AT A GLANCE
Strengths
- Hard control: Celestial Armament (stun)
- Mobility: Phoenix Descent
Weaknesses
- No protection from crowd control
- Long ultimate cooldown — 90 / 80 / 70 s by level
SKILLS
Celestial Armament
knockbackstunlifestealshield
Phoenix Crown: When Zetian hits enemy heroes with Phoenix Strike or Phoenix Descent, she gains 0.5% Spell Vamp for 5s, stacking up to 10 times.
Celestial Robe: The power of the Phoenix periodically protects Zetian, knocking back and stunning any enemy hero who dares approach her while dealing 90 (+10*Hero Level) (+50% MP) magic damage to them. She also gains a 300 (+20*Hero Level) (+50% MP) Shield that lasts 3s. This effect has a 120s cooldown.
Phoenix Strike
Cooldown: 7–5 s by level
pulllifesteal
Zetian unleashes a Phoenix Wave in the target direction. If it hits an enemy, she automatically casts another wave, up to 3 times. While casting, Zetian can move with 10% increased Movement Speed and can use other skills.
The three Phoenix Waves deal 185 (+30% MP) magic damage/185 (+50% MP) magic damage/330 (+70% MP) magic damage, respectively. The third wave hits a larger area and includes a small pull effect (not considered a control effect).
This skill only has 80% Spell Vamp efficiency against Minions.
Phoenix Descent
Cooldown: 15 s
slow
Zetian summons a Phoenix Spirit at the target location, dealing 150 (+30% MP) magic damage and applying a 50% Slow Effect to enemies in the area. The Phoenix Spirit hovers at the location for 3s, dealing 20 (+10% MP) magic damage every 0.5s and reducing enemies' Magic Defense by 10%.
While the Phoenix Spirit is active, Zetian can use this skill again to command it to charge toward a designated location, dealing 150 (+30% MP) magic damage and applying a Slow Effect upon arrival.
Fury of the Phoenix
Cooldown: 90 / 80 / 70 s by level
stun
Zetian calls upon her divine mandate and the hearts of her people, granting all allied heroes 60% Movement Speed that gradually decays over 3s, while bringing divine retribution upon all enemy heroes, dealing 400 (+100% MP) magic damage and stunning them for 1s. Zetian gains vision of all enemy heroes during this time.
Zetian can cast other skills while channeling this skill.
WHO COUNTERS ZETIAN
Pick them when the enemy has Zetian · score is their advantage
Gloo10.0
He sticks to her through the poke and she has no mobility to shake him off.
Fanny8.0
You are on her before the cast completes and she cannot escape it.
Hirara7.9
You are on her before the cast completes and she cannot escape it.
Hayabusa7.8
You are on her before the cast completes and she cannot escape it.
Harith7.8
He dances around them and they never land anything meaningful.
WHO ZETIAN COUNTERS
Pick Zetian into them
Faramis11.2
Your area damage punishes how Faramis makes the team clump up. Your burst deletes Faramis before they can respond.
Natalia10.2
Your area damage sweeps the bushes she has to hide in before she can open.
Chip10.1
Your area damage punishes how Chip makes the team clump up. Your burst deletes Chip before they can respond.
Lolita9.8
Lolita has no way to close the distance and the shield faces one direction only.
Nana9.2
Your burst deletes Nana before they can respond. Heavy crowd control on a hero who cannot escape it.
BEST TEAMMATES
HOW TO PLAY ZETIAN
Positioning is your greatest defense. Use your long-range AoE spells to poke and zone enemies from a distance. In teamfights, wait for your tank to initiate before unleashing your full combo to maximize damage on grouped-up targets. Your damage is immense, but you are very squishy—always keep an eye on the map for flanking assassins and maintain your distance.
HOW TO PLAY AGAINST ZETIAN
- No protection from control — a stun before the engage wins the duel.
- After the ultimate you have 70–90 seconds without it — force fights then.
HIDDEN MECHANICS
What the in-game descriptions do not tell you: crowd-control rules and verified skill quirks. How crowd control works →
- Stun — basic-level control: interrupts only some skills, not most channels; blocked by control immunity.
- Stun — basic-level control: interrupts only some skills, not most channels; blocked by control immunity.
