Hanabi

Hanabi

MarksmanGold LanePhysicalRangedMana
TierB▲ C→BContested
Win Rate
–
Pick Rate
–
Ban Rate
–

Data updated Oct 6, 2026

Struggling against Hanabi?

How to counter Hanabi
Win Rate✓ Above Average
52.1%
Pick Rate
2.8%
Niche
Ban Rate
5.5%
Sometimes Banned

✓ Reliable pick. Balanced stats — good in most team compositions.

Matchups for Hanabi

Skills

DamageAoEBasic AttackBuff

Hanabi's Basic Attacks and Skills will launch Petal Blades after hitting a target, bouncing up to 4 times to nearby enemies (the first bounce deals 40% of the damage, and subsequent bounces deal 85% of the previous). Bounces from her Basic Attacks inherit a portion of Attack Effects.

Community guides for Hanabi

1 guide

Written by players. Titles and text appear exactly as their author wrote them.

Unkillable Demon Queen (Master to Low Mythic Only)AmyAmyAmy655 wordsNov 18, 2025
When You Are Against Slightly Tanky HeroesCommonThrill · Pull Yourself Together · Quantum ChargeSpell: Aegis
When You Are Against Burst-y HeroesCommonThrill · Pull Yourself Together · Quantum ChargeSpell: Aegis
Full Crit Glass CannonCommonThrill · Pull Yourself Together · Quantum ChargeSpell: Aegis

This guide will show you how to maximize your passives and get ahead of every lane opponent you might meet in your ranked games. Please note that this guide requires you to understand the concept of orb-walking. Who am I? IGN: AmyAmyAmy Current Hanabi one trick (MM main this season), I intend to play one hero to Mythic. Fresh account. Current rank is Legend 4 (1 stars), 32 games, 84.38% Win Rate. Hanabi 28 games, 85.7% WR

Skill Order

Ultimate > Ability 1 > Ability 2

Passive: Petal Barrage

Basically this allows your auto attacks to bounce up to 4 times between any enemies (including turrets, creeps, minions & enemy heroes). The bounces do significantly less damage than the previous.

For example, if your auto attack did 100 damage, the first bounce will deal 40 damage, the second will deal 34 damage, the third will deal 29 damage and the last will deal 25 damage (40%/85%/85%/85%). This also means that each bounce is affected by Crit Damage.

Note: It won't bounce to an enemy when you hit a turret first, but can bounce from hero to turret (and back to hero), this is also important.

Ability 1: Equinox

The bread and butter for any Hanabi player. The passive on this ability allows you to be CC immune when you have a shield on (this includes shield from Turtle, your own ability, or from other heroes (e.g. Angela etc.). Upon activation you get a shield that lasts 5 seconds during which you get a boost in Movement Speed and Attack Speed. The shield size is increased when you do damage.

This is the button you press when you want to enter a fight. Since it also has a low cooldown and mana cost, you can use this ability to bait out enemy team CC/engages.

Ability 2: Soul Scroll

You shoot out some projectile that slows the enemy for 1 second, but more importantly, when you hit an enemy with this, it allows your passive to not have the damage decay

Ultimate: Higanbana

Deals damage, "stuns" enemies for 0.8 seconds and is AOE, i mean seriously, this is just broken.

Early Game:

You MUST run immediately to lane, and get into the furthest bush possible. If the enemy team in gold lane helped their jungler with the buff, tank the wave just outside the turret range and clear it asap. Since each minion wave has 3 minions, you will always get the last bounce from your passive to hit the enemy turret gold shield, giving you extra gold early on. If the enemy marksman is there with you, make sure you are in a 1v1 before going aggressive on them. Remember, even if they also took aegis, you have TWO shields. Trade with them till you are about at 20% HP, then back off to heal, as soon as you see them start to heal as well, try to hit them with your passive's bounce, if you can do this first step, the laning phase is as good as won.

Every wave possible, take the melee minion at the edge of the enemy turret range and auto attack the wave so the 4th bounce always hits the turret, this gives you an insane gold lead over your enemy marksman in the early game.

Always try to go aggressive on the enemy heroes in your lane where possible. Watch the mini map, once the roamer shows in another lane, go aggro on the enemy MM. You have a short CD shield, and a way to cancel their healing. Use it to press for early advantages.

Mid Game:

By this time you should have already taken down the outer turret. If the turtle is spawning on your side of the map, swap to the exp lane side to push that turret, if the turtle spawns on the opposite side, keep pushing waves to the outer (2nd) turret. Where possible, always tank the minions at the edge of the turret to maximize the 4th bounce on the turret.

This is the time when you are not exactly the strongest compared to other MMs so best to use skill 1 to bait out CC from the enemy or let your team mates engage first and just let the bounces kill the enemy team.

Late Game:

Lords, push waves, start fights. Turn on shield, cast ultimate, and go ham.

Battle Spell

Aegis81% of 16 builds

Emblem

Marksman9 of 16 builds
  • 1Swift8 of 16 builds
  • 2Bargain Hunter6 of 16 builds
  • 3Weakness Finder6 of 16 builds

Hero Info

Region

Cadia Riverlands

Release

2018-04-17

Gold Price

32,000 Gold

Diamond Price

599 Diamonds

Official ratings

Offense7
Durability2
Control Effects8
Difficulty1

Moonton's own ratings, set when the hero was released and never revised for a patch. They are not comparable across roles — a tank's Offense 6 and a marksman's Offense 6 do not mean the same thing.

Base stats

StatLv 1Lv 15Per level
HP2,2604,052128
Mana5001,900100
HP Regen690.21
Mana Regen46.80.2
Physical Attack11125110
Physical Defense17744.07
Magic Defense15502.5
Attack Speed1.061.410.03
Movement Speed245245

Frequently Asked Questions