Honor of Kings · Global · Hero Guide · Episode #25

FEYD

The Featherfoot

"I'm enjoying myself. Who cares about right and wrong?"

FULL RUNTIME · 0:00 — 4:10
0:00 – 0:10

Hook & Identity

"Jade City has a prince everyone thinks is useless — idle, extravagant, interested in nothing but jade. He runs walls like a ghost, cuts down carries before they realize they're marked, and vanishes before anyone can prove he was there. This is your guide to the Featherfoot."
0:10 – 0:45

Skill Showcase

Passive — Jade Carriage · View from Above

"On walls, Feyd's Basic Attacks switch to ranged, he gains 15% extra vision, and Skill 2 charges faster. The cost: crowd controls last 25% longer on him while he's up there."

Skill 1 — Jade Chase · Returning Strike

"Dash forward, launch enemies in your path, gain attack speed, and load 3 enhanced Basic Attacks. Melee enhanced attacks deal bonus damage and heal you. Ranged enhanced attacks deal bonus damage and bounce to a nearby unit. Gap closer, CC, and burst engine in one."

Skill 2 — Stepping on Jade

"Leap to a wall from the ground, or hop to an adjacent wall from a wall. Stocks up to 4 charges, regenerating one every 10 seconds — faster on a wall. Your map tool, escape, and ambush platform."

Ultimate — Hardened Jade Seal

"Sweep your blade around you, dealing damage and marking every enemy hit. Then Hardened Jade Strike triggers: four slashes per marked target that ignore untargetable states. If a target drops below one-eighth HP, they're Jadeified — instantly defeated. Cast from a wall, a built-in dash repositions you as you strike."

0:45 – 1:15

Core Combo & Priority

"One rule before anything else: use Skill 1 on the ground before mounting. It loads melee enhanced attacks — and on a wall, those flip to ranged with a bounce. Pre-loading is the single biggest damage difference you can make.

Standard Combo

Skill 1 → Skill 2 up → ranged enhanced attacks to poke → Ultimate Phase 1 to mark → Hardened Jade Strike → Skill 1 out.

Harvest Combo (target under tower or at range)

Skill 2 to nearby wall → chip HP with ranged attacks → Ultimate Phase 1 from the wall — the built-in dash dismounts you into the sweep — → Hardened Jade Strike → Skill 1 exit.

Priority: Ultimate → Skill 1. Spell: Smite."

1:15 – 3:30

Advanced Mechanics — Combat & Macro

Attack Mode Swap

"On a wall you're ranged; on the ground you're melee. Ranged enhanced attacks bounce — ideal for poking and chasing. Melee enhanced attacks heal — use them when you need sustain mid-dive. If you need the heal, drop off the wall, fire the melee hit, remount."

Charge Economy

"Never burn your last charge without an exit. Stranded on a wall at zero, you're a slow target with extended CC. Also remember: some hero-generated walls are valid jump targets — a free repositioning option mid-fight."

Playing Around CC

"CCs hit 25% harder on a wall — already covered in the passive, but it's the biggest strategic constraint you manage. Against fixed-position CCs, swap walls before they land. Against lock-on CCs, drop to the ground first, eat the hit at normal duration, then remount."

Offensive Rhythm
  • Ambush, don't open. Perch on a wall, poke the enemy low, wait for them to isolate — then drop and Hardened Jade Seal.
  • Respect the Jadeify threshold. It's one-eighth HP — lower than it feels. Dive too early and the execute doesn't fire. Stay on the wall and poke until you're certain.
  • Jadeify ignores untargetable. Li Bai, Mi Yue — Hardened Jade Strike hits through their invulnerabilities. Save your ultimate for the moment they pop their escape.
  • Team fights: mark first. Pop Phase 1 early, let your allies push enemies toward the threshold, collect the executes."
Defensive & Macro
  • Don't enter before your frontline. Your tank absorbs the opener — you dive after the heavy CCs are spent.
  • Skill 1 dodges CC. Once the dash starts it can't be interrupted — fire it through incoming crowd control to avoid the hit.
  • Use walls for vision. Sitting at the low edge of a wall next to a brush reveals what's inside it — without entering. Enemies in the brush can't see you.
  • Help the strong lane. Feyd needs gold to function. Route to the winning lane and amplify the lead — don't waste time on losing sides."
3:30 – 4:00

Best Teammates & Tough Matchups

  • Best with Dyadia, Cai Yan, Sakeer. Dyadia cleanses CC — directly countering the wall penalty. Cai Yan and Sakeer restore health, replacing the sustain removed from the ultimate.
  • Flowborn and Zhang Fei knock you off walls. Both have long-range knockbacks that override passive protection. Hold a charge in reserve when facing either.
  • Di Renjie strips your marks. His Skill 2 purifies, erasing the Hardened Jade Seal marks entirely. Bait it out before you commit your ultimate."
4:00 – 4:10

Closing & Retention Hook

"The prince no one took seriously — running walls they can't follow, marking targets they can't protect, gone before the kill is confirmed. Pre-load. Manage your charges. Let the fight come to you. Do that, and the Featherfoot owns the map. I'll see you in the next episode."

Shot list for the recording team. Record = gameplay to capture. Show = the one detail each clip must prove on screen. Reps = clean takes needed + setup.

0:00 – 0:10Hook & Identity
Record
Feyd standing still on a wall above a live skirmish — enemies below, unaware. Hold the stillness, then cut to him dropping down: Skill 1 launches an enemy, Ultimate sweeps the backline, the kill completes before the title hits.
Show
The contrast between the motionless wall perch and the instant full-combo.
Reps
2–3 takes. Find a real match moment where Feyd is genuinely undetected before the dive — don't stage a hollow skirmish.
0:10 – 0:17Passive — Jade Carriage · View from Above
Record
  • Feyd on a wall: Basic Attacks visibly switching to ranged, bounce landing on a second unit.
  • Pan from Feyd on a wall to a brush becoming visible in his vision range.
  • Side-by-side: the same stun landing on Feyd while on a wall vs on the ground — duration bars clearly different.
Show
The CC duration bar must be visibly longer on the wall clip than the ground clip.
Reps
1 rep per beat, practice range. CC comparison needs a coordinated second player casting the same ability twice.
0:17 – 0:25Skill 1 — Jade Chase · Returning Strike
Record
  • Dash launching an enemy, then 3 melee enhanced attacks with heal numbers floating up.
  • Pre-load on ground → Skill 2 mount → 3 ranged enhanced attacks bouncing to a second unit.
Show
Heal numbers on the melee clip; the bounce arc clearly connecting to the second unit on the ranged clip.
Reps
2 clean reps each, practice range.
0:25 – 0:33Skill 2 — Stepping on Jade
Record
  • Ground → wall leap, charge counter ticking down from 4 to 3.
  • Wall → adjacent wall chain: 2–3 consecutive hops, charge stack visibly dropping each time.
Show
The charge UI must be in frame and clearly decrementing per jump.
Reps
1 rep per beat, practice range near clustered walls.
0:33 – 0:45Ultimate — Hardened Jade Seal
Record
  • Full ult on two targets: Phase 1 sweep + mark → Phase 2 four slashes → one target drops below 1/8 HP → Jadeify freeze → shatter → defeated.
  • Ult cast from a wall: the built-in dash carries Feyd to a clearly different position as the sweep lands.
  • Feyd ults a Li Bai or Mi Yue mid-invulnerability — the slashes visibly connect.
Show
The Jadeify freeze-shatter sequence; the before/after position difference on the wall-cast clip; slashes landing during the untargetable state.
Reps
1–2 reps per beat. The untargetable clip needs a coordinated custom match — confirm timing with the second player in advance.
0:45 – 1:15Core Combo & Priority
Record
  • Standard combo full rep: Skill 1 on ground → Skill 2 mount → ranged enhanced attacks → Ult Phase 1 → Hardened Jade Strike → Skill 1 exit. Single-target kill.
  • Harvest combo: Skill 2 to nearby wall → ranged poke chipping HP → Ult Phase 1 from wall (dash dismounts Feyd into the sweep) → Hardened Jade Strike → Skill 1 exit.
  • Skill priority screen recording: levelling Ult first, then Skill 1. Smite in the spell slot.
Show
Each combo input step clearly sequenced; the wall-dismount dash on the harvest combo; Smite visibly selected.
Reps
3 clean reps each combo. Screen-record the skill menu separately — no need to rush it.
1:15 – 1:30Attack Mode Swap
Record
  • Melee enhanced attack on the ground: bonus damage + heal number.
  • Ranged enhanced attack from the wall: bounce to second unit.
  • Deliberate swap: Feyd on wall → drops off → fires melee enhanced attack for the heal → remounts.
Show
Heal number on the melee clip; bounce arc on the ranged clip; the intentional dismount-fire-remount as one continuous move.
Reps
2 reps each, practice range.
1:30 – 1:45Charge Economy
Record
  • Bad clip: Feyd burns all 4 charges chasing, stranded on a wall at 0, takes extended CC and dies.
  • Good clip: same chase, but 1 charge held back — Feyd exits cleanly.
Show
Charge counter at 0 on the bad clip; 1 remaining on the good clip. The CC landing and killing Feyd must be unambiguous on the bad version.
Reps
1 rep each. The bad clip can be staged in a custom match for clarity.
1:45 – 2:00Playing Around CC
Record
  • Fixed-position CC incoming → Feyd hops to a different wall before it lands.
  • Lock-on CC incoming → Feyd drops to the ground first, eats the stun, remounts.
Show
The CC visibly missing on the wall-swap clip; the stun landing but at ground duration on the drop clip.
Reps
1–2 reps each. Needs a coordinated second player using specific CCs — pick an area CC and a lock-on CC, agree on timing before recording.
2:00 – 2:40Offensive Rhythm
Record
  • Ambush: Feyd perched on wall, enemy carry isolated below → drops off, full combo, kill.
  • Jadeify threshold: poke a target from the wall to below 1/8 HP, then execute. Back-to-back with a failed dive at ~30% HP where Jadeify doesn't trigger.
  • Untargetable: enemy activates Li Bai or Mi Yue invulnerability → Feyd ults anyway → slashes connect.
  • Team fight: Ult Phase 1 marks multiple enemies early → allies push them to threshold → multi-execute fires.
Show
On the threshold clip: the execute firing vs not firing must be back-to-back and unmistakable. On the untargetable clip: the slash damage numbers must be visible during the invulnerability animation.
Reps
1–2 reps each. The untargetable and multi-execute clips require a coordinated custom match — plan these sessions in advance.
2:40 – 3:30Defensive & Macro
Record
  • Escape: fight going wrong → Stepping on Jade up → lateral hop to a different wall → chaser loses the angle.
  • CC dodge: CC animation starts → Feyd fires Skill 1 → dash carries him clear before it lands.
  • Wall vision: Feyd at the low edge of a wall beside a brush — brush interior is visible in his vision range; the enemy inside can't see him.
  • Routing decision: two active lanes on the minimap, one ahead, one behind — Feyd travels to the winning one.
Show
On the CC dodge: freeze the frame where the dash clears the CC zone — the timing must read clearly. On the vision clip: both Feyd's vision cone and the oblivious enemy must be in frame simultaneously.
Reps
1–2 reps each. The CC dodge clip may need slow-mo capture. The vision clip works best in a custom match with a stationary second player in the brush.
3:30 – 4:00Best Teammates & Tough Matchups
Record
  • Dyadia: Feyd takes CC on a wall → Dyadia ult fires → CC duration cuts short visibly.
  • Cai Yan or Sakeer: Feyd dives deep, sustain healing keeps his HP bar alive through a situation he couldn't solo-survive.
  • Flowborn or Zhang Fei: their knockback launches Feyd off a wall he's standing on.
  • Di Renjie — bad version: Feyd marks an enemy with Hardened Jade Seal → Di Renjie Skill 2 strips the marks → Jadeify fails. Good version immediately after: Feyd baits the Skill 2 first, then ults on cooldown.
Show
On the Dyadia clip: the CC bar visibly shortening mid-stun. On the Di Renjie clips: the marks disappearing vs the execute landing — these must be back-to-back.
Reps
1 rep each. All clips require coordinated custom matches with specific hero picks — batch these into one session.
4:00 – 4:10Closing & Retention Hook
Record
Slow outro: Feyd gliding between walls, one clean isolated kill, then walking away as the score settles. End on a static hero shot or splash art. Leave space for the subscribe card and next-episode teaser.
Show
The ghost-like mobility → decisive kill → casual exit arc should read as one continuous mood, not three separate clips.
Reps
Pull the best wall-travel and kill clips from the session. Hero shot can be a menu or cinematic capture — no in-match recording needed.