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Recommended Items
Runes: Standard Lethal Tempo
Precision
Resolve
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
3
4
Standard
Flash
Heal
Items
Ability Order Standard Q > E > W
Living Battery (PASSIVE)
Zeri Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Tahm Kench
Sona
Ideal
Strong
Ok
Low
None
Sona
Champion Build Guide
Introduction
Hello guys! Its Misterfirstblood with a new ADC Champion Guide.
It's been a while since i released my last one because I took a break with League of Legends and Content Creation. But now I'm back and more hyped than ever to play some League and let you know about the Experiences i've made.
It's been a while since i released my last one because I took a break with League of Legends and Content Creation. But now I'm back and more hyped than ever to play some League and let you know about the Experiences i've made.
Pros and Cons
++ Super fast movement speed
+ Very good at kiting opponents
+ Mixed Damage
+ Midgame monster
+ One of the best dashes in the game
+ AoE damage
- Weak Early
- Not the strongest Late game
- Vulnerable to on Click hard CC
- Not good at melting tanks
- You can play around Zeri by standing behind minions (her auto attacks are skillshots)
+ Very good at kiting opponents
+ Mixed Damage
+ Midgame monster
+ One of the best dashes in the game
+ AoE damage
- Weak Early
- Not the strongest Late game
- Vulnerable to on Click hard CC
- Not good at melting tanks
- You can play around Zeri by standing behind minions (her auto attacks are skillshots)
Abilities
P:
Living Battery
Zeri Shields herself for 60% of the damage she deals to enemy Shields and gains 10% Move Speed for 3 seconds whenever she receives a Shield.
Q:
Burst Fire
Range: 825
Cooldown: 1.52
Passive: Zeri's Attacks are treated as Abilities and can be charged up by moving and casting this ability. Uncharged Attacks deal (10-25^ + 3% AP) magic damage and consume some charge. A fully charged Attack deals (90-200^ +90% AP) + (3%-15%^) max Health and consumes all charge.
Additionally Zeri executes Targets below 60-150 Health.
Active: This Ability is treated as an Attack. Zeri fires a burst of 7 rounds that deals 8/11/14/17/20 (+110/115/120/125/130% AD) physical damage to the first enemy hit.
Passive damage applies Ability effects and cannot crit or apply on-hit effects
Active damage can crit, apply on-hit effects once per target, and hit anything that an Attack can. The Cooldown and cast time scale down with Attack Speed (max 1.5 attacks per second). 60% of excess Attack Speed is converted into Attack Damage.
W:
Ultrashock Laser
Range: 1200 / 1500
Cooldown: 12/11/10/9/8
Cost: 50 / 60 / 70 / 80 / 90
Zeri fires an electric pulse that deals 10/45/80/115/150 (+1.5 of attack damage) (+70% of ability power) magic damage and Slows the first enemy hit by 30/35/40/45/50% for 1/1.25/1.5/1.75/2 seconds.
If the pulse hits terrain, it expands into a laser that applies the effects in an area and lands an critical hit.
E:
Spark Surge
Range: 300
Cooldown: 22/ 20.5 / 19 / 17.5 / 16
Cost: 80
Zeri dashes a short distance and vaults over any terrain she touches, greatly extending the dash range. Her next 3 shots of Burst Fire pierce, dealing 80/85/90/95/100% damage to enemies after the first.
Hitting a champion with an Attack or Ability reduces this Ability's cooldown by 0.5 seconds but critical strikes will reduce it by 1.5 seconds instead
R:
Lightning Crash
Range: 825
Cooldown: 100/ 85 / 70
Cost: 100
Zeri discharges a nova of electricity, dealing 150/250/350 (+ 80% bonus AD) (+ 80% AP) magic damage to nearby enemies and gaining 4 stacks (8 stacks when critical striking) of Overcharge for each champion hit for 6 seconds. Each stack grants 1% Move Speed. Hitting an enemy champion with an Attack or Ability adds a stack of Overcharge and refreshes its duration by 2 seconds.
While Overcharged Zeri also gains 30% Attack Speed, 10/15/20 (+ 15% AP) magic damage On-Hit, and Burst Fire becomes a faster triple shot that chains the bonus magic damage and 25% AD physical damage to nearby enemies.
![](/images/spacer.png)
Zeri Shields herself for 60% of the damage she deals to enemy Shields and gains 10% Move Speed for 3 seconds whenever she receives a Shield.
Q:
![](/images/spacer.png)
Range: 825
Cooldown: 1.52
Passive: Zeri's Attacks are treated as Abilities and can be charged up by moving and casting this ability. Uncharged Attacks deal (10-25^ + 3% AP) magic damage and consume some charge. A fully charged Attack deals (90-200^ +90% AP) + (3%-15%^) max Health and consumes all charge.
Additionally Zeri executes Targets below 60-150 Health.
Active: This Ability is treated as an Attack. Zeri fires a burst of 7 rounds that deals 8/11/14/17/20 (+110/115/120/125/130% AD) physical damage to the first enemy hit.
Passive damage applies Ability effects and cannot crit or apply on-hit effects
Active damage can crit, apply on-hit effects once per target, and hit anything that an Attack can. The Cooldown and cast time scale down with Attack Speed (max 1.5 attacks per second). 60% of excess Attack Speed is converted into Attack Damage.
W:
![](/images/spacer.png)
Range: 1200 / 1500
Cooldown: 12/11/10/9/8
Cost: 50 / 60 / 70 / 80 / 90
Zeri fires an electric pulse that deals 10/45/80/115/150 (+1.5 of attack damage) (+70% of ability power) magic damage and Slows the first enemy hit by 30/35/40/45/50% for 1/1.25/1.5/1.75/2 seconds.
If the pulse hits terrain, it expands into a laser that applies the effects in an area and lands an critical hit.
E:
![](/images/spacer.png)
Range: 300
Cooldown: 22/ 20.5 / 19 / 17.5 / 16
Cost: 80
Zeri dashes a short distance and vaults over any terrain she touches, greatly extending the dash range. Her next 3 shots of Burst Fire pierce, dealing 80/85/90/95/100% damage to enemies after the first.
Hitting a champion with an Attack or Ability reduces this Ability's cooldown by 0.5 seconds but critical strikes will reduce it by 1.5 seconds instead
R:
![](/images/spacer.png)
Range: 825
Cooldown: 100/ 85 / 70
Cost: 100
Zeri discharges a nova of electricity, dealing 150/250/350 (+ 80% bonus AD) (+ 80% AP) magic damage to nearby enemies and gaining 4 stacks (8 stacks when critical striking) of Overcharge for each champion hit for 6 seconds. Each stack grants 1% Move Speed. Hitting an enemy champion with an Attack or Ability adds a stack of Overcharge and refreshes its duration by 2 seconds.
While Overcharged Zeri also gains 30% Attack Speed, 10/15/20 (+ 15% AP) magic damage On-Hit, and Burst Fire becomes a faster triple shot that chains the bonus magic damage and 25% AD physical damage to nearby enemies.
Skill Order & Explaination
Since
Burst Fire is basically your auto attack and your role as an adc player is to use your auto attack all game you pretty much need to maximize this ability very first.
Mobility Spells are most likely the second spell you want to maximize and since it gives you not only wave clear but also a huge damage buff, you want to use it as often as possible and to decrease its rather long cooldown i recommend to max out
Spark Surge second and
Ultrashock Laser last.
Even tho
Ultrashock Laser deals a ton of damage at level 1 the other options are just more important at lower levels in the game.
![](/images/spacer.png)
Mobility Spells are most likely the second spell you want to maximize and since it gives you not only wave clear but also a huge damage buff, you want to use it as often as possible and to decrease its rather long cooldown i recommend to max out
![](/images/spacer.png)
![](/images/spacer.png)
Even tho
![](/images/spacer.png)
Items
![](/images/spacer.png)
![](/images/spacer.png)
While its up to you on how you decide between these two items, the next best options to get your ultimate 3 Item Powerspike are
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
After that your Laning phase might be over anyway and you have to think about what you might need in that specific game you are in.
The best Option for Damage is obviously
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
The more defensive Options are life steal items like
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
If you totally need a QSS
![](/images/spacer.png)
![](/images/spacer.png)
And if you need Heal Reduce
![](/images/spacer.png)
Runes
![](/images/spacer.png)
![](/images/spacer.png)
It not only offers you tons of attack speed, but it also increases your range after being fully stacked. Since your main damage source comes from auto attacking enemies with your Q ability, this is all you need to increase your damage by a ton.
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
As i mentioned in my kog maw guide, you might need some tankyness in late game too, because you have to play
![](/images/spacer.png)
![](/images/spacer.png)
Tips & Tricks
- Since your auto attacks are skillshots, good opponents might just stay behind minions and try to outplay you (it's the same as with
Graves so keep that in mind and kill the minions before you try to engage or position yourself so that you can attack them for free
-
Rift Scuttler will always be shielded so if you walk from bottom to mid lane or vice versa you can attack him and get a free shield + movement speed buff by doing so
- You can bind your Q ability with your mouse wheel and use it to auto attack if you feel confused when getting started with Zeri. It totally helped me out
- You can attack Baron's or Dragons' from outside the pit if you position correctly
- You can clear wards very fast by using Q and your Normal auto attack right after pressing Q
- When playing on blue side you can walk towards the rift and use your W ability through the wall to either push or poke your enemies
- When you are under a tower you can easily use your W to shoot through it and deal a lot of damage with an amazing range
- In teamfights it can be recommended to attack tanks instead of squishy targets to steal their shields and increase your own survivability
![](/images/spacer.png)
-
![](/images/spacer.png)
- You can bind your Q ability with your mouse wheel and use it to auto attack if you feel confused when getting started with Zeri. It totally helped me out
- You can attack Baron's or Dragons' from outside the pit if you position correctly
- You can clear wards very fast by using Q and your Normal auto attack right after pressing Q
- When playing on blue side you can walk towards the rift and use your W ability through the wall to either push or poke your enemies
- When you are under a tower you can easily use your W to shoot through it and deal a lot of damage with an amazing range
- In teamfights it can be recommended to attack tanks instead of squishy targets to steal their shields and increase your own survivability
Synergies
Because you will benefit from gaining shields its not nessesary but nice to have either a support on your side, that can give you shields, or an opponent with shields that you can steal using your passive, because you will gain movement speed by doing so.
Besides that its pretty recommend to play with either a very mobile support like
Rakan because most of the enchanters and tanks might not be able to keep up your pace when you get tons of movement speed, or ones with lots of range that can buff you up and let you go (
Lulu is a good example, but
Nami can do the job aswell)
Besides that its pretty recommend to play with either a very mobile support like
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Thank you!
Thank you for paying attention to my guide!
In my opinion
Zeri is one of the most fun additions to the ADC Meta and by far my most played champion currently. I hope you enjoy her as well as I do.
If you found any mistakes please let me know, english is just my second language and i really tried my best here.
In my opinion
![](/images/spacer.png)
If you found any mistakes please let me know, english is just my second language and i really tried my best here.
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