A support/nanny type of damage dealer, Jiang Ziya who roams and fights is several times stronger than a mid-laner, with two playstyles for Bronze and King ranks.
2026-03-25 13:10
After being universally criticized online, Jiang Ziya was once sent to the Arctic, exiled to the frontier and given the cold shoulder. He was portrayed as a candidate for being a loser, a usurper, indicating dissatisfaction with the mid-lane. So he switched to a roaming, damage-dealing role. At that time, before the rework, he didn't have any special features. His ultimate skill charged up at a distance and shot out energy in a straight line. There was no so-called three-hit combo. The farther the release distance, the higher the attack power. He had extremely low tankiness and could only stand still. This kind of mage was expected to watch the show in team fights and exert his power later. If he hit accurately, that was good. If he missed, he was left to fend for himself. He focused too much on the ultimate skill and was reluctant to use his small skills. His first skill slowed people down and his second skill knocked them up. He was a poke-type mage and was played like a "filler" mage.
Jiang Ziya is reshaped and unlocks the power of becoming a god.
The situation couldn't continue, so after several version updates, Jiang Ziya was finally redesigned, including skins. The mechanics weren't completely redone, but the optimizations were quite good. The first skill now has an armor-piercing effect, and before the second skill bounces, the magic circle will spin to give a hint, making it easier to predict the position. The core ultimate skill has reduced the drawbacks of charging, and the attack power is consistent regardless of distance. Charging simply increases the release distance and causes a triple hit.
The damage comes in three layers, with the last layer being the most painful. The adjustment that brings the game back to life is undoubtedly the "God-tier" one. Breaking the level 15 cap, the ability to channel divine power to designated teammates, and the attribute bonuses from leveling up, are equivalent to having a seventh divine item. For skilled marksmen, mages, and junglers, this is a huge boost, especially for those who know how to farm and bring forward their power spike.
If you hold out until the end, you'll be pleasantly surprised by the extra 10 levels of attributes.
This mechanism also brings new hope to late-game heroes. It's okay to be at a disadvantage in the early game. Just hold on until the end and you'll get an extra 10 levels, which can turn the tide at any time. Take Gan Jiang and Mo Xie as an example. Their passive increases their attack power by 15 stacks. Paired with Jiang Ziya's Godhood and 8 attack items, they can easily take down squishy heroes, not to mention their ultimate. Their small skills, like flying swords, can either kill or injure them. It's effortless to easily crush squishy heroes.
Jiang Ziya's redesign has brought him back to the mid lane, with roaming as his secondary role. Mid laners are more accepting of him, but players of all skill levels still have reservations about supporting him. They feel he doesn't fit in, lacking the tankiness of a hard support and the buffs of a soft support. He only hides in the back when things go wrong. Is he still a good fit?
Image source: Internet
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2026-03-25 13:56
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