
Ziya
Skills

After hitting a target, gains EXP if it is defeated within 4s. Upon reaching level , gains Sanctify and increases his level cap to . Sanctify: Increases a teammate's level cap, with a chance to earn EXP. When playing as support, grants additional Sanctification effects.

Seals enemies within range, dealing magical damage while reducing their Movement Speed, Physical and Magical Defense for 3.5s. If the skill hits any enemy, he gains a Movement Speed boost.

Conjures a magic circle that deals 3 strikes of damage to enemies in the target area. After a short delay, the magic circle explodes, dealing extra magical damage and launching enemies for 0.8s.

Unleashes 3 shockwaves that deal magical damage. At level 15, the Ultimate's charging speed increases by 10%, and Ziya can move while charging.
Strongest Builds for Ziya
Farm lane build4 variants

Passive - Swift II Grants 70 Movement Speed. Passive - Divine Wind Increases Movement Speed by 35–70 when out of combat for 5s. Can switch to another pair of upgraded footwear free of charge. Cooldown: 5 min.

Passive - Deep Freeze When a Basic Attack or skill hits an enemy, it reduces their Movement Speed by 5–10% (for up to 2 stacks) for 1.5s. Passive - Frostbite Basic Attacks and skills deal an extra (75–150 + 15% {ap}) magical damage. ({CD}: 3s)

Passive - Breakthrough Grants 20–40 (+2% extra {hp}) Magical Attack, up to 100. Passive - Purge Grants 30–60 (+3% extra {hp}) Magical Pierce, up to 150.

Passive - Hero's Reward Leveling up restores 20% of max Health and max Mana over 3s. After reaching max level, this effect triggers once every 45s. Passive - Augury Grants 50–100 (+10% {ap}) Physical Defense and Magical Defense.

Passive - Torment When a skill hits a target, deals magical damage equal to 3% of their current Health 4 times over 3s (damage capped at 200 against monsters). ({cd}: 3s)


Passive - Revive Resurrects the wearer 2s after dying and restores 2,000–3,000 Health. This effect can be triggered up to 2 times per match. ({cd}: 150s)

Passive - Dark Curtain When taking fatal damage, instead of dying immediately, the hero gains invincibility and a 15% Attack Speed and Movement Speed increase for 1s (0.75s for ranged heroes). After equipping this item, its effect duration increases by 0.01s every 5s, up to a maximum of 0.5s. ({cd}: 120s)

Passive - Swift II Grants 70 Movement Speed. Passive - Divine Wind Increases Movement Speed by 35–70 when out of combat for 5s. Can switch to another pair of upgraded footwear free of charge. Cooldown: 5 min.


Passive - Echo Triggers an explosion when landing a skill hit, dealing (140–280 + 28% {ap}) magical damage. ({cd}: 5s)

Passive - Purge Dealing damage to a hero increases Magical Pierce by 20–40 for 4s, for up to 6 stacks.

Passive - Doom {ap} +30%

Passive - Enlightenment Every 100 Magical Attack increases damage dealt by 0.5% and grants 0.5% damage reduction.


Passive - Revive Resurrects the wearer 2s after dying and restores 2,000–3,000 Health. This effect can be triggered up to 2 times per match. ({cd}: 150s)

Passive - Swift II Grants 70 Movement Speed. Passive - Divine Wind Increases Movement Speed by 35–70 when out of combat for 5s. Can switch to another pair of upgraded footwear free of charge. Cooldown: 5 min.


Passive - Echo Triggers an explosion when landing a skill hit, dealing (140–280 + 28% {ap}) magical damage. ({cd}: 5s)

Passive - Purge Dealing damage to a hero increases Magical Pierce by 20–40 for 4s, for up to 6 stacks.

Passive - Doom {ap} +30%

Passive - Enlightenment Every 100 Magical Attack increases damage dealt by 0.5% and grants 0.5% damage reduction.


Passive - Revive Resurrects the wearer 2s after dying and restores 2,000–3,000 Health. This effect can be triggered up to 2 times per match. ({cd}: 150s)

Passive - Swift Grants 50 Movement Speed. Passive - Magical Mastery Grants 60–120 Magical Pierce. Restores 10 Mana every 5s. Can switch to another pair of upgraded footwear free of charge. Cooldown: 5 min.

Passive - Arcane Conversion Every 2% Magical Lifesteal grants an extra 1% Cooldown Reduction.

Passive - Deep Freeze When a Basic Attack or skill hits an enemy, it reduces their Movement Speed by 5–10% (for up to 2 stacks) for 1.5s. Passive - Frostbite Basic Attacks and skills deal an extra (75–150 + 15% {ap}) magical damage. ({CD}: 3s)

Passive - Doom {ap} +30%

Passive - Devastation Magical Pierce +45%

Passive - Torment When a skill hits a target, deals magical damage equal to 3% of their current Health 4 times over 3s (damage capped at 200 against monsters). ({cd}: 3s)

Passive - Mana Shield When Health drops below 30%, removes all crowd control effects and grants a shield that negates (500–1,000 + 100% {ap} + 7.5% extra {hp}) damage and increases Movement Speed by 30% for 4s. ({cd}: 90s).

Passive - Imperil When a Basic Attack or skill hits an enemy, it reduces their Health recovery and Lifesteal by 35%. Lasts 2.5s.
Build3 variants

Passive - Agility Aura Grants 12% Attack Speed and 9% Cooldown Reduction, and restores 10 Mana every 5s. Teammates within a range of 800 gain 50% of this effect. Passive - Reward Increases max Health by 200–400. Increases main attack stat by 15–30. (1 main attack stat = 1 Physical Attack or 2 Magical Attack) Passive - Guerrilla Every 3s, grants 5 EXP, and grants 5 Gold to the teammate with the lowest amount of Gold. Wielder does not take a share of the earnings from monster and minion kills, but instead gains a separate 25%-50% Gold and EXP (maxes out at the 20:00 mark). If lane minions die and their Gold is not collected, 50% of the Gold will drop on the ground. Up to 450 Gold can be picked up.

Passive - Swift II Grants 70 Movement Speed. Passive - Divine Wind Increases Movement Speed by 35–70 when out of combat for 5s. Can switch to another pair of upgraded footwear free of charge. Cooldown: 5 min.

Active - Mirror Domain Releases a scouting light wave that deals damage 4 times to enemies within a range of 1,200, each dealing damage equal to 3% of current Health and slowing them by 25%–50%. The scouting light remains within range for 2s, providing visibility and exposing stealth units, while also dealing damage and slowing enemies. ({cd}: 75s. If no targets are hit, 75% of the {cd} will be restored.) Roaming equipment active skill cooldown is shared by the team. Passive - Agility Aura Grants 20% Attack Speed and 15% Cooldown Reduction, and restores 15 Mana every 5s. Teammates within a range of 800 gain 50% of this effect. Passive - Reward Increases Max Health by 400–800 Increases Main Attack Stat by 25–50 (1 main attack stat = 1 Physical Attack or 2 Magical Attack) Passive - Guerrilla Every 3s, grants 6 EXP, and grants 6 Gold to the teammate with the lowest amount of Gold. Wielder does not take a share of the earnings from monster and minion kills, but instead gains a separate 25%-50% Gold and EXP (maxes out at the 20:00 mark). If lane minions die and their Gold is not collected, 50% of the Gold will drop on the ground. Up to 600 Gold can be picked up. Can quickly switch between Crimson Shadow roaming equipment at no cost ({cd} 300s).

Passive - Deep Freeze When a Basic Attack or skill hits an enemy, it reduces their Movement Speed by 5–10% (for up to 2 stacks) for 1.5s. Passive - Frostbite Basic Attacks and skills deal an extra (75–150 + 15% {ap}) magical damage. ({CD}: 3s)


Passive - Torment When a skill hits a target, deals magical damage equal to 3% of their current Health 4 times over 3s (damage capped at 200 against monsters). ({cd}: 3s)

Passive - Purge Dealing damage to a hero increases Magical Pierce by 20–40 for 4s, for up to 6 stacks.

Passive - Imperil When a Basic Attack or skill hits an enemy, it reduces their Health recovery and Lifesteal by 35%. Lasts 2.5s.

Passive - Guerrilla Every 3s, grants 5 EXP and grants the teammate with the lowest Gold 5 Gold. Player does not receive a share of the earnings from monster and minion kills, but instead gains a separate 25%–50% Gold and EXP (maxes out at the 20:00 mark).

Active - Mirror Domain Releases a scouting light wave that deals damage 4 times to enemies within a range of 1,200, each dealing damage equal to 3% of current Health and slowing them by 25%–50%. The scouting light remains within range for 2s, providing visibility and exposing stealth units, while also dealing damage and slowing enemies. ({cd}: 75s. If no targets are hit, 75% of the {cd} will be restored.) Roaming equipment active skill cooldown is shared by the team. Passive - Guardian Aura Grants 65–130 Physical Defense and Magical Defense, and restores 0.6% {hp} every 5s. Teammates within a range of 800 gain 50% of this effect. Passive - Reward Max Health +400–800 Main Attack Stat +25–50 (1 main attack stat = 1 Physical Attack or 2 Magical Attack) Passive - Guerrilla Every 3s, grants 6 EXP, and grants 6 Gold to the teammate with the lowest amount of Gold. Wielder does not take a share of the earnings from monster and minion kills, but instead gains a separate 25%-50% Gold and EXP (maxes out at the 20:00 mark). If lane minions die and their Gold is not collected, 50% of the Gold will drop on the ground. Up to 600 Gold can be picked up. Can quickly switch between Guardian roaming equipment at no cost ({cd} 300s).

Passive - Swift II Grants 70 Movement Speed. Passive - Divine Wind Increases Movement Speed by 35–70 when out of combat for 5s. Can switch to another pair of upgraded footwear free of charge. Cooldown: 5 min.

Passive - Deep Freeze When a Basic Attack or skill hits an enemy, it reduces their Movement Speed by 5–10% (for up to 2 stacks) for 1.5s. Passive - Frostbite Basic Attacks and skills deal an extra (75–150 + 15% {ap}) magical damage. ({CD}: 3s)

Passive - Torment When a skill hits a target, deals magical damage equal to 3% of their current Health 4 times over 3s (damage capped at 200 against monsters). ({cd}: 3s)

Passive - Purge Dealing damage to a hero increases Magical Pierce by 20–40 for 4s, for up to 6 stacks.

Passive - Devastation Magical Pierce +45%

Passive - Imperil When a Basic Attack or skill hits an enemy, it reduces their Health recovery and Lifesteal by 35%. Lasts 2.5s.

Passive - Guerrilla Every 3s, grants 5 EXP and grants the teammate with the lowest Gold 5 Gold. Player does not receive a share of the earnings from monster and minion kills, but instead gains a separate 25%–50% Gold and EXP (maxes out at the 20:00 mark).

Active - Mirror Domain Releases a scouting light wave that deals damage 4 times to enemies within a range of 1,200, each dealing damage equal to 3% of current Health and slowing them by 25%–50%. The scouting light remains within range for 2s, providing visibility and exposing stealth units, while also dealing damage and slowing enemies. ({cd}: 75s. If no targets are hit, 75% of the {cd} will be restored.) Roaming equipment active skill cooldown is shared by the team. Passive - Guardian Aura Grants 65–130 Physical Defense and Magical Defense, and restores 0.6% {hp} every 5s. Teammates within a range of 800 gain 50% of this effect. Passive - Reward Max Health +400–800 Main Attack Stat +25–50 (1 main attack stat = 1 Physical Attack or 2 Magical Attack) Passive - Guerrilla Every 3s, grants 6 EXP, and grants 6 Gold to the teammate with the lowest amount of Gold. Wielder does not take a share of the earnings from monster and minion kills, but instead gains a separate 25%-50% Gold and EXP (maxes out at the 20:00 mark). If lane minions die and their Gold is not collected, 50% of the Gold will drop on the ground. Up to 600 Gold can be picked up. Can quickly switch between Guardian roaming equipment at no cost ({cd} 300s).

Passive - Swift II Grants 70 Movement Speed. Passive - Divine Wind Increases Movement Speed by 35–70 when out of combat for 5s. Can switch to another pair of upgraded footwear free of charge. Cooldown: 5 min.

Passive - Deep Freeze When a Basic Attack or skill hits an enemy, it reduces their Movement Speed by 5–10% (for up to 2 stacks) for 1.5s. Passive - Frostbite Basic Attacks and skills deal an extra (75–150 + 15% {ap}) magical damage. ({CD}: 3s)

Passive - Torment When a skill hits a target, deals magical damage equal to 3% of their current Health 4 times over 3s (damage capped at 200 against monsters). ({cd}: 3s)

Passive - Purge Dealing damage to a hero increases Magical Pierce by 20–40 for 4s, for up to 6 stacks.

Passive - Devastation Magical Pierce +45%

Passive - Imperil When a Basic Attack or skill hits an enemy, it reduces their Health recovery and Lifesteal by 35%. Lasts 2.5s.
Patch History
Adjusted Skill Damage
New Sanctification Effect when Roaming
We've added a new Sanctification effect for Ziya that will be available when playing as a roamer.
Best teammates for Ziya
Compatibility reflects how well the heroes in a combination cover each other's weaknesses and amplify each other's strengths. The higher, the better the coordination.
Hero Profile

- Energy
- Sorcery
- Height
- 178 cm
- Region
- Celestia
- Identity
- Enforcer
- Faction
- Celestia
- Race
- Human
Background Story

“The Sanctifier returns!”
For the good of all humanity, Ziya set out with his best friend, Fuzi, on the Journey of Divinity, and became the first of the Enforcers in the process. In the years that followed, he served as their secret leader, selecting new members at the superbeings' behest. But the good times did not last. To defeat the Dark Master, he sacrificed the greater part of his divine power, and later on, his willful nature led his disciple Wu Zetian to seal him away. However, during his captivity, he achieved enlightenment and recovered his divine power. Now, the Dark Master Diqun seeks to once more invade the mortal world. Hearing this, Ziya could not sit idly by. The ancient Sanctifier broke out of his imprisonment, determined to protect the world in his own way.
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Character Relationships
The Superbeing creator of the world, Nuwa, and the great sage Ziya are like water and oil. The two have differing views of what it means to protect humanity, so hidden schemes are currently underway.
As the successor of a superbeing, Yang Jian had no choice but to submit to her will: to put an end to Ziya, the Sanctifier, in the Enforcers' War. Though undefeated, could he defeat an opponent that even Nuwa could not suppress? Had he misjudged his rival?
They were once great friends because of their unparalleled wisdom, but they had different beliefs, and decided to part ways after an argument.
Ziya had high hopes for his fantastically gifted disciple Liang. If Liang were willing, he could even become a Superbeing. What a pity it would be if the young man would not become Ziya's successor!
Consort Yu is an obedient and well-mannered disciple. She admires her teacher Ziya, the Augur Immemorial, so she follows his guidance and fights the feralis. She remains unaware, however, that her very existence is a trap that has been planted...
You would never guess it, but the fox-eared and furry-tailed Daji is actually a contraption Ziya created with machinery in order to handle King Zhou. He used sorcery to infuse her soul into it, then sent her to Zhaoge, where she became an enchanting killing machine.
In ancient times, in the era of the superbeings, the enforcer Ziya witnessed dragons roam the world. Today, he has returned with a new plan. To his surprise, dragons have reappeared in the world. Can this race that once protected all beings aid him in carrying out his plan?