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Zealot portrait

← Units · Infantry

Zealot

By Amya · Updated 2026-07-22

AT4InfantrySpecial
Where this unit shines, by fight type
Blob6/10
Flank5/10
Skirmish4/10
Duelling3/10
225Base Leadership
Leadership Doctrine
Standard-16% leadership189
Premium-10% leadership202

Veterancy Line what to spend your points on. Nodes unlock as the unit levels.

Recommended veterancyTop Line

Hero pairingAny

Recommended, node maxedPartly filledHover or focus a node for detail.
Effect: +3% Movement Speed per level.Max level 2
Effect: +3% Health per level.Max level 3
Effect: +80 Block per level.Max level 3
Effect: +5% Block Recovery Rate per level.Max level 3
Effect: -1s Dies Irae cooldown per level.Max level 2
Effect: +2% All-type Defense per level.Max level 3
Effect: Immune to control for 1.5s ehen using Zeal Whirlwind.Max level 1
Effect: -5% Ranged Damage Taken per level.Max level 3
Effect: Immune to control for 2s when using Saeclum Favilla.Max level 1
Effect: Taking damage applies Bleed (8s); successful blocks during this time restore up to 12% max Health. Unit designation changed to: Zealot - Enmity of the Damned.Max level 1
Effect: +150 Health per level.Max level 3
Effect: +50 Block Breaking per level.Max level 3
Effect: +30 Blunt Armour Penetration per level.Max level 3
Effect: -1s Saeclum in Favilla cooldown per level.Max level 2
Effect: +30 Blunt Damage per level.Max level 3
Immune to control for 1.5s when using Zeal Whirlwind.Max level 1
Effect: +5% Melee Infantry Damage per level.Max level 3
Effect: Immune to control for 2s when using Saeclumin Favilla.Max level 1
Effect: Sacred Wrath's Grace: Burn Damage +150. Unit designation changed to: Zealot - Holy Wrath.Max level 1

Counters

  • Loses to: High burst units like claymores / yorkist
  • Struggles vs: CCi units
  • This unit counters: Shield units, big blob impact (CC + tanking) + Any units that is weak to fire

Skills & Formations

Righteous ChargeRighteous Charge"I am justice!" Charge fearlessly toward the target location; charging hammer attacks deal double damage and knockdown. Base Cooldown: 28s Base Duration: 8sZeal WhirlwindZeal WhirlwindCentered on faith, swing the holy hammer to sweep down any defiler who dares approach. Base Cooldown: 23s Base Duration: 6sDies iraeDies iraeSlam the holy hammer into the ground causing a small shockwave; nearby targets stagger toward the Zealot, then are launched by a fiery uppercut. Base Cooldown: 24s Base Duration: 4sSaeclum in FavillaSaeclum in Favilla"Repent in the firestorm!" Relentlessly swings the holy hammer forward, each hit causing an explosion, burning all evil. Base Cooldown: 24s Base Duration: 6s
Zealot FormationZealot FormationZealot drill in dense block ranks, ready to launch massed assaults at a any moment.WingsWingsZealots deploy in a V to close in and encircle the target.

Playstyle

Base form:

  1. Press 1 (Righteous ChargeRighteous Charge"I am justice!" Charge fearlessly toward the target location; charging hammer attacks deal double damage and knockdown. Base Cooldown: 28s Base Duration: 8s): charge that knocks down enemies, or acts as a dash if used from melee range
  2. Press 2 (Zeal WhirlwindZeal WhirlwindCentered on faith, swing the holy hammer to sweep down any defiler who dares approach. Base Cooldown: 23s Base Duration: 6s): close-range slam

Transformed form (Inquisitor, activate Press 3 / Judgment Day when fully charged):

  1. Press 2 remains the slam
  2. Press 1 (Dies iræ) becomes a vacuum that partially pulls enemies toward you
  3. During the transformation, you are immobilized and vulnerable, so it’s best to activate Press 3 outside of fights to heal and then return to fight
  4. Never transform mid-fight.

You can ENRAGE Zealots yourself before fight with a Scorpio.

Once “fire” mode is ON, it stays until the end of the game, even if you swap units or die.

Tips & Tricks

  • Malice passive note: the description says “get kills” but actually counts artillery/treb kills, hero kills, AND taking hits (any damage amount) all count toward Mad Malice. Reference clip: https://medal.tv/fr/games/conquerors-blade/clips/lcYBwtfYDMkOldcWA?invite=cr-MSxlZ1csMzI4NDY5MDYy&v=84
  • when not transformed (or transformed but without spell), it’s BETTER to X-move close to a fight and let them aggro RATHER THAN pressing V. Try this in custom game vs AI and see how much better it is.
  • Be careful: once the transformation animation starts, you CAN’T cancel it. You’re stuck until the animation finishes.

Attributes

Lvl 1 & 24

Basic

Health
7,323
Strength
25
Speed
5.6
Labour
3.5

Attack

Blunt damage
1,476
Blunt armour pen.
1,437

Defence

Piercing defence
567
Slashing defence
533
Blunt defence
595
Block
780
Block recovery
60

WIPMax level stats are not in yet. Switch back to Lvl 1 for the unit's current attributes.

Balance history Official balance changes for this unit, newest first. Each entry's Source opens the real patch notes.

2 changes
  1. Source ↗
    • Base Leadership 235 → 225.
    • Base Blunt Damage value 1476 → 1586;
    • Normal Attack and skill attack Guard Break Damage increased by 50 points.
  2. Source ↗
    • Optimized the casting movement logic for active skills [Zeal Whirlwind] and [Saeclum in Favilla]; the Unit moves closer to targets to reduce casting into empty space.
    • Optimized the ground-effect indicator radius of [Dies irae] so it matches the actual area of effect.
    • Adjusted [Zealot] damage against large siege engines; damage reduced by approximately 55%.

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