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
- 3504
- Max MP
- 600
- Physical Attack
- 174
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 380
- Attack Range
- Melee
- HP Regen / s
- 78
- MP Regen / s
- 15
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When two or more enemy heroes sustain themselves through lifesteal
Crimson Shadow - Redemption goes first, handing Zhuangzi 20% attack speed and 15% cooldown reduction while allies within 800 range pick up half of it. Blazing Cape lands third, so the burn and its 35% cut to healing and lifesteal are running by 4,820 gold. Ominous Premonition in slot five strips up to 40% attack speed and 15% movement speed from whoever attacks him. The totals come to +7,587 max HP and +753 physical defense, 90 more physical defense than the other build.
When your backline keeps getting dived and needs shields on repeat
Guardian - Redemption opens with up to 130 physical and magic defense plus a heal of 0.6% max HP every 5 seconds, half of it passed to allies within 800 range. Dawnlight third adds 10% cooldown reduction, taking the build to 16%. Damaging an enemy hero puts out a shield of 250-500 plus 4% of max HP on Zhuangzi and the lowest-health ally nearby, once every 10 seconds. Blazing Cape slips to slot five, so the 35% anti-heal arrives 4,060 gold later than in build one.
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 complete answer to crowd control: he cleanses himself every six seconds and his ultimate purges the whole team. Enemy engage plans dissolve into paper against him.
Best for: players who find beauty in cancellation rather than damage — he shrugs off his own crowd control every six seconds and frees the team with the ultimate, so the job is waiting for the enemy to commit.
Skill 3 hands out a cleanse and immunity together, but the immunity runs for only 1.5s. Press it early and the enemy simply waits you out, so hold it until an ally is actually caught. Once they are free, the butterflies take the enemy's legs for 2s and the counterattack starts from there.
Casting Skill 1 wraps Zhuangzi in the Passive enhancement for 2s, and crowd control does not stick during it. Step in and cast Skill 2: enemies carry a mark for 5s, and every nearby ally picks up a 3% Movement Speed stack. Skill 2 returns in 4.5s at level 1, and it also fires itself every 7s.
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.
- The Ultimate's area cleanse and crowd control immunity turn enemy engages into whiffs
- His Passive periodically cleanses his own CC, hard-countering lockdown comps
- Skill 1's 30% slow for 2s serves both the chase and the rescue
- Periodic healing and damage reduction keep him working the frontline for ages
- No hard CC of his own — he almost never creates kills singlehandedly
- Only a shield stands between his team and raw burst, so heavy dive can power through
- Against low-CC enemy comps, the Ultimate's value drops off a cliff
Zhuangzi's default assignment is glued to his marksman. In lane, your job is landing Skill 1's butterflies on the enemy — the slow scales up to 60%, and every second of it is free damage for your carry. Your Passive cleanses your own CC every six seconds, which is exactly why you can afford to stand one step further forward than most supports and menace the enemy laners. Skill 2 even auto-casts every seven seconds, so simply being near enemies keeps feeding speed stacks to your allies at zero cost. Before the 4:00 Tyrant spawns, face-check the river brush yourself so your jungler starts it safely.
Mid-game Zhuangzi is judged on one thing: when, and for whom, the Ultimate comes out. Cleanse plus 1.5 seconds of crowd control immunity plus a shield can void an entire enemy engage — but cast it early and they'll simply hold their skills and wait it out. The rule is to react: the moment enemy stuns or knock-ups land on your carry, layer it on top. Once your HP items finish around 7-8 minutes, work the frontline of objective standoffs with butterfly slows, and quietly count the enemy's CC. Deciding in advance where your Ultimate goes wins teamfights before they start.
The deeper the game goes, the heavier Zhuangzi's power to undo things becomes. Fights past ten minutes are decided by a single landed CC chain, and the ability to erase one wholesale makes your Ultimate a second life for the entire team. In the standoffs before Overlord, stay welded to your carry at reaction distance from any enemy engage. Skill 1 does double duty — closing the net on runners or buying seconds for a retreating ally. There's no highlight reel here, but the moment the enemy engage hero hesitates because Zhuangzi is standing there, you're already halfway to winning.
Position half a step in front of your carry. When enemy CC comes in, erase it with the Ultimate, then flip the fight with the butterfly slow. On the timing: let it land first. The 1.5 seconds of crowd control immunity whiffs when cast on prediction, so watching the enemy's key skill actually connect before you answer is the higher-percentage play. Your own Passive cleanse means you can tank a few skills yourself — baiting the enemy into wasting CC on you is legitimate work. And the longer the brawl runs, the more Skill 2's stacking damage and speed support quietly tilts it your way.
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

Nature's Will
Dreamscape: Removes all crowd control effects and grants crowd control immunity, 15% damage reduction, and 15% Movement Speed for 2s.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Health Recovery | ||
| Health Recovery | 40 | 80 |

Kaleidoscope
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 400 | 480 | 560 | 640 | 720 | 800 |
| Slow | ||||||
| Slow | 30% | 36% | 42% | 48% | 54% | 60% |

Sleep Starts
He also places 1 mark on himself and nearby teammates for 5s, for up to 5 stacks. Each mark increases Movement Speed by 3%.
Passive: Zhuangzi uses Skill 2 every 7s.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 4.5 | 4.3 | 4.1 | 4 | 3.8 | 3.6 |
| Base Damage | ||||||
| Base Damage | 250 | 300 | 350 | 400 | 450 | 500 |
| Damage per Stack | ||||||
| Damage per Stack | 125 | 150 | 175 | 200 | 225 | 250 |

Butterfly Effect
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 60 | 55 | 50 |
| Shield | |||
| Shield | 600 | 900 | 1,200 |
Patch History


Other Roam Heroes
Stats: official HoK Camp, as of
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