Execute
Cooldown 60 seconds
Deals true damage to nearby enemy heroes equal to 16% of their lost Health. A finishing blow reduces the remaining cooldown by 90%.
Best for
Close-range kill pressure and finishing low-Health targets.
All 10 current spells, with cooldowns, effects, and selection guidance.
Quick answer
Mobility, crowd-control removal, objective security, sustain, and kill pressure are different needs. Pick the spell that covers the weakness your hero and draft cannot solve reliably with their normal kit.
Use Flash for general repositioning, Smite for jungle objective control, Purify against dangerous crowd control, Heal or Intimidate for team survival, and Execute or Frenzy when your plan depends on finishing close fights.
Cooldown 60 seconds
Deals true damage to nearby enemy heroes equal to 16% of their lost Health. A finishing blow reduces the remaining cooldown by 90%.
Best for
Close-range kill pressure and finishing low-Health targets.
Cooldown 120 seconds
Teleports the hero a short distance in the chosen direction.
Best for
Universal engage, escape, wall crossing, and repositioning.
Cooldown 60 seconds
For 7 seconds, increases damage by 10%, Resistance by 15%, Physical Lifesteal by 20%, and Magical Lifesteal by 30%.
Best for
Extended all-in fights and heroes that convert sustain into pressure.
Cooldown 120 seconds
Restores 15% Health to the user and nearby teammates, then grants nearby teammates 15% Movement Speed for 2 seconds.
Best for
Team sustain, duo-lane protection, and surviving burst together.
Cooldown 90 seconds
For 4 seconds, reduces nearby enemies’ damage output by 25% and increases the user’s damage reduction by 20%. Repeated team uses have reduced debuff value.
Best for
Frontliners, peel, and disrupting high-DPS enemies.
Cooldown 120 seconds
Removes debuffs and crowd-control effects except suppression, then grants crowd-control immunity for 1.5 seconds.
Best for
Carries and divers facing dangerous crowd-control chains.
Cooldown 30 seconds
Deals 1,500 true damage to a nearby monster or minion and stuns it for 1 second. Jungle equipment can upgrade its behavior.
Best for
Jungle clearing and securing Tyrant, Overlord, buffs, and contested camps.
Cooldown 90 seconds
Removes slows and grants 30% Movement Speed for 10 seconds. Incoming slows are halved while active, with extra out-of-combat speed.
Best for
Long chases, kiting, rotations, and heroes that need sustained mobility.
Cooldown 90 seconds
Stuns nearby enemies for 0.75 seconds and slows them for 1 second.
Best for
Point-blank engage, peel, and interrupting mobile enemies.
Cooldown 75 seconds
After a 2-second channel, teleports next to an allied structure or minion. Canceling it, or using it soon after the Teleportation Portal, shortens the cooldown.
Best for
Split-push pressure, cross-map rotations, and rejoining objective fights.
Spell names and icons come from the current local Camp-synced catalog. Mechanics and cooldowns were reviewed on July 19, 2026. Honor of Kings can change spell values between patches, so confirm unusual tournament or ranked rules in the live client.
camp.honorofkings.com