Zhask is a high-pressure Mage who turns a chosen zone into a firing position. Nightmaric Spawn supplies repeatable damage, Mind Eater adds the stun, Hive Clones slows escape routes, and Dominator's Descent transforms the summon into a durable teamfight anchor. He is strongest when the fight stays near the Spawn and easiest to punish when mobile or long-range enemies force him to abandon it.

| Role | Win condition | Main risk | Best job |
|---|---|---|---|
| Mage / Mid Lane | Establish the Spawn before contact and keep the target inside its firing zone | Long-range or mobile heroes forcing Zhask away from an immobile summon | Control a lane, objective entrance, or tower approach with repeatable damage and a fusion threat |

Upon death, Zhask summons a frenzied Nightmaric Spawn on the spot. The Spawn gradually loses HP until it dies.
When: Use the passive threat to discourage enemies from standing on Zhask's death location. Why: The extra Spawn can still pressure a low target or contest a narrow area after Zhask falls. Avoid: Do not plan to die for the passive; its value is recovery pressure, not a substitute for positioning.


Zhask summons a Nightmaric Spawn that inherits 55% of his HP, Hybrid Defense, and Magic Power. Its Death Ray deals 55 Magic Damage with Attack Speed and Magic Power scaling and slows by up to 30%. The ray counts as a Basic Attack but cannot Crit. Fusion increases Spawn damage to 180% and allows repositioning.
When: Place the Spawn beside the wave, objective entrance, or target before committing the rest of the combo. Why: It supplies repeatable Basic Attack pressure, creates the second Mind Eater hit, and becomes the anchor for the Ultimate. Avoid: Do not leave it behind while rotating; it disappears when Zhask moves too far away.


Zhask fires a beam for 300 plus 100% Total Magic Power as Magic Damage. The Spawn then attacks enemies hit for 120 plus 80% Total Magic Power and stuns for 0.5 seconds. Fusion increases the beam damage to 540 plus 180% Total Magic Power.
When: Cast after the Spawn is placed so both beams can connect on the same target. Why: The Spawn's follow-up supplies the stun that keeps an enemy inside Zhask's attack zone. Avoid: Do not fire from an angle that misses the Spawn's line or the second hit and stun are lost.


Zhask sends clones forward. They explode for 55 plus 18% Total Magic Power as Magic Damage and slow by 80% for 1 second. Missed clones burrow and can ambush a later target. Fusion releases several swarms, with repeated damage on one target reduced to 20%.
When: Use it after Mind Eater or across a likely escape route. Why: The heavy slow gives the Spawn more time to keep firing and can turn missed clones into zone control. Avoid: Do not throw every clone into empty space when the next wave or objective choke needs protection.


Zhask summons an enhanced Nightmaric Spawn at the target area and fuses with it. The Spawn inherits 100% of his attributes, gains extra attributes, and enhances his skills. Casting again makes Zhask leave the Spawn and lose the enhancement.
When: Fuse after the Spawn zone matters and enemies have committed enough that they cannot simply walk away. Why: The transformation adds survivability, upgrades all three active skills, and lets Zhask reposition the fight around the enhanced Spawn. Avoid: Do not spend the Ultimate only to cross empty ground; save the enhanced window for a real objective, dive, or escape.







Place Nightmaric Spawn in a useful lane, cast Dominator's Descent to fuse, use enhanced Mind Eater and Hive Clones for stun and damage, continue with Basic Attacks, then reposition the enhanced Spawn toward an escaping enemy.



Place Nightmaric Spawn beside the target, line up Mind Eater so Zhask and the Spawn both hit, then send Hive Clones through the slowed or stunned escape route.
Place the Spawn where it can pressure the wave without being abandoned by the next rotation. Use the Spawn plus Mind Eater to threaten a stun, save Hive Clones for the enemy's path out, and move the summon forward only after the lane is safe.
Arrive early at Turtle, Lord, or a tower and choose the firing zone before the fight starts. Force enemies to decide between giving up the corridor and entering the Spawn's reach. Fusion is most valuable after the first movement skill or engage has been committed.
Do not let range and mobility stretch the fight away from the summon. Use vision, terrain, and allied crowd control to keep one compact battle line. If Pharsa or Cecilion can attack from outside the zone, reposition instead of feeding every cooldown into empty space.
Thrill adds 16 Adaptive Attack. Weapons Master increases Physical Attack and Magic Power gained from equipment, emblems, and skills by 8%. Impure Rage adds Max-HP-based Adaptive Damage on skill hits and restores Mana, with a 5-second cooldown.
Flameshot is the stable default across the current in-game builds. Use the close knockback to protect the Spawn zone, or fire from range to finish a retreating target. Inspire can emphasize Spawn attack speed, while Flicker trades damage pressure for an emergency reposition.
Use Mage Emblem with Thrill, Weapons Master, and Impure Rage. Flameshot is the current default; Inspire or Flicker can be used when attack speed or repositioning matters more.
These five current in-game builds were observed on August 11, 2026. Compare the six-item order and adjust utility or defensive slots for the match.
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Arcane Boots | Glowing Wand | Holy Crystal | Divine Glaive | Wishing Lantern | Fleeting Time |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Arcane Boots | Sky Piercer | Glowing Wand | Divine Glaive | Wishing Lantern | Holy Crystal |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Arcane Boots | Glowing Wand | Lightning Truncheon | Divine Glaive | Holy Crystal | Wishing Lantern |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Arcane Boots | Genius Wand | Feather of Heaven | Holy Crystal | Lightning Truncheon | Divine Glaive |
| Item 1 | Item 2 | Item 3 | Item 4 | Item 5 | Item 6 |
|---|---|---|---|---|---|
Arcane Boots | Glowing Wand | Genius Wand | Holy Crystal | Divine Glaive | Lightning Truncheon |
Use the item notes below to decide what each slot contributes. The table describes each item independently of the numbered builds.
| Item | What it adds | When to consider it |
|---|---|---|
Arcane Boots | +40 Movement Speed, +15 Magic Power, and +10 Magic Penetration. | Buy for early Magic Penetration against normal lane defenses; replace the boot choice when crowd control or rotation speed is the larger constraint. |
Glowing Wand | +60 Magic Power, +300 HP, and +5% Movement Speed. Magic damage burns for 1% of the target's Max HP each second for 3 seconds and reduces shield and HP regeneration effects to 60% for 3 seconds. | Buy for repeated magic hits, anti-heal, and HP-based burn pressure; delay it when immediate burst or raw penetration is more urgent. |
Holy Crystal | +165 Magic Power. Its level-scaled passive grants 21-35% extra Magic Power. | Buy when Zhask already has enough uptime and needs a large Magic Power multiplier; delay it if cheaper utility must come online first. |
Divine Glaive | +60 Magic Power and +40% Magic Penetration. It gains additional penetration from the target's Magic Defense, capped at 20%. | Buy into meaningful Magic Defense; delay it against low-defense targets when flat penetration or another damage passive gives more value. |
Wishing Lantern | +75 Magic Power, +400 Mana, and +10% Cooldown Reduction. Every 900 pre-mitigation Magic Damage against a hero summons a hit equal to 8% of that hero's current HP. | Buy when sustained skill damage can repeatedly trigger current-HP pressure; replace it when the fight ends before the damage threshold is reached. |
Fleeting Time | +30 Adaptive Attack, +600 HP, and +15% Cooldown Reduction. Hero kills or assists reduce the Ultimate's current cooldown by 30%. | Buy when frequent Ultimate access decides repeated fights; replace it when one stronger damage spike matters more than reset tempo. |
Sky Piercer | +60 Adaptive Attack and +15 Movement Speed. Damage executes a hero below a stacking HP threshold that begins at 4%, with stacks gained on kills and partly lost on death. | Buy only when Zhask can safely convert kills into execute stacks; avoid it when deaths will repeatedly erase the investment. |
Lightning Truncheon | +75 Magic Power, +400 Mana, and +10% Cooldown Reduction. Every 6 seconds, the next skill echoes for extra area Magic Damage. | Buy for Mana, cooldown reduction, and periodic area burst; delay it when single-target penetration or anti-heal is mandatory. |
Genius Wand | +75 Magic Power, +5% Movement Speed, and +10 Magic Penetration. Magic damage reduces the target's Magic Defense for 2 seconds, stacking up to three times. | Buy when repeated magic hits can stack defense reduction for Zhask and his Spawn; replace it when enemy Magic Defense is already high enough for percentage penetration. |
Feather of Heaven | +60 Magic Power, +20% Attack Speed, +10% Lifesteal, and +5% Cooldown Reduction. Basic Attacks add Magic Damage and build extra Attack Speed for 3 seconds, up to five stacks. | Buy for an attack-speed Spawn plan and sustained Basic Attack pressure; skip it when the match is decided by short spell bursts outside attack range. |
| Group | Heroes | Why it matters | What to do |
|---|---|---|---|
| Best partners | Reliable crowd control keeps enemies inside an otherwise immobile Spawn zone. | Place the Spawn where their engage will land, then line Mind Eater through the controlled target. | |
| Hard threats | Long range lets them pressure Zhask without entering the Spawn's most dangerous space. | Use cover, shift the summon forward in stages, and do not fuse until their safe exit or range advantage is reduced. | |
| Favorable matchup | Fusion gives Zhask a larger survival window against one committed burst attempt. | Keep the Spawn available before Aldous arrives, fuse after he commits, and answer the dive with Mind Eater plus Flameshot spacing. |
| Stat | Value |
|---|---|
| HP | 2380 |
| HP Regen | 6.8 |
| Physical ATK | 107 |
| Physical DEF | 17 |
| Attack Speed | 1 |
| Attack Speed Ratio | 100% |
| Mana | 500 |
| Mana Regen | 4 |
| Magic Power | 0 |
| Magic DEF | 15 |
| Movement SPD | 250 |
| Preview | Skin | Tag | Availability |
|---|---|---|---|
![]() | Extraterrestrial | Special | 749 Diamonds |
![]() | Crystallized Predator | Normal | 269 Diamonds |
![]() | Bone Flamen | Luckybox | Limited-time Event |
![]() | Cancer | Zodiac | Zodiac Summon |
![]() | Death's Shadow | Starlight | 10/2024 Starlight Member |
![]() | Icespawn Scourge | S41 | Season 41 |
Shop availability was observed in-game on August 11, 2026. Event, Zodiac, Starlight, and season labels describe the current listing and are not permanent direct-sale promises.
Zhask is the ruthless leader of the Swarm of Kastiya, a conquering force that survives by devouring other worlds. His invasion reached the Land of Dawn, where the knight Tobias and Aurora dealt him a rare defeat. Injured and unable to leave through the Chrono Rift, Zhask continued searching for a way to rebuild his power and resume the swarm's advance.
Learn and prioritize Nightmaric Spawn, use Mind Eater and Hive Clones as backup upgrades, and level Dominator's Descent whenever it is available.
Mage Emblem with Thrill, Weapons Master, and Impure Rage supports the current magic-damage plan while adding Mana recovery on skill hits.
Flameshot is the default because it protects the Spawn zone with close knockback and can finish from range. Inspire and Flicker are situational alternatives.
Place Nightmaric Spawn before contact, use Mind Eater and Hive Clones to hold the zone, then fuse after enemies commit movement or engage tools.
Pharsa and Cecilion can pressure him from beyond the Spawn's comfortable range. Mobile heroes can also force repeated repositioning and waste the fusion window.
Belerick and Lolita provide the crowd control needed to hold enemies inside the Spawn's damage and Mind Eater stun line.
Zhask wins by preparing the place where the fight will happen. Put the Spawn in a useful lane first, line up the double Mind Eater hit, slow the exit with Hive Clones, and fuse only after opponents have committed. Change the item path for defense, sustain, or Ultimate tempo instead of copying one sequence blindly. When the team can keep enemies inside his zone, Zhask turns a narrow corridor or objective into sustained pressure that is difficult to contest.
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