Win, Pick and Ban Rates
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
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.
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
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.
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.
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.
- 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
- 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
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.
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.
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.
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
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

Dark Potential
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Slow | ||
| Slow | 25% | 50% |

Forbidden Domain
Hitting an enemy unit increases Madness by 3.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 6 | 5.8 | 5.6 | 5.4 | 5.2 | 5 |
| Base Damage | ||||||
| Base Damage | 600 | 720 | 840 | 960 | 1,080 | 1,200 |

Leaping Savior
He gains 3 Madness from using the skill and 1 extra Madness for each shield granted to teammates.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Shield | ||||||
| Shield | 650 | 775 | 900 | 1,025 | 1,150 | 1,275 |

Unbridled Outburst
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.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Enhanced BA | |||
| Enhanced BA | 220 | 330 | 440 |
| Base Damage | |||
| Base Damage | 600 | 900 | 1,200 |
Other Roam Heroes
Stats: official HoK Camp, as of
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