This is a community-driven one-for-all Kwang build guide. You are welcome to update it if you see any aspect of his gameplay is missed. All updates are moderated.
Last updated on May-09: added synergy with Gadget.
Table of Contents
- Abilities Analysis
- Deck Considerations
- Build #1
- Build #2
- Build #3
- Heroes Synergy
TL;DR on Kwang
Kwang is a durable fighter that excels at initiating fights. A master swordsman, Kwang can utilize his Legendary Blade to change how and where he uses his abilities.
Focus on buying cards that increase your Physical Damage & Health, and reduce your cooldowns.
Judgement of the Heavens will have Kwang throw his sword to target a location. If the sword lands on an enemy Hero they will be tethered to the sword for a short time. Keep in mind, if you aren't holding your blade, you cannot attack, so reactivate the ability to draw your sword back.
Gift of the Heavens is an aura around the sword that grants Kwang and nearby allies lifesteal on basic attacks and abilities.
Light of the Heavens will call lightning down to the blade dealing damage in an area and granting Kwang bonus Basic & Ability armor for a short time. If Kwang uses Judgement of the Heavens, lightning will strike the sword.
And finally your Ultimate is Fury of the Heavens. Kwang will windup and deal damage in an area around him, slowing enemies. However, if his sword is out, Kwang will teleport to his blade, wherever it is in the world, then deal damage,
When playing Kwang, utilize your legendary blade to approach engagements on your own terms. Use Judgement of the Heavens to isolate and lock targets in place, this is especially useful when combo'd with allied AoE abilities and ultimates. If you need to get back into the fight use Fury of the Heavens to teleport back to your sword and catch enemies off guard.
- Never utters the name of his sword in the hearing of others.
- Believes in tradition and honoring one's parents.
- Completely trusting, and often penniless.
- Shinbi is his sister. Go to Shinbi Build Guide.
- Good burst potential and laning capabilities
- Limited escape (however read more below)
Kwang's Abilities Analysis
Basic attack dealing Basic Damage.
- Base damage is 58 and increases by 1 each Hero level up to 72 at level 15.
- Attack speed increases with Hero level.
- Ability Card scaling factor is 60%.
Beams of light from the heavens strike Kwang and his sword. The light that hits his sword does AOE Ability Damage around it. The light that hits Kwang gives him Basic and Ability Armor bonus for 4 seconds. This ability works whether or not Kwang is holding his sword.
- Base damage is 75 and increases by 55 each ability level up to 240 at level 4.
- Armor Buff starts with 40 and increases by 20 each Hero level up to 100 at level 4.
- Base cooldown is 16 seconds and decreases by 2 each ability level down to 10 seconds at level 4.
- Armor Buff duration and cost is not impacted by ability level and remains constant 2.5 seconds and 65 Mana respectively.
- Ability Card scaling factor is 50%.
Light of the Heavens gives Kwang a lot of utility. It increases sustain by buffing armor and does AoE damage in good radius around the sword. In other words it is a mixture of Greystone's passive Stoic and in some way Gideon's Cosmic Rift.
When the sword is thrown Light of the Heavens is becoming a good zoning ability that can be used both offensively and defensively.
Kwang throws his sword to the heavens. When it lands, it deals Ability Damage and tethers enemies to it for a short period of time. The sword remains planted in the ground forever, or until the next Basic attack or the ability is Retriggered. Recalling the sword early will break the enemy tether.
- Base damage is 60 and increases by 20 each ability level up to 120 at level 4.
- Teher duration starts with 1.75 seconds and increases by 0.5 seconds each Hero level up to 3.25 at level 4.
- Base cost is 70 Mana and increases by 5 each ability level up to 85 Mana at level 4.
- Cooldown remains constant 14 seconds at all ability levels.
- Ability Card scaling factor is 25%.
Note that cooldown of this ability starts only after the sword is recalled.
Since all the Kwang's abilities are connected to the sword one way or another it is extremely important to position throws appropriately.
For zoning with Light of the Heavens place it in narrow points of the map like Gadget's Seek & Destroy for example. Placement inside enemy tower's range can be a good option for pushing that structure or vice versa just outside of your tower's range on the path of minions if you are under siege.
When chasing an enemy Judgement of the Heavens can be used to slow him down and secure a kill or alternatively to peel for your ally being chased. When your enemy is tethered they can move only in a tiny circle around the sword making them a perfect target to a focused fire or AOE abilities that can normally be dodged (Cosmic Rift, Seek & Destroy).
Similarly you can use Judgement on an enemy while they are in your tower range. Let's say it is Grux who pushes with a minion wave. Right before he tries to run away with Charge throw your sword and make him suffer from tower hits.
And finally the sword can be placed in key points of the map to return to there quickly after recalling back to base.
Passive: Kwang's sword bursts with light, creating an aura around it that gives Lifesteal to Kwang and Lifesteal to all allies in a large radius around him (2000u Range). This aura is 30% as effective for AOE damage.
- Lifesteal to Kwang effect starts with 8 and increases by 2.33 each Hero level up to 15 at level 4.
- Lifesteal to allies effect starts with 5 and increases by 1.66 each Hero level up to 10 at level 4.
A unique ability that puts lifesteal effect on other abilities. Initial effect of this ability on level 1 is pretty significant in comparison to what Kwang gains цер each subsequent level. Because of that most Kwang builds put leveling up Gift of the Heavens to level 2, 3 and 4 to the very end.
Kwang spins his blade around him in an AOE, dealing Ability Damage and slowing enemies for 2 seconds. If his sword has been thrown and is still out in the world, Kwang will teleport to it before he attacks.
- Base damage is 220 and increases by 100 each ability level up to 420 at level 3.
- Base cost is 90 Mana and increases by 20 each ability level up to 130 Mana at level 3.
- Base cooldown is 85 seconds and decreases by 10 each ability level down to 65 seconds at level 3.
- Slow duration is not impacted by ability level and remains constant -400 for 2 seconds.
- Ability Card scaling factor is 80%.
Very versatile ability. Not only it allows you to return to any place of the battlefield in a blink of an eye but also enables Kwang to secure a kill while chasing an enemy. Like this:
Or to escape like this...
Kwang's Deck Considerations
Core Cards for Kwang
Guardian's Ward - A perfect ward for a melee fighter. Damage and HP are included.
Satori Cloak - make your enemy suffer without their armor. Obviously works if you build enough your own armor. See Satori Cloak card description for more details. Keep in mind that Kwang gains armor with Light of the Heavens giving you even more armor shred effect with this card.
Scourging Tails - similar to Satori but shred is fixed and affects only Physical armor.
Stone of Salvation - Use your armor to gain more damage when needed.
Kwang Build #1
Kwang Build #2
Kwang Build #3
Beastmaster's Key for jungling job
Gameplay with Kwang
Laning. Kwang is very good at lane thanks to his lifesteal and his Q (constant threat to an enemy hero on that lane). Make sure you clean up wards so your jungler can approach unnoticed and tether your enemy with sword. I think you know what happens after that.
Initiate fights and help your teammates by shredding opponent's armor and tethering them in place for focus fire. Combo your Ultimate Fury of the Heavens and Light of the Heavens to deal massive damage from the very beginning and keep going with increased sustain.
Tips and Tricks with Kwang
- While defending use your Judgement + Light to zone enemies.
- If you are about to recall to base always think of throwing your sword to be able to return back quickly.
Kwang and Steel
Kwang can set up perfect initiations with his Primary Ability Judgement of the Heavens. Tether as much opponents as possible and allow Steel to apply a perfect Shield Slam, then follow up with your Fury of the Heavens.
Kwang and Gadget
Gadget can do a ton of damage with her Ultimate Tesla Dome. The only thing she needs is to keep enemies inside that area of effect and Kwang can easily do so with a successful Judgement of the Heavens. Since Gadget has nearly no wind up time prior to casting her Ultimate it works much better than Howitzer's Make it Rain.
v38.3 (Mar-13 2017)
Light of the Heavens
- Cooldown reduced to 16 / 14 / 12 / 10 from 18 / 16 / 14 / 12
Fury of the Heavens
- Cooldown adjusted to 85 / 75 / 65 from 85 / 70 / 55