Hoverjet Outrider
Updated Apr 18, 2026
Kimmy is not a marksman and she is not a mage. She is a walking turret that you build magic items on, whose basic attack is actually a skill shot, and whose attack speed stat quietly gets laundered into movement speed. Pick her only when the enemy cannot close on a kiter.
Win Rate
48%
Pick Rate
0.89%
Ban Rate
1.15%
DPS, Sustained DPS
Emblem
Mage Emblem
Battle Spell
Flicker
Weak Against
Strong Against
In teamfights, Kimmy can initiate with her Ultimate to group up enemies, then follow up with her 2nd Skill to immobilize them, and finish with her enhanced Basic Attacks for lots of damage. If enemies try to counter by closing in on Kimmy, use her 1st Skill to retreat.
Kimmy is the correct pick when the enemy team is built around immobile damage (Valir, Cecilion, Vale, Hylos, Moskov) and your team has at least one layer of peel for her (Tigreal, Khufra, Franco, Atlas, Estes). Patch 2.1.61 (patch notes) pulled her base HP down to 2380 but doubled her HP growth to 145 per level, which is the tuning you give a mage carry who is supposed to scale into a late-game anchor, not a mid-game skirmisher. That shift matters for draft: she is weaker at level 4 than she was two patches ago, and stronger at level 15.
Kimmy is the wrong pick when the enemy draft has two or more of Hayabusa, Lancelot, Ling, Fanny, Saber, Natalia, Chou, or Helcurt. All of these close the gap inside her 1-second ult charge window, and none of them care that she slows them 40% with Chemical Refinement because they have either a dash reset, a gap-closer reset, or a silence that cancels her S1 hold. Minsitthar is a specific ban: his ultimate locks her inside the zone and hard-blocks the S2 blink that is the only thing keeping her alive.
If your team lacks a tank frontline and the enemy has a single reliable diver, Kimmy is a trap pick. She cannot self-peel, she cannot duel, and her only escape is a 14-second-cooldown backwards blink that gets punished if the enemy rotates toward the wall she landed on.
Kimmy's entire kit is built around a design inversion: her basic attack is a hold-button skill shot, and her attack speed stat does nothing. Attack speed bonuses get converted into movement speed at a 2-to-1 ratio through Chemist's Instinct. This is the hidden rule every Kimmy build has to respect, and it is the rule most players break.
Because her Chemical Bolts are skill shots that each cost energy and each carry her full passive damage formula, every item that gives her more magic power or more penetration directly scales her "basic" damage. Every attack-speed item scales her mobility instead of her DPS. That is why she builds like a burst mage (Holy Crystal, Divine Glaive, Concentrated Energy) rather than like a marksman (Windtalker, Berserker's Fury, Demon Hunter Sword). Her passive converts 25% of Total Magic Power and 23% of Total Physical Attack into on-hit magic damage, and Feather of Heaven stacks an extra 30% of Magic Power on top of every bolt, which is why that one item is both her lifesteal slot and her second-largest damage slot in the same purchase.
The whole package only works if she is allowed to stand still and shoot. Every rotation, every ward, every ally cooldown you coordinate around is in service of the 4-to-6 second window where she can hold S1 and let the math resolve.
Kimmy's early game is weak, her blue buff is critical, and her energy economy is punishing. Play the lane to survive to two items, not to kill.
Assume one gank per minute from the jungler you are laning against. Flicker is not a luxury. Do not burn it for a 20% execute; hold it for the dive that is coming.
The window that flips Kimmy from prey to threat is Feather of Heaven plus Concentrated Energy, usually between the 8-to-10 minute mark after Arcane Boots. Before that, she is a bolt-spammer with no sustain and no damage bonus. After that, she is something different.
Feather of Heaven adds 50 (+30% Magic Power) extra magic damage on every basic attack, adds 20% attack speed (which becomes 10 movement speed through her passive), and adds 10% lifesteal. Every Chemical Bolt she fires now hits twice: once for the passive hybrid damage, once for Feather's on-hit proc. Concentrated Energy gives her 400 HP and a stacking magic power buff that caps at 30 bonus MP plus a 12% magic damage multiplier for 3 seconds at full stacks, which Kimmy reaches on the first target she holds S1 on. Together the two items give her two things she did not have before: sustained damage through a fight, and sustain to stay in the fight.
After this spike she can solo a Turtle at 10 minutes. She can trade into most mid laners who lack a hard-commit ult. She can punish a 4-man rotation by standing on a wall angle and holding S1 into the choke. Before it, none of that is true. Time your map pressure to the completion of that second item, not to your own level.
The reflex on Kimmy is to find the backline carry and hold S1 on them. That reflex is usually wrong. She deals more sustained damage over a 4-second window than almost any marksman in the game, but only if she is standing still, and a good enemy team will force her to move before she has done her damage.
Edge case on peel: if your support is Estes or Rafaela, you can push the first-rank line and let their heal/shield eat the chip. If your support is Diggie, Mathilda, or Angela, you have enough backline protection to play a wall angle from the flank and drop the ult from off-screen. If your support is a dive tank like Franco or Atlas who will leave you alone, play it like you have no support at all.
Kimmy's build has three locked slots and three real conversations. The locks are Arcane Boots, Feather of Heaven, and Concentrated Energy. Every sensible Kimmy build in the current patch includes those three in the first four items, usually in that order.
The first flex slot is the fourth item and decides your win condition. Holy Crystal is the correct default against a squishy draft: 21-to-35% extra magic power scales with level and gives you the burst to close out fights you are already winning. Divine Glaive replaces it the moment the enemy buys a second Athena's Shield or a Radiant Armor, because up to 20% magic penetration scales harder than 35% magic power against stacked magic defense. Ice Queen Wand is the pick when the enemy has two mobile threats and you need the 10% slow on skill damage plus the 7% movement speed to kite; it is less damage than Holy Crystal but more kiting.
The second flex slot is anti-shield or anti-heal. Against a Lolita, a Ruby, an Esmeralda, or anyone running Estes, Glowing Wand is mandatory: the Lifebane passive cuts their heal and shield effectiveness by 50% for 3 seconds on every bolt, and the Scorch burn adds 1.5% Max HP magic damage per second on top. If the enemy is squishy and ungimmicked, Genius Wand is better because the magic defense shred stacks three times and your bolts re-apply it constantly.
The last slot is Blood Wings. Every Kimmy guide calls it the default sixth item, and every Kimmy guide is right for the wrong reason. The reason is not the magic power. The reason is the 800 (+100 Total Magic Power) shield that regenerates 20 seconds after being damaged, which is the only source of effective HP in her entire build. She stays fragile even with 400 HP from Concentrated Energy and 400 from Glowing Wand. Blood Wings is what lets her eat a single burst skill and keep channeling.
Boot choice is Arcane Boots in almost every game. Tough Boots is correct against two or more stun-heavy enemies (a Ruby, Jawhead, Khufra, Valir layered composition) where the CC reduction keeps your S1 hold from getting interrupted twice per fight.
Buying attack speed items. Every 10% Attack Speed gets converted into 5 Movement Speed and zero extra DPS. Windtalker, Berserker's Fury, Corrosion Scythe, Demon Hunter Sword, Malefic Roar, Haas's Claws: all of these are dead slots on Kimmy regardless of what a guide from 2023 said. Her DPS scales on magic items because her passive and her S1 both read Magic Power.
Starting the ult charge inside an active teamfight. Maximum Charge has a visible wind-up and a loud audio cue. Kimmy is frozen for the full charge duration and any hard CC during it cancels the cast and the cooldown. The correct use is to charge from off-screen or from behind a wall and release into the fight, not to charge while standing in it. If you cannot full-charge, do not cast; the minimum damage at level 3 is 260, the max is 474, and snap-casting throws away half your ult's value for no reason.
Using S2 to dash into the enemy. Chemical Refinement recoils you in the opposite direction of the cast. That is a feature: cast the spray AT the enemy to blink AWAY from them, cast it behind the enemy to blink TOWARD them during a chase. Players who have not internalized this reverse the direction under pressure and land exactly where they did not want to be.
Committing forward without checking for Minsitthar. His King's Calling ultimate creates a zone that blocks blink-class abilities, and Chemical Refinement is classified as a blink. You step into his circle thinking you can S2 out, and you cannot. Against a Minsitthar draft, S2 first, then take the fight, never the other way around.
Holding S1 until empty against a single target. Every bolt costs 5 energy and your pool is 100. Full-hold drains you in 20 bolts, and your passive only restores 5 energy on hit and 15 per kill. Running dry mid-fight leaves you with auto-attack range and no passive bonus for 4-to-6 seconds while you walk backward. Burst in 2-second windows, reposition, then resume; do not treat S1 like a channel you must complete.
Tip
Cast S2 at the wall behind you, not at the enemy chasing you. The recoil blinks you opposite the cast direction, and aiming at the wall sends you toward the enemy. Aim AT the enemy to escape, aim behind them to chase. This is the single most-missed mechanic on Kimmy.
Note
Your Chemical Bolts that do not hit a target explode at the end of their path for the full damage. Angle S1 so the path ends inside a stacked wave or a choke point, and every missed bolt still clears minions or hits the second enemy behind the first.
Tip
Full-charge the ult from off-screen. Minimum damage is roughly 55% of maximum at every level, so snap-casting throws away nearly half the nuke for no tempo gain when you are already charging behind a wall.
Note
Kimmy can farm jungle camps from the opposite side of a wall. Hold S1 so the bolts clip through the wall at an angle and explode at end of path; the camp takes full damage and you remain invisible to wards on the other side.
Kimmy can move and aim in different directions while using her Spray Gun, but she cannot lock onto a specific target. Each Chemical Bolt deals (+18% Total Physical Attack) (+24% Total Magic Power) Magic Damage. Hitting enemy heroes or non-hero units restores 6 / 3 Starlium, respectively. At max Starlium, she continuously consumes it to enhance her Basic Attacks, making them deal (+22.5% Total Physical Attack) (+30% Total Magic Power) damage and pierce targets (enhanced Basic Attacks only benefit from 50% Spell Vamp). Kimmy can keep moving while shooting and does not benefit from Attack Speed Bonus. Every 1% Attack Speed gained is converted to 1 Magic Power. Kimmy's Basic Attacks only deal 60% damage to Turrets.
Kimmy uses her jetpack to take flight, removing and becoming immune to slow effects. She can pass through terrain and gains 120% extra Movement Speed that decays over 1s. During the flight, she continuously fires 4 Chemical Bolts at nearby enemies, each dealing 20 (+25% Total Physical Attack) (+30% Total Magic Power) Magic Damage and slowing them by 50% for 0.5s. Kimmy does not consume Starlium during flight.
Kimmy fires a Starlium Beam in the target direction, immobilizing enemies in its path and dealing 300 (+50% Total Physical Attack) (+60% Total Magic Power) Magic Damage for 1s. Each enemy hero hit grants 20 Starlium.
Kimmy charges and fires a Traction Pulse in the target direction. Upon hitting an enemy or reaching its max range, it explodes to deal 150 (+45% Total Physical Attack) (+54% Total Magic Power) Magic Damage to nearby enemies and creates a force field that slows enemies within by 50%. After 1s, the field contracts, pulling all enemy heroes to its center and dealing 15% of their current HP as Magic Damage while slowing them by 50% for 2s. Each enemy hero hit grants 40 Starlium.
In teamfights, Kimmy can initiate with her Ultimate to group up enemies, then follow up with her 2nd Skill to immobilize them, and finish with her enhanced Basic Attacks for lots of damage. If enemies try to counter by closing in on Kimmy, use her 1st Skill to retreat.
In the laning phase, Build up Starlium before engaging. Use her 1st Skill to quickly close in on the opponent, then use her 2nd Skill to immobilize them before unleashing her enhanced Basic Attacks for great damage.
These heroes have the highest win rates against Kimmy in ranked matches. Pick any of them for a statistical advantage in draft.
Kimmy performs well against these heroes. Consider picking Kimmy when you see them on the enemy team.

Kimmy outscales Sun as the match progresses, gaining a significant advantage in late game fights.
53.4%
Kimmy is most vulnerable in the early game, where counters average a 60.3% win rate. As the match progresses, Kimmy becomes harder to shut down (47.7% mid, 45.9% late). Prioritize early aggression and ganks to build an advantage before Kimmy can scale.
Kimmy is vulnerable here
Kimmy is strong here
Kimmy is strong here
Mage Emblem
Mystery Shop / Magic Worship
Flicker
Mage Emblem
Mystery Shop / Magic Worship
Flicker
Mage Emblem
Mystery Shop / Magic Worship
Flicker
Heroes that synergize well with Kimmy in team compositions.




Kimmy is a brilliant chemical engineer from Eruditio who developed a revolutionary spray-gun that channels chemical compounds into continuous streams of damage. Her unique joystick-aiming system allows her to move and fire simultaneously, making her one of the most mobile marksmen in the Land of Dawn. When her research was stolen by agents of the Abyss, Kimmy strapped on her prototype Maximum Charge cannon and pursued them across the realm, turning her scientific inventions into weapons of remarkable precision.
No voice lines available for Kimmy yet.