Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- −0.3pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3222
- Max MP
- 640
- Physical Attack
- 172
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 370
- Attack Range
- Ranged
- HP Regen / s
- 42
- MP Regen / s
- 16
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When the enemy has a healer and stacks magic defense against you
Boots of the Arcane open at 700G, putting 60-120 magic defense penetration on the board with the very first purchase. Venomous Staff lands third and cuts an enemy's HP recovery and lifesteal by 35% for 2.5 seconds on hit. Void Staff sits fifth here, so its 45% penetration is live at 8,960G, 2,140G earlier than in build 2. Venomous Staff also carries the totals to 37.5% cooldown reduction and +17.5% movement speed, both 7.5 points above build 2.
When the enemy fields high-HP frontliners and your chip damage has to land early
Boots of Deftness come first at 700G for +70 movement speed, plus another 35-70 after five seconds out of combat. Mask of Agony moves up to third, so its 3% current-HP hit, four times over three seconds, is online at 4,880G. That is 2,040G earlier than in build 1, and the trade is Void Staff: its 45% magic defense penetration waits until 11,100G. Savant's Wrath lands fifth and raises magic power by 30%, stacked on top of the +902 total.
This is what the Popular tab of the in-game Recommended Loadout screen showed on 2026-08-28. The number on each arcana is how many of the 30 slots it fills; each colour adds up to 10. The game also shows a rank and a win rate, but those shift from day to day, so they are not reproduced here.
Strategy Guide
The mage whose level cap extends to 25 — growth itself is his identity. He fights with seals and shockwaves, and by the late game his raw stats leave other mages behind.
Best for: the long game. Survive a rough start, spike after 15, and own the single biggest call in the match: which ally gets Sanctification.
A sealed enemy loses up to 30% Movement Speed and 10% of both physical and magical defense (Lvl 1). A slowed target makes the delayed magic circle far easier to place. Only the last of the three shockwaves hits hard, so use the 0.75s of hang time to get all the way to it.
Charge time scales the shockwave's range, and a full 2s reaches 1,800. Structures caught in the path take 10% damage. Any movement releases the wave early, so a full charge means standing still for the whole two seconds.
Ziya has no blink, so his getaway is the 30% Movement Speed that Skill 1 hands him whenever it connects. It diminishes across that 1s, which makes the first step after the cast the fastest one available. Drop the magic circle once the gap opens and the 0.75s launch ends the chase.
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.
- Sanctification is a one-of-a-kind buff that raises an ally's level cap
- 1800-range charged Ultimate enables safe poke and siege from another zip code
- Skill 1's slow and defense shred dominates pre-objective standoffs
- Passive EXP balls make building a level lead easy
- No blink — self-defense rests entirely on predicting with Skill 2
- Charging the Ultimate leaves him wide open, a gift for assassins
- Power spikes at level 15, so falling behind early is hard to repair
- Misusing the Sanctification target or timing halves his late game
Ziya holds the mid lane, and until level 15 the job description reads: survive and soak experience. Place Skill 1 where the wave and the enemy overlap and it handles clearing, harass, and defense shred in one cast. Your Passive drops EXP balls from kills you've damaged, so pick them up religiously to build a level lead. With no blink, never leave tower range while the enemy jungler is dark. Skill 2's knock-up is your self-defense — waste it on offense and the bill arrives with the next gank.
Level 15 — roughly the 10-minute mark — is Ziya's turning point. Reaching it lifts your level cap to 25 on its own, and every level after that adds 20 magical attack. The same moment grants Sanctify, a one-time skill you aim at a teammate, never at yourself. Whoever you pick gains 1,200 EXP, breaks through their own level cap, and has a chance at EXP orbs; from the roam slot they also collect an extra Sanctification effect matched to their class. Hand it to the carry whose next level changes the most. Skill 3 shifts at level 15 as well, but only on a roll — 20% to enter the Sanctifier state, climbing 20% per level, which works out to every cast from level 19. Only in that state can you fire a shockwave while moving, charging up to 2s to stretch the range out to 1,800. Step up in Shadow Tyrant standoffs when the state procs, and settle for the standard three-shockwave cast when it doesn't. Shockwaves pass just 10% damage to towers and crystals, so leave the siege to your teammates.
Late-game Ziya stands behind the backline — the deepest position on the map. Past level 20, your magic attack ranks among the game's highest, and two charged Ultimates connecting is enough to halve an enemy formation. Before Overlord, start seeding the chokepoints with Skill 1 thirty seconds ahead of the spawn to strip defense and speed until the fight favors you. Track the enemy assassin at all times, and when they're missing, hold the charge. If you get touched mid-channel, the lost fight is mostly on you.
Seventy percent of Ziya's teamfight happens before the fight. Skill 1 walls off approach paths, and Skill 2 goes down early on the spot where their diver will land — press it before they jump, because pressing it after never connects. That's the field lesson worth remembering. Once the brawl starts, thread charged Ultimates in from maximum range and drive the lowest-HP enemies out of the fight one by one. While your blessed teammate rampages up front, you conduct the battle from beyond anyone's reach.
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.
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.
Skills

Sanctification
When he reaches level 15, Sanctification Power is restored, granting the one-time skill Sanctify and increasing his level cap to level 25. Each level gained grants 20 Magical Attack.
Sanctify grants 1,200 EXP to a teammate, allowing them to break through their level cap, and potentially gain EXP orbs.
If Ziya acts as a support in the match, he grants additional Sanctification effects based on the teammate's class.

Divine Seal
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 70 | 84 | 98 | 112 | 126 | 140 |
| Defense Reduction | ||||||
| Defense Reduction | 10% | 12% | 14% | 16% | 18% | 20% |
| Slow | ||||||
| Slow | 30% | 36% | 42% | 48% | 54% | 60% |
| Damage Over Time | ||||||
| Damage Over Time | 60 | 72 | 84 | 96 | 108 | 120 |
| Cooldown | ||||||
| Cooldown | 8 | 7.6 | 7.2 | 6.8 | 6.4 | 6 |

Divine Punishment
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 11 | 10.4 | 9.8 | 9.2 | 8.6 | 8 |
| Base Damage | ||||||
| Base Damage | 60 | 72 | 84 | 96 | 108 | 120 |
| Explosion Damage | ||||||
| Explosion Damage | 300 | 360 | 420 | 480 | 540 | 600 |

Universal Law
Upon reaching level 15, Ziya's Sanctification Power is restored, and there is a 20% chance of entering the Sanctifier state, allowing him to launch a shockwave while moving. Each subsequent level gained increases the chance of entering the Sanctifier state by 20%.
The charging lasts up to 2s, and moving or using the Ultimate again will immediately unleash the shockwaves. Charge time affects the attack range of the shockwaves, up to a distance of 1,800. Shockwaves deal 10% damage to structures in their path.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 12 | 11 | 10 |
| 1st 2 Strikes Damage | |||
| 1st 2 Strikes Damage | 120 | 180 | 240 |
| 3rd Strike Damage | |||
| 3rd Strike Damage | 560 | 840 | 1,120 |
Other Mid Lane Heroes
Stats: official HoK Camp, as of
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