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Zeri Build Guide by RealLrd34

Middle [14.19] All-New AP Zeri Builds Season 14

Middle [14.19] All-New AP Zeri Builds Season 14

Updated on September 27, 2024
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League of Legends Build Guide Author RealLrd34 Build Guide By RealLrd34 29 8 80,244 Views 2 Comments
29 8 80,244 Views 2 Comments League of Legends Build Guide Author RealLrd34 Zeri Build Guide By RealLrd34 Updated on September 27, 2024
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Runes: Electrocute / inspiration

1 2 3 4 5 6 7
Domination
Electrocute
Sudden Impact
Eyeball Collection
Ultimate Hunter

Inspiration
Cash Back
Jack of all Trades
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health

Spells:

1 2 3
Flash teleport
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

[14.19] All-New AP Zeri Builds Season 14

By RealLrd34
Guide
I explained everything related to runes/items in detail, in the notes above.

AP Zeri / Zeri AP Middle Best Builds / Runes Season 14 [S14.19].
Pros & Cons
Pros:

1. High dmg (Burst dmg)
2. Safe Midlaner
3. Good vs tanks-squishies
4. TeamFights
5. Good late-mid game
6. Easy stack Darkharvest / First strike
---


Cons:
1. Bad at early game
2. Bad vs assassin-mage
3. Need a lot of items for do dmg (at least 2-4 Items)
4. Bad Vs high cc
5. Squishy


'' Zeri Ap Power Spike In Game ''

Early Game (1-10) Mins Zeri Is Weak

Mid Game (10-20) Mins Zeri Is Average

Late Game (20+) Mins Zeri Is Strong

' Zeri Abilities '
'' Passive Living Battery ''


Range: 500

Zeri's attacks are treated as abilities instead of attacks and can be charged up by moving and casting Burst Fire. Uncharged attacks consume a small amount of charge deal 10-25 (+3% of ability power) magic damage and execute enemies below 60−150 (+18% of ability power) health (depending on level). A fully charged attack deals 90−200 (+110% of ability power) (+1−15% of target's maximum health) magic damage and consumes all charge (depending on level).
'' Q Burst Fire ''

Range: 750

Zeri fires a burst of 7 rounds that deals 15 / 17 / 19 / 21 / 23 (+1.04 / 1.08 / 1.12 / 1.16 / 1.2% of attack damage) physical damage to the first enemy hit. This ability is treated as an attack.

Cooldown: 1 / Zeri's attack speed
'' 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 20 / 60 / 100 / 140 / 180 (+25% of ability power) (+1.3 per attack damage) magic damage and slows the first enemy hit by 30 / 35 / 40 / 45 / 50% for 2 seconds.

If the pulse hits terrain, it expands into a laser that applies the effects in an area and critically strikes champions and monsters.
'' E Spark Surge ''

Range: 300
Cooldown: 22 / 21 / 20 / 19 / 18 Cost: 90 / 85 / 80 / 75 / 70

Zeri dashes a short distance and vaults over any terrain she touches, greatly extending the dash range. For the next 5 seconds, her shots of Burst Fire pierce dealing 0-85% (depending on critical strike chance) damage to enemies after the first and an additional 20 / 22 / 24 / 26 / 28 (+20% of ability power) (+0.12 per bonus attack damage) magic damage on-hit to the first target struck.

Hitting an enemy champion with an attack or ability reduces this ability's cooldown by 0.5 seconds. Critical strikes reduce the cooldown by 1.5 seconds instead.
'' Ultimate Lightning Crash ''

Range: 825
Cooldown: 100 / 85 / 70 Cost: 100

Zeri discharges a nova of electricity, dealing 175 / 275 / 375 (+110% of ability power) (+0.85 per bonus attack damage) magic damage to nearby enemies. If she hits an enemy champion, Zeri gains 30% attack speed and 10% movement speed for 5 seconds. Hitting an enemy champion with an attack or ability extends this ability's duration and adds a stack of Overcharge for 1.5 seconds. Critical strikes add 2 additional stacks. Each stack grants 0.5% movement speed.

During this time, Burst Fire becomes a faster triple shot that chains 25% AD physical damage to nearby enemies. This damage can critically strike.
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