Zanis — Patch 1.62 Verdict
[Liquipedia RPL: C] Pro play (RPL 2026): 2 picks, 50.0% WR, 0.7% pick/ban rate. Note: pro meta may differ from ranked.
Zanis — Warrior Guide
Zanis runs on a simple premise: the more blood on his hands, the more terrifying he becomes. His passive, Dragoon, turns every kill and assist into a permanent stack of 12 physical attack and a 5% HP heal, theoretically snowballing him into a stat-check monster by the late game. The operative word is theoretically. This patch he sits at a deflating C tier on a 50% win rate and near-invisible pick and ban rates, and that tells you everything about the meta. The slayer lane is crowded with heroes who either out-duel him early (before his stacks matter) or scale harder on items alone, leaving him dependent on a lead that the current pace of ranked rarely hands him.
That said, Zanis is not unplayable, he is misunderstood. He is a proc-fighter, not a burst assassin. His kit demands commitment to extended trades: Q to gap-close and slow, W to amplify your attack speed, and R as both an engagement tool and a true-damage DPS amp, not just an opener. The true damage on every attack during Dragon's Wrath is what separates him from other physical warriors against tanky frontlines. Pick him when your team has enough early pressure to buy him time to stack, and avoid games where you expect to be kited or CC-chained before you ever touch anyone.
Strengths
- +Dragoon's stacking physical attack and HP regeneration give Zanis a genuine snowball ceiling that few other slayer-lane warriors can match in protracted, kill-heavy games.
- +Dragon's Wrath converts every auto-attack to true damage for five seconds, making Zanis one of the few warriors who doesn't care how much armor the enemy frontline stacks.
- +The Q cleanse is a hard counter to single-target slow-and-poke patterns; enemies who rely on slows to kite Zanis out are in for a rude awakening.
- +Frost Cape combined with the Q slow and W attack speed creates one of the most suffocating sustained melee-range pressure patterns in the slayer lane.
Weaknesses
- −Zanis is almost entirely stack-dependent for relevance, meaning he is genuinely mediocre in the early game before Dragoon has accumulated meaningful layers and his base stats are unremarkable.
- −The 0.75-second airborne on Dragon's Wrath is too brief to set up reliable follow-up crowd control from teammates, making his teamfight engage less impactful than it looks in theory.
- −He has no sustain tool of his own outside of passive healing from kills, so lane opponents who play poke-and-retreat patterns and deny him takedowns leave him starved and irrelevant.
- −Hard crowd control, especially airborne or knockback effects, neutralizes his kit before he can activate Q's cleanse, and the current Thai meta is rich in heroes who provide exactly that.
Abilities
PDragoon
Zanis gains 12 physical attack and recovers 5% HP when he kills or assists an enemy. Stacks up to 20 times.
1Blood Wyrm
Zanis gains 80% movement speed for 1.5s. His next auto attack deals physical damage to nearby enemies and slows them by 50% for 2.5s. Cleanse all negative effects when using this ability.
2Roar
Zanis stomps the ground, dealing physical damage to nearby enemies and increasing his attack speed by 50% for 5s.
RDragon's Wrath
Zanis leaps and strikes enemies, dealing true damage and knocking them up for 0.75s. Afterwards, he gains enhanced auto attacks and takes 20% reduced damage for 5s. Each auto attack deals true damage.
How to Use Zanis's Kit
Every kill or assist grants 12 physical attack and restores 5% of Zanis's max HP, stacking up to 20 times, that's a potential 240 bonus physical attack with full stacks, which is massive. The mistake most players make is playing for kills when assists are just as valid; prioritize being in range to tag enemies dying to teammates so you stack passively without over-committing. At 10+ stacks the HP restoration per takedown becomes noticeable sustain in extended teamfights, so stack aggressively in the mid-game skirmish phase rather than waiting for a mythical 20-stack late game that may never arrive.
The 80% movement speed boost for 1.5 seconds is one of the most underrated chase tools in the slayer lane, use it to close the gap, then let the empowered auto land the 50% slow that sticks for 2.5 seconds, giving you a full trade window. Critically, casting Q also purges all crowd control on Zanis at the moment of activation, meaning you should deliberately hold Q when you see a slow or root incoming rather than panic-casting it pre-emptively. The common mistake is using Q purely as a gap-closer and forgetting the cleanse, which wastes its defensive ceiling in trades against CC-heavy opponents.
Roar deals physical damage in an area around Zanis and gives him 50% bonus attack speed for five full seconds, that duration is longer than it feels, and almost every mid-tier Zanis player cancels the buff early by dying or retreating before it expires. The correct habit is to cast W before you auto-attack during any trade, never after; the attack speed multiplier changes how fast you burn through Fenrir's Tooth procs and Frost Cape's slow cycles, so sequencing matters. Against multiple melee enemies in a teamfight, W's AoE damage is actually meaningful poke, stop thinking of it as a self-buff and start thinking of it as a combo piece.
Dragon's Wrath is a single-target jump that deals true damage on impact, launches the target airborne for 0.75 seconds, then empowers every subsequent auto-attack to deal true damage and grants Zanis 20% damage reduction for five seconds, this is not an execute, it is a DPS stance. The airborne is too short to combo a long-cast follow-up from teammates, so prioritize using R to lock onto high-priority targets who are already slowed by your Q, guaranteeing the full true-damage window. The 20% damage reduction is frequently ignored in decision-making: popping R into a 1v2 is far more survivable than it looks on paper, and that mindset shift is what separates competent Zanis players from great ones.
Skill Order
Priority: R > Q > W| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1Blood Wyrm | 1 | · | 3 | · | 5 | · | 7 | · | 9 | · | · | · | 13 | · | · |
2Roar | · | 2 | · | 4 | · | · | · | 8 | · | 10 | · | 12 | · | 14 | · |
RDragon's Wrath | · | · | · | · | · | 6 | · | · | · | · | 11 | · | · | · | 15 |
Loadout

Standard Build
1
2
3
4
5
6Core Combos
Standard All-In
Open with R to secure the airborne and true-damage window, immediately Q to extend the slow and cleanse any incoming CC, then W for attack speed and chain autos, use this to duel isolated squishy targets in the mid-game when you have 6+ passive stacks.
CC-Punish Trade
When an enemy uses their root or slow on you, activate Q immediately to cleanse it, land the empowered slow-auto, pop W for attack speed, then finish with R once they try to disengage, ideal in lane trades against CC-heavy matchups like Arduin.
Flicker Dive
Use R on a target to close the initial gap, then Flicker to reposition behind a wall or deeper into the backline before the slow from Q locks a carry down, works in teamfights when the enemy has peeled away from your initial R landing spot.
Gameplan
Zanis's first real power spike is level 4, when all three basics are online and he can run the full Q-W-AA trade pattern. His item spike is significant: Mantle of Ra makes his melee trades burn enemies down faster, and Fenrir's Tooth pushes his already-growing physical attack into genuinely threatening territory. The true-damage window at level 4 with Dragon's Wrath unlocked and 6 to 8 Dragoon stacks accumulated is his peak threat, so force teamfights here. He weakens late if stacks stalled in lane; a 20-stack Zanis at 18 minutes is a monster, but a 6-stack Zanis at the same timestamp is merely average.
Early Game
Levels 1–6- →Farm safely for the first two levels and prioritize last-hitting over aggressive trades — your base stats are not special, and picking fights at level 1 before Q is leveled burns your HP for nothing.
- →At level 2 with Q online, look for one short Q-into-empowered-auto trade if the opponent steps up to last-hit; the 2.5-second slow gives you a free retreat window if the trade goes sour.
- →Focus on securing every jungle camp edge-kill and any assist you can rotate for — each Dragoon stack in the first five minutes is worth more than a kill at minute 15.
Mid Game
Post Broken Spear- →With Mantle of Ra completed and 6–8 stacks banked, start hunting skirmishes around the Dragon objective; this is your highest-value window and you should be the one initiating 2v2 or 3v3 fights.
- →Use Dragon's Wrath to target enemy supports or mages who are out of position — the true damage and airborne guarantee you burst them before they can react, and every assist is another stack.
- →Do not back off and play farm-mode after taking slayer tower; rotate mid and pressure the enemy jungler by contesting camps, stacking while doing so.
Late Game
Teamfight phase- →At full or near-full stacks with Frost Cape and Medallion of Troy completed, you are a frontline DPS hybrid — position yourself on the second or third target in a teamfight, not the tank.
- →Dragon's Wrath should open on the enemy carry or mage, not the closest target; the true damage during the buff window will genuinely melt even armor-stacked supports.
- →If you are behind in stacks and the game has gone long, accept a utility role: use Q's cleanse and slow to peel for your own carry rather than trying to be the kill threat.
Matchups
Zanis is a hero you should almost never first-pick. He is punishable by evasion (Butterfly), burst resets (Florentino), and tanks who simply outlast his early damage (Arduin), so confirming the enemy has none of those before locking in is non-negotiable at Diamond and above. His best games come paired with hard-initiating supports; Baldum and Lumburr are the gold standard, so coordinate your draft around at least one reliable setup champion. In losing matchups, your only recourse is to play Q-cleanse defensively, absorb poke, and look for third-party kills in the jungle rather than winning your lane head-on. Stack passively and accept that some games Zanis only reaches relevance in the final teamfight, not before.
Zanis gets countered by
ButterflyButterfly's evasion passive causes a significant portion of Zanis's auto-attack chain, including his true-damage-empowered autos during Dragon's Wrath, to simply miss, gutting his entire DPS window.
MuradMurad can blink away from Dragon's Wrath's landing zone and re-engage on his own terms, denying Zanis the extended trade he needs while dealing burst damage that outpaces Zanis's passive healing.
ArduinArduin's massive base health pool and passive shielding tank through Zanis's early-game stacks before they're meaningful, and his own CC chain locks Zanis down long enough to prevent Q's cleanse from being useful.
FlorentinoFlorentino's reset mechanics and superior early burst let him win trades before Zanis can activate his full Q-W-R combo, and his agility means Zanis can never reliably lock him down with the empowered slow-auto.
Zanis synergizes with
BaldumBaldum's Tackle into Cyclone chain gives Zanis a guaranteed gap-close setup where Dragon's Wrath and the subsequent true-damage auto chain can fire at full value on a stationary target.
LumburrLumburr's ground-slam crowd control extends the lockdown window well beyond Zanis's 0.75-second airborne, turning what is normally a brief engage into a full sustained trade zone that Zanis thrives in.
KrixiKrixi provides kill pressure from range that forces enemies to cluster or retreat, creating the multi-target skirmish conditions where Zanis can chain assists rapidly and accelerate his Dragoon stack count.
AnnetteAnnette's wind-pull groups enemies inside Zanis's W AoE radius, letting him deal meaningful area damage while simultaneously gaining the attack speed buff, a combination that punishes bunched-up teams disproportionately.
Pro Tips
- →Hold Q deliberately when you spot the enemy about to use their CC, the cleanse timing is the single highest-skill-expression moment in Zanis's kit and most players never learn to use it reactively.
- →Dragon's Wrath can be used to cancel your own auto-attack backswing animation; jump, auto in the true-damage window, and the R cast itself resets your attack frame, squeezing out extra DPS in the five-second buff.
- →Track your Dragoon stack count actively, at 10 stacks the HP restoration per takedown is large enough that you can all-in fights you'd otherwise retreat from, and knowing this threshold changes your aggression breakpoint.
- →Against teams with a lot of ranged poke, delay your W until you are already in melee range; casting it at distance wastes the AoE damage chip and telegraphs your engage timing to the enemy.
Zanis is a hero for patient, stack-aware players willing to manage a passive resource across an entire match rather than spike hard off one item. He rewards those who can read draft conditions well enough to know when his true-damage sustained DPS is the right answer to a tanky enemy comp, and punishes players who pick him blindly into mobility- or evasion-heavy lineups. The thing to master is Q cleanse timing: learning to hold that button for incoming CC rather than using it purely as a gap-closer is the line between a Zanis who dies in every fight and one who wins them.
Zanis — Frequently Asked Questions
Is Zanis good in the current ROV patch?+
Honestly, not particularly. Zanis is at C tier this patch on a 50% win rate and a near-zero 0.7% pick rate on the Thai server, which means even his mains are breaking even at best. He is viable in very specific draft conditions but is outclassed by most other slayer-lane picks in the current meta.
What is the best build for Zanis?+
Core path is Gilded Greaves into Mantle of Ra for early lane sustain, then Fenrir's Tooth to amplify your growing passive attack stacks, followed by Frost Cape to give your Q-slow-auto chain an additional slow layer. Medallion of Troy and Blade of Eternity round out the build as defensive items that keep you alive long enough to deal damage during Dragon's Wrath's true-damage window.
How do you counter Zanis?+
Pick heroes with evasion (Butterfly), gap-control mobility (Murad, Florentino), or enough base tankiness to weather his stacking period before he is threatening (Arduin). The key is denying him takedowns in the early and mid game; a Zanis with fewer than six Dragoon stacks at the 10-minute mark is essentially a vanilla warrior with no special identity.
Is Zanis hard to play / good for beginners?+
Medium. His basic combo is straightforward, but the nuance of using Q as a reactive cleanse rather than an aggressive opener takes real game sense to internalize. Beginners can pick him up and feel functional, but they plateau quickly without understanding the stack-management and CC-timing layers of his kit.