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Zilong

Zilong

JungleFighterDifficulty: Normal

Latest Meta Stats

JUNGLE
B
Tier / Pop
53.4%
Win Rate
0.89%
Pick Rate
0.04%
Ban Rate

Statistics from the official in-game HoK Camp (as of 2026-08-14).

Official Ratings

Survival
5/10
Attack
8/10
Skill
6/10
Difficulty
4/10

Official ratings shown on the in-game hero detail screen.

Base Stats

Compare all heroes' base stats →
Max HP3468
Max MP580
Physical Attack175
Magic Attack0
Physical Armor150|20%
Magic Defense75|11.1%
Movement Speed385
Attack RangeMelee
HP Regen / s50
MP Regen / s14

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

Fighter
Red
Blue
Green

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

Official pickSkill 2: Stormpiercer
2

Source: the official in-game HoK Camp (fetched 2026-08-14). What to level after this depends on the matchup.

Frequently Paired With

2-hero team
1.75%
1.71%

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

#1 most used60.09% win rate / 40,182 wins
Smite
#2 most used61.57% win rate / 36,027 wins
Smite

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
Passive

Passive Skill: Dragon's Roar

Damage ReductionEnhance
Zilong gets stronger the more he fights. As his Health declines, his potential is triggered: he enjoys greater damage reduction, and his basic skills are enhanced.
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
Skill 1

Skill 1: Thunderbreaker

CD: 8s | Mana: 30
EnhanceMovementDamage
Zilong charges forward with his spear, dealing 350 (350 + 120% extra physical attack) physical damage.
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.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Damage
350420490560630700
Cooldown
87.77.47.16.86.5
Extra Damage
120144168192216240
Slow
25%30%35%40%45%50%
Dash Distance Increase
020406080100
Skill 2: Stormpiercer
Skill 2

Skill 2: Stormpiercer

CD: 6s | Mana: 40
DamageRecovery
Zilong jabs 5 times, with each jab dealing 200 (200 + 65% extra physical attack) physical damage to enemies hit and restoring 65 (65 + 2.5% extra Health) Health. The effect of each subsequent jab is reduced by 8%.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Damage
200240280320360400
Health Recovery
657891104117130
Decay %
8%7.2%6.4%5.6%4.8%4%
Cooldown
65.85.65.45.25
Skill 3: Skysplitter
Ultimate

Skill 3: Skysplitter

CD: 18s | Mana: 65
MovementCrowd ControlDamage
Zilong leaps into the air and delivers a lightning strike, dealing 550 (550 +150% extra physical attack) physical damage to enemies within range and marking them with an induction effect: skills hitting marked targets within the next 5s deal 30 (30 +10% extra physical attack) magical damage, and launch enemies in the center of the area (for 1s).
Returns 50% cooldown if it misses enemy heroes.
DetailsLvl 1Lvl 2Lvl 3
Base Damage
5508251,100
Cooldown
1816.515
Induction Damage
304560

Strategy Guide

Playstyle

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.

Recommended Combos
Detonating the Shock
Skill 3 (leap, applies the induction mark) → Skill 1 (the dash detonates it; enemies in the center are launched for 1s) → Empowered Basic Attack (slow) → Skill 2 (5 jabs, healing per hit)

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.

Bracket-Break Trade
Skill 1 (dash) → Empowered Basic Attack (2s slow) → Skill 2 (5 jabs, healing on each) → leave or re-engage

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.

Strengths
  • 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
Weaknesses
  • 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
Early Game Strategy

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.

Mid Game Strategy

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.

Late Game Strategy

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.

Teamfight Strategy

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

Zilong
ZilongJuly 30 Update
buff
Zilong — Skill Rework Skill 1 (Thunderbreaker) • Cooldown 7s → 8s (-0.3s per level) • Dash distance now scales with skill level (0–100) instead of passive stage • Gains one free cast of Skill 1 whenever the passive stage changes Skill 2 (Stormpiercer) • Spear hits 4 → 5 • Base damage 185 (+37/lv, 55% bonus AD) → 200 (+40/lv, 65% bonus AD) • Healing 60 (+12/lv) → 65 (+13/lv), still 2.5% bonus HP • New: damage and healing decay by 8%–4% per hit (-0.8% per level) • Removed the passive-stage bonuses to hit count and shock damage Skill 3 (Skysplitter) • Applies Shock for 5s. Zilong's skills hitting a shocked target deal an extra 30–60 (+10% bonus AD) magic damage What this means The rework shifts his power away from juggling passive stages and onto skill levels and items. He used to swing between dominant and useless depending on stage timing; now his output is far more consistent. An extra spear hit plus a higher AD ratio means he scales noticeably harder into the late game. The new Shock interaction is his real damage ceiling, so land Skill 3 first and follow up immediately rather than treating it as a finisher. The extra second of cooldown does make his early laning less spammy.

Other Jungle Heroes

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

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© 2026 Honor of Kings Hub. All rights reserved.

Tier, win rate, pick rate and ban rate are taken from the official in-game HoK Camp statistics (as of 2026-08-14). Skill values and descriptions are transcribed from the in-game display (Global). Patch changes are summarised from the official patch notes (Level Infinite) and written up by this site. Matchups, synergies and strategy write-ups are this site's own commentary.

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