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Zoe Build Guide by Kolashiu

Middle [25.13] EUW Challenger Zoe OTP Guide

Middle [25.13] EUW Challenger Zoe OTP Guide

Updated on July 1, 2025
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League of Legends Build Guide Author Kolashiu Build Guide By Kolashiu 153 Views 0 Comments
153 Views 0 Comments League of Legends Build Guide Author Kolashiu Zoe Build Guide By Kolashiu Updated on July 1, 2025
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Kolashiu's Featured Video
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Runes: Agressive (build specific)

1 2 3 4
Domination
Dark Harvest
Sudden Impact
Sixth Sense
Treasure Hunter

Sorcery
Manaflow Band
Scorch
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health

Spells:

1 2 3
Standard
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

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

[25.13] EUW Challenger Zoe OTP Guide

By Kolashiu
About me
I play zoe since season 9. My peak is 1076LP with 60% winrate on EUW this season.


I made this guide for people to enjoy, learn and get better at one of the hardest but funniest and most unique champions in the game, who definitely deserves to be played way more !
This guide will be updated on every major change or builds/zoe updates.

I'm streaming almost every day on Twitch so don't hesitate to check in to see how it's going, I answer every question and try to explain my thought process as I play. Hope you enjoy if you pass by !

I'm also posting highlights on Youtube and will post guides soon, but it may take a bit of time as I edit myself and always try to post something I'd enjoy watching myself

My twitch
My youtube
My opgg
My discord
Early game
You want to play very agressive most of the time. You usually have 3 gameplans available :
- Push and bully under tower
- Play with wave and force mistakes for solokills
- Push and roam(or invade)
You are extremely strong in skirmishes as you are one of the best damage dealers in early/mid game.
Keeping the pressure mid is almost always the best option as you want to get opportunities to play agressively with your jungler or roam to other lanes and get yourself a lead.
You may invade, with or without your jungler, and countergank if you know where enemy jungler is through tracking.
Zoe offers a very wide amount of possibilities in early and midgame.
A good guideline is to make enemy jungler a living hell and make your team happy.

All matchups except Extreme Threats are killable in lane 1v1 if you play better than the opponent, perhaps it can be risky/unecessary.
Mid+Late game
Midgame start around 15mn, when you will be asked to go on side and start having around 2 items or atleast 1 item+boots.

Zoe hate to side, but most of the times, its still better for your botlane to go mid and they won't let you mid anyway.

- If you are extremely fed with an independent build ( lich+shadowflame or rocketbelt based builds ), you may be allowed to push side normally and go for towers or collapse mid once its pushed far enough. Careful still, it can easily throw your lead if enemy have a lot of threats.

- If not, you want to depush the side to just make it neutral ( middle of the map ), usually not more as it would expose you too much, and then look for plays on the map. You can play for catch, with team but can be done alone depending on your build and enemy team, siege enemy towers or ward/fight for objectives. If enemy push side, get back to side or force a fight mid depending on situation, but keep in mind you want to stay active and not let the game scale slowly.

The general idea with zoe is to always stay proactive to close the game as soon as possible as you lose complete control of the game past 25 minutes.
It doesn't mean flipping constantly : you need to keep control of the game, never give any opportunity to comeback, just cleanly get a lead and push it fast enough to end the game before 25 minute.
Why so fast? Because your damage will begin to be less relevant as enemy get more tanky, after your rabadon you don't get that much value from items, enemy champions scaling kits will start being enabled and deal as much as you ( on top of all their other strenghts ), and everyone will get more mobility to punish you.
The only part of your champion that is still untouched at this point is your bubble, so you become a high range bubble bot which completely depend on your team ability to use those bubbles properly.

Keep in mind it's just a general idea, it can change depending mostly on champions from both teams and your elo
Rune choices
Dark harvest is only worth it with shadowflame, and shadowflame need other synergies in the build to be better than horizon and rabadon. For this reason, I consider dark harvest as only worth it if you have lich bane + shadowflame in the build.

Electrocute is always better than dark harvest outside of lich bane + shadowflame, and even with this setup you can go electrocute if you want more laning power cuz of matchup/preference.

Spellbook is a good rune page since patch 25.10, zoe uses every single summoners greatly, smite and exhaust are a gift from gods, teleport can be really useful. But keep in mind zoe scaling is still pretty bad and for this page you lose a lot of early/midgame power.
I'm still not sure if it's worth to lower zoe strengths to compensate a part of her biggest weaknesses, but it's definitely not bad.

Aery is a good and consistent option into melee champions. One of its main strength is also the small runes of blue tree which are all really good or even god tier like nimbus cloak if you don't need manaflow.


Now hear me out, one specific thing I noticed about aery vs electrocute.
Electrocute will always have less damage in lane than aery on the tooltip, but I always kill more with it.
The reason why is rather simple : since you poke them slowly, they notice they are getting quite low hp around 60% and consider it as the normal kill range of a bursty champ in lane. So they will often back and tp or walk back. It's good as they lose some from it, but not as good as a kill. Now, with electrocute, your kill range is around 75% hp vs most midlaners. Nobody back when they are at 75% hp in lane, so any bubble and poof, they are dead, lane won

Conclusion? On melee matchup its preference.
You have the choice between :
- Aery, a rune page that will always get you consistently a slight lead and some haste/mobility oriented small runes
- Electrocute, a rune page that will give you a better mid/late burst, damage/snowball oriented small runes, but depend on your ability to land your spells to kill.
Also small but not least detail, with electrocute you are stronger in skirmishes, but with aery you may poke the enemy down to a point they just cant even take the fight so you get the objective for free.

I personally prefer the high reward side with electrocute but both are similarly viable. Keep in mind that into range aery is usually worthless as even if the small runes are great it doesnt compensate the fact you will never manage to poke properly vs a hwei or a syndra.
<3
Thanks for reading, I hope it helped you in any way. I will keep it updated regularly & improve it over time.

Don't pressure yourself too much, Zoe is a difficult champion so it may take some time to truly feel confident and perform with her, but you will have fun very fast and you perform your best when you're having fun !

Have a very great day and good luck on your Zoe adventure :3
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[25.13] EUW Challenger Zoe OTP Guide

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