
← Units · Infantry
Zealot
Attributes
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
Strength
Where this unit shines, by fight type
Skill Tree Veterancy nodes unlocked as the unit levels. Hover or focus a node for detail.
Recommended veterancyTop Line
Hero pairingAny
Filled nodes show the recommended points, out of each node's max.
Skills
Righteous Charge
"I am justice!" Charge fearlessly toward the target location; charging hammer attacks deal double damage and knockdown. Base Cooldown: 28s Base Duration: 8s
Zeal Whirlwind
Centered on faith, swing the holy hammer to sweep down any defiler who dares approach. Base Cooldown: 23s Base Duration: 6s
Dies irae
Slam 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: 4s
Saeclum 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
Formations
Zealot Formation
Zealot drill in dense block ranks, ready to launch massed assaults at a any moment.
Wings
Zealots deploy in a V to close in and encircle the target.
Unique doctrines The unit's own doctrine slots from the game data. Amya's picks live in the guide below.
- Zealot-Helm of CanonEpic
- Zealot-Born Anew by MartyrdomEpic
Guide
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
Playstyle
Base form:
- Press 1 (Righteous Charge): charge that knocks down enemies, or acts as a dash if used from melee range
- Press 2 (Zeal Whirlwind): close-range slam
Transformed form (Inquisitor, activate Press 3 / Judgment Day when fully charged):
- Press 2 remains the slam
- Press 1 (Dies iræ) becomes a vacuum that partially pulls enemies toward you
- 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
- Never transform mid-fight.
You can ENRAGE Zealots yourself before fight with a Scorpio: https://discord.com/channels/970521195558613002/1418389922188103790/1422852225926955060
Once “fire” mode is ON, it stays until the end of the game, even if you swap units or die.
Doctrines
Highest level you can.
Mandatory
- Paradox Doctrine (3/6/9)
- Zealot unique doctrine (+300 block)
Top Pick
- Unit Damage Doctrine V
- Noble Blood Doctrine (Melee)
Filler
- Epic Leadership Doctrine
- Devastation Doctrine / -5% DMG Taken
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.