Strengths & Weaknesses
Strengths
- +Exceptional durability with 30% damage reduction while bloated, enabling extended teamfights and tanking ability
- +Versatile crowd control via Skill 1 stun + link mechanic and Skill 3 knockup, making him valuable in both engage and disengage
- +Skill 2 provides team utility: shields allies, reduces their damage taken, and heals Zip—strong defensive support tool
Weaknesses
- −Skill 2's 4-second channel is vulnerable to interruption and limits his mobility during crucial moments
- −Passive magic damage scales weakly compared to physical tanks; limited impact against magic-heavy enemy teams
- −Low base damage output makes him reliant on team follow-up; struggles to secure kills or provide meaningful pressure solo
Abilities
PZip Bloat!
When Zip bloats up, he takes 30% reduced damage and deals magic damage per second to nearby enemies. This damage increases by {1} per level (deals 2x damage to minions and jungle monsters).
1Zip Hex!
Zip spits a curse, dealing magic damage and stunning for 0.5s. Then links the target to nearby enemies (if none exist, Zip slows by 90% for 1.5s). Then deals magic damage every 0.5s to the first enemy for 4s, with {4}% of damage taken by one transferred to the other. The link breaks if enemies are too far apart. Zip deals increased magic damage to cursed enemies.
2Zip Angry!
Zip sucks allies and jungle minions into his mouth for 4s (hold to channel). Sucked allies gain a shield and take 30% reduced damage. Zip heals based on the number sucked. While bloated, 40% of damage taken converts to a shield for allied heroes. During the suck, Zip is immune to crowd control and attacks non-hero enemies at range (canceling early puts this ability on cooldown immediately).
RZip Roll!
Zip rolls in a designated direction for 6s. During this time, Zip is immune to crowd control and deals magic damage to enemies he rolls through, launching them airborne for 1s. Enemies at the end of the roll are slowed by {2}% for 3s (if rolling into an obstacle, Zip bounces away and gains increased speed). Can be reactivated to cancel, and cooldown counts based on duration used.
Skill Order
Priority: R > Q > W| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1Zip Hex! | 1 | · | 3 | · | 5 | · | 7 | · | 9 | · | · | · | 13 | · | · |
2Zip Angry! | · | 2 | · | 4 | · | · | · | 8 | · | 10 | · | 12 | · | 14 | · |
RZip Roll! | · | · | · | · | · | 6 | · | · | · | · | 11 | · | · | · | 15 |
Loadout

Standard Build
1
2
3
4
5
6Core Combos
Engage Lockdown
Hex stun into auto for damage reset, then Roll to reposition and knock enemies. Use when enemies cluster or you need to separate threats.
Team Protect
Channel Skill 2 to shield and heal teammates while they're in danger, then Roll out to zone enemies. Best when teammates are low and grouped.
Hex + Passive Damage
Land Hex stun, auto attacks while bloated to trigger passive magic damage over time. Chain linked enemy takes continuous damage while stunned.
Gameplan
Early Game
Levels 1–6- →Position near your ADC; use Skill 1 to control enemy aggression and set up kills with the stun + link
- →Prioritize staying bloated by taking small chip damage—the 30% damage reduction makes you unkillable in early skirmishes
- →Avoid overextending with Skill 2 channel; use it reactively when teammates engage, not proactively
Mid Game
Post Broken Spear- →Rotate to jungle/side lanes to set up ganks with Hex lockdown; your link ensures the enemy can't escape cleanly
- →Use Skill 3 to kite backline threats away from your carries; the knockup prevents follow-up damage
- →Watch for teamfight initiation; pre-position to hit multiple enemies with Roll's knockup
Late Game
Teamfight phase- →Stick with your team; Skill 2 becomes critical for keeping key carries alive during final teamfights
- →Use Hex to shut down enemy initiators or high-priority targets before they reach your backline
- →Save Skill 3 for disengage or to peel threats—don't waste it for engage when enemy resources are available
Matchups
Zip gets countered by
FennikEarly burst and mobility ignore Zip's passive durability; can interrupt Skill 2 channel and escape Hex link
MalochPure physical damage and healing ignore Zip's passive mitigation; Maloch's gank potential counters Zip's slow setup
LaurielSilence interrupts Skill 2 channel; sustained damage output overwhelms Zip's defensive tools before teamfight scaling
Zip synergizes with
- ElandorZip's Hex stun and Skill 3 knockup set up Elandor's damage window; shared durability in extended fights
ButterflyZip's shielding and peel enable Butterfly to free-farm and carry late; Skill 2 synergizes with her survivability needs
ArduinBoth excel in prolonged teamfights; Zip's crowd control combos with Arduin's tanking, and both benefit from scaling into full-team fights
Pro Tips
- →Skill 1's link mechanic is underutilized—if the initial target dies, linked enemies move 90% slower. Use this to zone and control team spacing without needing full damage output.
- →Stack your bloated passive by taking intentional poke before major teamfights; the damage reduction compounds with Skill 2 shields for extreme durability.
- →Channel Skill 2 proactively at 75% health to absorb incoming burst before it happens—experienced opponents will respect the channel and hesitate, creating window for teammates.
Zip is a high-uptime tank-support hybrid best picked into sustained teamfight comps or when your team lacks peel. His S-tier rating stems from his unique durability + utility combination, but his low damage output and channel vulnerability mean he struggles against burst-heavy, coordinated teams. Pick him when your team scales better into late game and you can afford to play defensively.
