Spear of Dragon
Updated Apr 20, 2026
Zilong is not a teamfighter. He is a 1v1 duelist with legs fast enough to farm two lanes at once, and the best Zilong games are the ones where his team never needed him to stand in the middle of a fight. After the patch 2.1.40 ([patch notes](/patch-notes)) buff that stapled flat damage onto his passive and let skills count toward Dragon Flurry stacks, his early and mid-game damage is real. What did not change is his defense: 25 base physical defense, cloth armor in every sense.
Win Rate
47.33%
Pick Rate
0.95%
Ban Rate
0.71%
Sustained DPS
Core Items
Emblem
Fighter Emblem
Battle Spell
Purify
Weak Against
Strong Against
In teamfights, activate Zilong's Ultimate to gain Movement and Attack Speed bonus before charging at the target enemy with his 2nd Skill. Cast his 1st Skill after closing in on the enemy and follow up with Basic Attacks to trigger the Passive effects.
Lock Zilong when three things are true: the enemy draft has zero hard suppression, your team has a setup tank who can peel without needing a dive partner, and the map has at least two side-lane turrets that can be taken by a lone hero with Supreme Warrior up. Remove any one of those conditions and the hero falls off a cliff. He is not a scaling carry, he is a map-pressure hero who happens to deal damage, and map pressure requires space to operate.
He is a trap pick when the enemy has Franco, Khufra, Akai, Kaja, or Minsitthar. Supreme Warrior's slow immunity does nothing against suppression (Franco ult, Khufra S1 bounce, Akai ult) and Minsitthar's ult locks him inside the cage with his ultimate wasted on a 35-second cooldown. He is also wrong into heavy poke mages like Valentina or Pharsa; before he reaches his two-item spike he has to walk up to auto-attack, and walking up is how he dies.
If you cannot name which of those conditions your current draft is in, Zilong is the wrong pick. "He can duel" is not a draft argument when the enemy team refuses to duel you.
Zilong is a countdown on the enemy's side structures. Every other part of his kit exists to get him to those structures and keep him alive while he swings on them. Supreme Warrior's 75% bonus attack speed at rank 3, stacked with his passive multi-hit every third basic attack, turns turrets into kindling. Spear Strike exists to chase whoever tries to stop him, and its cooldown reset on kill means one pickoff often becomes two. Spear Flip exists to peel the one hero the enemy sends to clear the wave.
The after-2.1.40 rework matters here. Dragon Flurry now builds stacks off skill hits, not just basic attacks, which means a Spear Strike contributes to the multi-hit window instead of resetting it. The practical effect is that his trade pattern is Spear Strike in, two basics, proc the multi-hit, and he is still within Supreme Warrior's slow-immunity window to walk away. The kit reads as a fighter, but the gameplay loop is assassin-speed: one target at a time, reset, repeat.
What the kit is not: a teamfight kit. There is no AoE, no CC beyond a single-target flip, no damage reduction, no shield. Every Zilong game you lose by standing in the middle of a 5v5 is the kit telling you to pick someone else.
Endless Battle plus Demon Hunter Sword, around the 9-to-11 minute mark. This is the fight-or-split decision point, not Blade of Despair. Endless Battle's Divine Justice passive converts every Spear Strike cancel into a free true-damage basic attack, the movement speed buff stacks on top of Supreme Warrior, and the 10% cooldown reduction pulls S2 to a 6-second effective cooldown at rank 5 when you factor in kill resets. Demon Hunter Sword's 8% current-HP basic attack damage is what lets you take tier-2 turrets solo in under six seconds with your ult up.
Before this spike you are a melee hero with no burst who dies to any two enemies who look at you. After it you can duel anyone on the enemy team who is not a true tank, and you can take a tower in the time it takes the enemy to rotate from mid. The jump is not subtle. If you cannot name which of those two states you are in at any given moment, you do not know whether to fight or walk.
The reflex when Supreme Warrior comes off cooldown is to dive the backline. That reflex is usually wrong. Zilong does not have the burst to one-shot a fed marksman before their team peels, and once Supreme Warrior ends, his 265 base movement speed is a free kill for any decent assassin. The correct mental model: you are a cleanup hero and a split threat, not an engage.
The support-conditional case: with Estes or Rafaela babysitting you in the early laning phase, you can afford to stay in the lane and skip the jungle camp, because their heals cover the HP loss from trading. With Angela, Diggie, or Mathilda, you have no sustain, so you have to farm the jungle camp at 2:30 to hit the level-4 power spike on time. Misreading which support you have is how Zilong games get thrown before minute five.
Boots, Endless Battle, and Demon Hunter Sword are locked. Everything after that is situational.
Emblem: Assassin. Rupture for adaptive penetration, Master Assassin for the 7% damage bonus when you are picking off isolated targets (which is almost every Zilong fight), and Killing Spree in the core slot. Killing Spree's 20% movement speed for 3 seconds after a kill is what lets the S2-reset chain into a second pickoff before the enemy team can converge. Battle spell: Flicker default. Execute is a trap on Zilong because his passive plus DHS already handles low-HP finishers, and he needs Flicker's wall-hop for escape after the fight breaks.
Tip
Dragon Flurry now triggers off skills after the 2.1.40 buff. This means a Spear Strike counts as one of the three hits, so the opening combo is S2 then two basics to proc the passive multi-hit. Before the patch you needed three basics, which was why Zilong's trade pattern felt slow even against soft EXP laners.
Note
Supreme Warrior removes slows on cast, not just during the duration. If you are caught in a Franco hook windup or a Minsitthar cage, ulting will not save you, but if you are slowed by Estes S2 or Atlas ult chains, ulting breaks you free. Learn which enemy CC is a slow versus a suppress before you press it.
Tip
Spear Strike's cooldown reset on kill is Zilong's only teamfight reliability. In practice this means you should always prioritize the lowest-HP enemy hero in your field of view, not the carry. A Spear Strike into a squishy you can actually kill resets the cooldown and lets you chain into the second target. A Spear Strike into a full-HP tank wastes the reset window and leaves you standing in their team.
Note
Warrior Boots plus Endless Battle gives Zilong roughly 280 effective HP against physical damage in the laning phase. That is the difference between surviving an all-in from a level-6 Paquito and dying in place. Swift Boots is a late-game conversion item; do not rush it first-back unless the enemy has three ranged heroes.
After dealing damage 3 time(s) with Basic Attacks or skills, Zilong triggers Dragon Flurry on the next Basic Attack, hitting the target 3 time(s). Each hit deals 80 (+30% Total Physical Attack) Basic Attack Damage and heals himself for 50 (+20% Total Physical Attack) HP. Zilong's Basic Attack deals 100 (+80% Total Physical Attack) Physical Damage. If the target's HP is below 50%, all damage dealt by Zilong's skills and Basic Attacks is increased by 30.
Zilong flings the target enemy over his head, dealing 250 (+80% Total Physical Attack) Physical Damage.
Zilong lunges at the target enemy, dealing 250 (+60% Total Physical Attack) Physical Damage and reducing their Physical Defense by 15 for 2s. The cooldown of Spear Strike is reset each time Zilong kills an enemy.
Zilong removes all slow effects on himself and gains 40% Movement Speed, 35% Attack Speed, and Slow Immunity for 7.5s. During this time, Dragon Flurry triggers every 2 attacks (instead of the previous 3).
In teamfights, activate Zilong's Ultimate to gain Movement and Attack Speed bonus before charging at the target enemy with his 2nd Skill. Cast his 1st Skill after closing in on the enemy and follow up with Basic Attacks to trigger the Passive effects.
In the laning phase, Zilong should use his 2nd Skill to close in on the target enemy and lower their Defenses, then lift the target over his back with his 1st Skill, and spam Basic Attacks to trigger more Passive effects.
These heroes have the highest win rates against Zilong in ranked matches. Pick any of them for a statistical advantage in draft.
Zilong performs well against these heroes. Consider picking Zilong when you see them on the enemy team.
Zilong struggles the most in the late game, where counters average a 49.3% win rate. Early game matchups are tighter at 37.8%. If the match extends, your counter advantage grows, so focus on farming and scaling to outperform Zilong in late team fights.
Zilong is strong here
Zilong is strong here
Even matchup phase
Fighter Emblem
Festival of Blood
Purify
Fighter Emblem
Festival of Blood
Purify
Fighter Emblem
Festival of Blood
Purify
Heroes that synergize well with Zilong in team compositions.





Zilong is the Dragon Warrior, a legendary spearman and one of the original three heroes of the Land of Dawn. Trained in the ancient Dragon Spear technique, he can charge into battle at blinding speed, flipping enemies behind him and delivering rapid strikes that shred even the toughest armor. Zilong's unwavering loyalty to his allies and his burning desire to defeat the Black Dragon Yu Zhong drive him forward. As the protector of the Eastern lands, he serves as the first and last line of defense for the Cadia Riverlands.
Famous quotes from Zilong
“The Dragon Warrior answers the call!”
- Zilong
“My spear strikes with the fury of dragons!”
- Zilong
“Come! Face the might of the East!”
- Zilong
“Flipped and finished!”
- Zilong
“Supreme Warrior - CHARGE!”
- Zilong