max stacks of Dark Ninjutsu. When targeting a creep, Hanzo will immediately devour it and digest it over a period of time to recover 20% HP. When targeting the Turtle, Lord, or enemy heroes, he deals 600 (+120% Extra Physical Attack) Physical Damage, recovers 10% HP, and reduces this skill's cooldown by 60%.
Hanzo dashes in the target direction, leaving dark mist in front that deals 90 (+45% Extra Physical Attack) Physical Damage to enemies in the area every 0.5s, up to 5 times (this damage counts as Basic Attack damage but cannot Crit). The dark mist slows enemies in the area by 40% and grants Hanzo 20% Movement Speed.
Hanzo charges into battle as Hanekage, consuming 170 Energy per second. He gains 20 Energy when a nearby non-hero unit dies and 200 Energy if it's a hero. He gains 15 Energy when attacking a hero, and 45 Energy when attacking the Turtle or the Lord. When Energy runs out, Hanzo's body will be slowly drawn to Hanekage's position. While in Hanekage form, Hanzo's body is invincible, while Hanekage ignores obstacles and gains 50% Movement Speed and 30% Attack Speed. Use Again or Upon Death: Hanekage returns to Hanzo's body, recovering 16% HP and becoming untargetable during the return. If Hanekage is killed, Hanzo will be slowed by 50% and revealed for 6s.
Hanzo should activate his Ultimate from a safe position and engage as Hanekage. Use his 2nd Skill to dash in and knock enemies Airborne, then use his Black Mist and Basic Attacks to quickly stack his Passive and use his 1st Skill for maximum damage.
When ganking, Hanzo can use his 2nd Skill to close the distance, then stack his Passive with Basic Attacks and unleash his 1st Skill at max stacks for hefty damage. In teamfights, Hanzo should activate his Ultimate from a safe position and engage as Hanekage. Use his 2nd Skill to dash in and knock enemies Airborne, then use his Black Mist and Basic Attacks to quickly stack his Passive and use his 1st Skill for maximum damage.
These heroes have the highest win rates against Hanzo in ranked matches. Pick any of them for a statistical advantage in draft.

Ling outscales Hanzo in the late game, turning team fights in your favor as the match progresses.
54.4%

Sun dominates Hanzo in the early game. Apply pressure before Hanzo can scale and become a threat.
46.6%
Hanzo performs well against these heroes. Consider picking Hanzo when you see them on the enemy team.

Hanzo has a strong early game advantage over Gord. Control the tempo before Gord scales.
54.3%

Hanzo's Ultimate enables him to poke or dive with relative safety, making him a serious threat to squishy heroes without mobility, like Layla, Ixia, and Zhuxin, while also disrupting the enemy in teamfights.
49.8%
Hanzo struggles the most in the late game, where counters average a 50.5% win rate. Early game matchups are tighter at 44.9%. If the match extends, your counter advantage grows, so focus on farming and scaling to outperform Hanzo in late team fights.
Hanzo is strong here
Even matchup phase
Even matchup phase
Assassin Emblem
High and Dry / Killing Spree
Sprint
Assassin Emblem
High and Dry / Killing Spree
Sprint
Assassin Emblem
High and Dry / Killing Spree
Sprint
Heroes that synergize well with Hanzo in team compositions.




Hanzo is a demon ninja from the shadow clan of Igaku, feared across the Land of Dawn for his ability to separate his demon soul from his mortal body. Through a forbidden blood ritual, Hanzo merged with an ancient akuma, granting him the power to devour jungle creatures and unleash his demon form. In Pinnacle Ninja state, his demon soul hunts freely while his vulnerable body remains hidden. The price of this power is a constant hunger for demon blood that can never be fully sated.
No voice lines available for Hanzo yet.