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Zhang Fei

Zhang Fei

RoamSupportTankDifficulty: Normal

Win, Pick and Ban Rates

Roam
B
Tier / Pop
49.65%
Win Rate
0.82%
Pick Rate
0.34%
Ban Rate

Change vs 2026-09-25

Tier
unchanged
Win Rate
−0.2pt

Statistics from the official in-game HoK Camp (as of 2026-10-09).

Base Stats

Max HP
3538
Max Resource
100
Physical Attack
168
Magic Attack
0
Physical Armor
150|20%
Magic Defense
75|11.1%
Movement Speed
375
Attack Range
Melee
HP Regen / s
86
Resource Regen / 5s
5

Transcribed from the in-game hero status screen. Arcana bonuses are excluded.

Recommended Builds

Build 1Stacked HP and magic defense
  • Heal

When enemy damage leans magic and teamfights drag on

Crimson Shadow - Redemption comes first, passing 20% attack speed and 15% cooldown reduction to allies within 800 at half value. After the boots and Blazing Cape come Succubus Cloak, Ominous Premonition and Overlord's Platemail, ending at +7587 max HP and +540 magic defense. Succubus Cloak converts 15% of bonus magic defense into physical defense and grants a 400-800 magic damage shield every 15 seconds. Ominous Premonition cuts 20-40% attack speed from anyone who damages Zhang Fei, so the longer a brawl runs, the more this build earns.

Build 2Physical defense and a revive
  • Heal

When enemy damage is mostly physical and fights come one after another

Guardian - Redemption opens instead, sharing 65-130 physical and magic defense and a heal worth 0.6% of max HP every 5 seconds with allies within 800. Dawnlight, Frigid Charge and Sage's Sanctuary follow, putting both physical defense (+683) and cooldown reduction (43.5%) ahead of build 1. Frigid Charge's ice field slows enemies by 30-60% and freezes them for 0.75 seconds, on a 75-second cooldown. Sage's Sanctuary revives Zhang Fei on the spot 2 seconds after death with 2000-3000 HP, twice per match, so he keeps showing up for the next fight.

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

Playstyle

A guardian with a monster inside: he hands out shields until his ultimate transforms him into a roaring demon that scatters the enemy team. The shift from protector to terror is theatrical.

Best for: playing two roles in one game. Hand out shields, bank Madness, then turn into the thing that scatters the enemy team across the map.

Recommended Combos
Roar as the Answer

The 1.25s of the roar is invincible and immune to crowd control, so holding it until someone dives is the whole point. The wind knocks enemies back, and only those caught at its far edge are stunned for 1.5s. Aim from half a step back rather than point-blank.

Shield First, Peel Second

Leap in the moment a teammate gets focused; the mark on landing hands a 650 (Lvl 1) shield to every ally in range. The sweep is the peel — enemy heroes it hits are knocked back. Casting it gives 3 Madness, each ally shielded gives 1 more, and a sweep that connects adds another 3, so defending also feeds the gauge.

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
  • A 40% max HP shield and an invincible roar create massive comeback power
  • Skill 2 shields multiple allies with a single leap
  • The storm's knock-away and edge stun wreck enemy formations
  • Bonus damage and constant slows while transformed make him a real threat
Weaknesses
  • Low damage and only a knockback for CC until Madness is charged
  • A misdirected blast saves enemies and betrays your team's follow-up
  • Mobility depends entirely on Skill 2's leap, limiting self-defense
  • No ranged tools — he spectates during poke wars
Early Game Strategy

The lane opens with you swinging basic attacks next to your marksman. It looks menial, but every pre-transformation swing adds 3 Madness, and how fast you fill that bar is quite literally how strong you are. Skill 2's landing shield covers multiple allies at once, and it pays 3 Madness for the cast plus 1 more for every ally it shields — so time it for the instant a teammate is about to eat damage. In trades, cut off enemy chases with Skill 1's knockback; landing it on an enemy unit is another 3 Madness. Bank a full Madness bar before the Tyrant spawns at four minutes and the transformation is ready for the first skirmish.

Mid Game Strategy

Whether your Ultimate is available defines mid game Zhang Fei — with it up, he's a different hero. The roar carries 1.25 seconds of invincibility and crowd control immunity, so its strongest use is a head-on counter to enemy engages. Enemies caught at the far edge of the storm are stunned for 1.5 seconds, which means the clean blast comes from half a step back rather than point-blank. Around Tyrant and Overlord, sit on the transformation and answer whoever moves first. While transformed, your basic attacks carry bonus damage, so you can moonlight as a damage threat too.

Late Game Strategy

In teamfights after ten minutes, Zhang Fei's reason to exist is entering the fight holding a shield worth 40% of his max HP. During Shadow Tyrant standoffs, stand one step forward so the enemy initiation lands on you, absorb it, then answer with the roar. Just manage the knock-away direction carefully — launching the enemy carry toward your team is game-winning, while launching them to safety makes you the villain instantly. Remember that Skill 1 auto-casts when the transformation ends, so you can factor that final knockback into your closing sequence.

Teamfight Strategy

Zhang Fei's teamfight is a checklist. Pre-shield your team with Skill 2, answer the enemy's dive with the roar, split their formation with the storm — and only then start swinging. The 1.25 seconds of invincibility exists to make enemy ultimates whiff, so firing it early with nothing to counter is a waste. Watch for the enemy ult animation, then blow them away, and the battlefield goes quiet in an instant. While transformed, every skill you cast also slows nearby enemies, so you can even run down the stragglers yourself.

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

2-hero team

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

Official pickSkill 1: Forbidden Domain / Mad Slaughter
1

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

Skills

Dark Potential
Passive

Dark Potential

Slow
Before transforming, Zhang Fei's Basic Attacks increase Madness by 3. After transforming, using skills will shake the ground and slow nearby enemies by 25% for 2s.
Lvl 1Lvl 15
Slow
25%50%
Forbidden Domain
Skill 1⏳ CD: 6s

Forbidden Domain

Crowd ControlDamage
Zhang Fei swings his snake spear, dealing 600 (600 + 150% extra physical attack) physical damage to enemies within range and knocking back enemy heroes.
Hitting an enemy unit increases Madness by 3.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
65.85.65.45.25
Base Damage
6007208409601,0801,200
Leaping Savior
Skill 2⏳ CD: 10s

Leaping Savior

ShieldMovement
Zhang Fei leaps to the target location and activates a mark, granting a shield that negates 650 (650 + 13% extra Health) damage to teammates within range.
He gains 3 Madness from using the skill and 1 extra Madness for each shield granted to teammates.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Shield
6507759001,0251,1501,275
Unbridled Outburst
Ultimate⏳ CD: 40s | Madness: 100

Unbridled Outburst

TransformationShieldCrowd Control
Zhang Fei roars in the target direction for 1.25s, generating a powerful gust of wind and gaining a shield that negates damage equal to 40% of his Health for 15s. While roaring, he gains crowd control immunity and invincibility. The wind knocks enemies back and deals 600 (600 + 150% extra physical attack) physical damage, and enemies at the end of its path are stunned for 1.5s. His Movement Speed increases by 50% while he is in the wind.
Ferali Form: While he is in Ferali Form, his Basic Attacks deal an extra 220 (220 + 100% extra physical attack) damage. When Ferali Form ends, Forbidden Domain is automatically triggered.
Lvl 1Lvl 2Lvl 3
Enhanced BA
220330440
Base Damage
6009001,200

Other Roam Heroes

Stats: official HoK Camp, as of

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Tier, win rate, pick rate and ban rate are taken from the official in-game HoK Camp statistics (as of 2026-10-09). 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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