Latest Meta Stats
Statistics from the official in-game HoK Camp (as of 2026-08-14).
Official Ratings
Official ratings shown on the in-game hero detail screen.
Base Stats
Compare all heroes' base stats →Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Summoner Spells That Fit
The reasoning for each is on the summoner spells page. You may only bring one per match, and the best choice shifts with the enemy draft.
Arcana Build That Fits
This role stands in lane for long stretches, so how much chip damage you can heal back decides how long you hold.
This is a role-wide recommendation, not one tuned for this hero specifically.
See every build on the Arcana page →First Skill to Level Up
Source: the official in-game HoK Camp (fetched 2026-08-14). What to level after this depends on the matchup.
Counters & Synergies




Countered-by and synergy picks are this site's own reading, based on each hero's kit. What the official app publishes is how often heroes are picked together (see "Frequently Paired With" below); it does not publish any rating of how well they match up.
Frequently Paired With
The figures are the "match rate" published by the official in-game HoK Camp: how often these heroes ended up on the same team (fetched 2026-08-14). It is not a win rate, so a higher number does not mean a stronger pairing.
Popular Item Builds
The order matches the in-game display. The win rate covers matches played with that build, so player skill is mixed in. Taken on 2026-08-25.
Skills

Passive Skill: Dragon's Roar
Hidden Dragon: When his Health is more than 70% and less than or equal to 100%, he gains 5% damage reduction.
Dragon Portent: When his Health is more than 40% and less than or equal to 70%, he gains 10% damage reduction.
Dragon in Flight: When his Health is more than 0% and less than or equal to 40%, he gains 20% damage reduction.
Any Health in excess of the current bracket will be converted into a permanent shield. When a shield Health bracket is full, excess shield value will be converted into Health instead.

Skill 1: Thunderbreaker
The next Basic Attack is enhanced and deals an extra 120 (120 + 40% extra physical attack) physical damage and slows the enemy by 25% for 2s.
This skill's cooldown is reset each time his Health enters a new bracket.
Dash distance increases with skill level.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Base Damage | 350 | 420 | 490 | 560 | 630 | 700 |
Cooldown | 8 | 7.7 | 7.4 | 7.1 | 6.8 | 6.5 |
Extra Damage | 120 | 144 | 168 | 192 | 216 | 240 |
Slow | 25% | 30% | 35% | 40% | 45% | 50% |
Dash Distance Increase | 0 | 20 | 40 | 60 | 80 | 100 |

Skill 2: Stormpiercer
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Base Damage | 200 | 240 | 280 | 320 | 360 | 400 |
Health Recovery | 65 | 78 | 91 | 104 | 117 | 130 |
Decay % | 8% | 7.2% | 6.4% | 5.6% | 4.8% | 4% |
Cooldown | 6 | 5.8 | 5.6 | 5.4 | 5.2 | 5 |

Skill 3: Skysplitter
Returns 50% cooldown if it misses enemy heroes.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Base Damage | 550 | 825 | 1,100 |
Cooldown | 18 | 16.5 | 15 |
Induction Damage | 30 | 45 | 60 |
Strategy Guide
A fighter who gets tankier as his Health drops, hitting his stride exactly when he looks finished. His dash and healing spear flurry let him win fights the enemy thought were already over.
Best for: Players who live for the last 10% of the health bar — equal parts nerve and arithmetic.
The leap by itself locks nobody down. A skill landing on the marked target within 5s is what adds the magic damage and launches whoever is standing in the center. Miss every enemy hero and half the cooldown returns, so the leap is worth gambling on.
Dash in, slow their answer, then take the health back with the jabs. Crossing the 70% and 40% health lines refunds a charge of Skill 1, so being chunked is exactly what opens up both the chase and the exit. Against heal-cut items, take the exit.
These combos are not official data. They are this site's own write-up, built only from the skill data transcribed from the in-game display; nothing that the skill text does not state is included.
- •Damage reduction scales up as his HP drops, making him monstrously hard to finish off
- •The Ultimate refunds half its cooldown on a miss, so ganks can be thrown freely
- •Skill 2 healing plus overheal-to-shield conversion wins extended trades
- •The shock effect's bonus magic damage keeps him relevant against armor stackers
- •Thin defenses at full HP leave him vulnerable to opening burst
- •As a melee physical fighter, slows and stuns that deny his approach shut him down
- •Anti-heal items strip away most of what makes him durable
Zilong lives in the jungle. Max Skill 2 first — the healing on the five-thrust combo keeps your clear healthy — and grab both buffs on the way to level 4. Keep his Passive in mind while you farm: each time your HP drops past 70% and then 40%, your damage reduction steps up and Skill 1 gets a charge refunded, which means a wounded Zilong is a stronger Zilong. The catch is that none of that protects you at full HP, so don't pick a coin-flip fight during a level-1 invade. Whatever else happens, walk into the 4:00 Tyrant fight with your Ultimate available.
From level 4, Skill 3 is your gank button. If it doesn't hit an enemy hero, half the cooldown comes back — so stop treating it as precious and throw it with conviction. What the leap itself applies is the induction mark, nothing more. The knock-up only happens when another skill connects on a marked target within 5s, and only enemies standing at the center of the area get launched. So chain fast after you land: Skill 2's five thrusts, then the Skill 1 dash, cashing in the bonus magic damage on every connect. Around seven minutes, with your first core item done, Zilong is one of the nastiest duelists on the map; he genuinely wins fights that start at half HP. Welcome the scrap. Being damaged is your Passive working as intended.
Unless he gets bursted first, late-game Zilong is the last man standing in every teamfight. The 20% damage reduction, Skill 2 healing, and overheal-to-shield conversion all stack up, and every second a brawl drags on tilts it further his way. At Shadow Tyrant and Overlord fights past ten minutes, don't be the first one in — go second, and leap onto the backline with your Ultimate after the enemy has dumped CC on your frontline. From the enemy's perspective, the worst part of fighting Zilong is watching him heal back up mid-fight with Skill 2. The one real counter is anti-heal: respect anyone who built it.
Play the late pick. Let your team take the opening exchange, watch the enemy burn their stuns and knock-ups, then use Skill 3 on the softest target you can reach. The leap applies the induction mark and nothing else. Everything after that comes from what you land inside the next 5 seconds — Skill 2's five thrusts and the Skill 1 dash each cash in bonus magic damage, and a connecting skill launches whoever is standing at the center of the area for a second. That's the reason to jump at the side where their backline is stacked. If your HP crosses a Passive threshold mid-fight, the refunded Skill 1 charge is your exit ticket or your chase tool, whichever the moment demands. Zilong is at his best in the red — just don't get cocky into a team stacking anti-heal.
#Patch History

Other Jungle Heroes
Stats: official HoK Camp, as of 2026-08-14
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