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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Time in a Bottle (PASSIVE)
Zilean Passive Ability
Threats & Synergies
Fizz
Fizz has too much mobility. He can automatically dodge one of your bombs every time with his E, so you can never stun him. He can also Q away from them too. Force him to farm under turret and deny him kills if possible.
An Introduction
So, you play ![]() ![]() ![]() ![]() ![]() |

Pros
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+ Massive utility + Spammable skills + Ultimate denies kills + Large AOE stun + Easy farming and waveclear |
Although ![]() ![]() |
Cons
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- Weak early laning phase - Heavily reliant on skill shots - One damaging spell - Squishy until mid-game - Reliant on team to win games |
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Masteries for

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Tier 1: Take 5 points in ![]() ![]() Tier 2: Although you might be tempted to take ![]() ![]() ![]() Tier 3: 5 points in ![]() ![]() ![]() Tier 4: Although ![]() ![]() ![]() |
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Tier 1: Take 5 points in ![]() ![]() Tier 2: ![]() ![]() ![]() ![]() Tier 3: This tier is up to personal preference. I know most people take 5 points in ![]() ![]() ![]() ![]() Tier 4: ![]() Tier 5: Take 5 points in ![]() ![]() ![]() Tier 6: ![]() |


There are 3 main sets of runes that I use when playing

RUNE SET #1: ONE-ZILEAN DOLLARS


This is personally my favorite rune set, but I would not recommend using it until you've become familiar with the weaknesses of



RUNE SET #2: STOP THE BURST




I recommend running these runes if you are just learning how to play

RUNE SET #3: AP & ARMOR





Since AD mid-laners are few and far between these days (heh), this runepage is a must have for when you end up facing one. Since most AD opponents are looking for early kills to snowball off of, the extra armor in these rune will help you stay alive and starve them of kills. In some cases, however, you may decide to run Rune Set #1 instead if you feel you can kill the enemy early.


There are only a few summoner spells that


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In most lanes, ![]() |
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Below are in depth descriptions of






Description:

Use:


Description:

Use: This skill is where practice will help greatly. Learning to predict an enemy's movement so that you can land a bomb takes a little bit to learn, but once you've figured it out it becomes easy. Double Bombing is a very important skill that you must use the entire game. Although it is

- Use to clear minion waves
- Double bombing any target (even allies!) stuns all enemies in the radius
- If a unit dies with a bomb still on it, the bomb detonates
- Use to zone enemies away from an area
- If an enemy walks over a bomb on the ground, it will attach to them

Description: Reduces the cooldown of


Use: Using this skill will always bring your

- Use to chain slows or speed boosts on enemies and allies respectively
- Use to land Double Bombs on enemies
- Always be aware of this skill's current cooldown timer

Description: Slow an enemy or speed an ally for 2.5 by 40/55/70/85/99%. At max level, this slows as much as a

Use: This ability is critical to


- Cast on an enemy to make it easier to land your
Time Bomb
- Speed your tanks/bruisers before fights so they can get to the enemy backline
- Slow enemy carries during fights so they can't kite away
- Cast on enemy taking turret aggro if they dive you to pick up an easy kill
- Catch people out by casting once on yourself, using
Rewind and then casting on an enemy

Description:

Use: This is quite possibly the best ability in the entire game. It is basically a targetable


- Cast on yourself if you think you are going to die. If the enemy attacks you will regain health upon death, which gives you time to run away
- Cast on a fed teammate, forcing the enemy to kill them twice
- Cannot be cast if you are stunned/suppressed
- Try to cast right before the fatal damage reaches you, as if you ult too early it will go to waste
- Type "Can't killean the
Zilean!" in chat when you escape the enemy after using it




Basic Harass
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This is your most basic combo, which should be used on your enemy laner whenever you think you can land a bomb. It is important to land the two AA's after the bomb to proc


The Double Bomb
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This is the most important combo in your kit. By landing a Double Bomb on an enemy champion, the first




Slow n' Stun
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This is combo is a variation of The Double Bomb, with the added component of first slowing your enemy. The slow allows you to more easily land your double


One very important skill that every





General Item Info & Explanation
As



Starting Item
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Core Items
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This is THE core item of your build. By rushing this you allow it to start passively stacking early, granting you more AP/Mana/HP as it does. ALWAYS buy ![]() ![]() ![]() |
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These are your first choice of boots. Buy them AFTER you finish ![]() ![]() ![]() ![]() |
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Due to the godlike amount of AP this item grants, I usually buy this after my boots. With 90% scaling on your ![]() ![]() ![]() |
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The new ![]() ![]() |
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One of ![]() ![]() ![]() |
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If you are facing an AD lane, you should buy this item directly after ![]() ![]() |
Situational Items
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Now that the AP of ![]() ![]() ![]() ![]() |
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Never include this item in your normal build. Firstly, ![]() ![]() ![]() |
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Swap this item for ![]() ![]() ![]() |
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Buy this item if you are confident in winning a game, or if you need to maximize the amount of AP you have in your build for whatever reason. If you don't need Magic Pen, buy this instead of ![]() |

I decided to put a brief note about this since I see a lot of


ZILEAN. NEEDS. HEALTH.






"But I can just buy





TL;DR:





Now that we have covered the basics, it is time to get into the finer details. The following are strict rules that must be followed when playing Mid

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FIRST COMMANDMENT
Can't killean the Zilean
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As the AP middle lane mage, you are naturally the most important player on your team. Naturally. Thus, it follows that in fights YOU are the primary target for your ult ![]() ![]() ![]() ![]() |
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SECOND COMMANDMENT
One is none, two is one
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THIRD COMMANDMENT
Be kind, rewind
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FOURTH COMMANDMENT
Me, Myself and I
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FIFTH COMMANDMENT
My rod is ageless
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Look, it's no secret that ![]() ![]() ![]() ![]() ![]() ![]() ![]() |


To truly do well with

Remember, nobody expects a Mid

Always hit your Double Bombs.
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MINDSET: having a positive mindset going into games is pretty important, but not as important as having the mindset of "You can't killean the Zilean". Essentially, your goal is not to die. Ever. This means that until level 6 when you get ![]() ![]() |
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ZONING: Learning how to zone your enemy away from their creeps is an important part to dominating any lane, and mid lane is no different. ![]() ![]() |
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FARMING: Farming in the midlane is critical, as any level advantage can spell either victory or defeat for you. Remember that the first creep of the second wave will always give you level 2; during the first wave, you should be constantly AA'ing the wave to push it. When you get a second point into your ![]() |
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WARDING: Warding in the middle lane is very important, as junglers love to gank due to the many unpredictable paths they can take to get to their target. Because of this, it is necessary to buy some ![]() ![]() |

These are the best spots to ward near the midlane. Red and Blue Arrows indicate the most common gank paths enemy junglers take when on each respective side.
Purple Squares show good warding spots for both sides, while Red and Blue Squares show good warding spots for each respective side. Green Squares show spots where your jungler/support can ward. Don't forget having wards on Dragon and Baron can be helpful in the mid/late game.


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The goal of this guide is to make the above transformation possible for you. Note that reading the entirety of this guide is not sufficient; you must play a lot of



Level Breakdown
- Level 1: With one point,
Time Bomb costs 60 Mana per cast.
Zilean's starting mana pool is a cool 361 meaning you could potentially cast your Q around 6-7 times before depleting all your mana. Try and save it. If you have an easy lane, establish dominance early by landing a bomb and AAing them off the creep wave.
At Level 1, your focus should be completely on farming. Constantly auto-attack the wave, making sure to last hit all the creeps. The first person to kill a creep from the second minion wave will hit Level 2 first, so be aware some opponents will hard engage directly after this.
- Level 2: If you are facing a melee enemy who wants to engage at Level 2 (
Fizz,
Yasuo), take a point in
Time Warp here to halt their possible engage. If not, pick up
Rewind and look for a chance to hit a Double Bomb (be aware this combo will quickly dry up your mana at Level 2, so make sure not to miss). Continue to farm and generally play passively, landing a single
Time Bomb every once in a while.
- Level 3: Right when you hit level 3, call for a gank. If your jungler comes, take a point in
Time Warp and use your Slow n' Stun combo to do tons of damage to your enemy. If your jungler doesn't come, take another point in
Time Bomb which increases its damage by a whole 40 points. Be aware of how many
Health Potions your opponent has versus how many you have. Ideally you'll still have all of yours, which should allow you to farm enough to buy
Catalyst of Aeons on your first back (1100g).
- Level 4-5: These are the levels where you will begin to do a LOT of damage. You will now have a point in all your abilities, and at Level 5 your
Time Bomb will do an incredible flat 165 damage (increased to around 200 with the AP scaling). This means your Double Bomb combo will do over 500 damage with
Thunderlord's Decree . Land two of these combos and your enemy will be forced to back or chug
Health Potions. If necessary, you can now Double Bomb the creep wave to easily farm.
- Level 6: Level 6 is your safety net. Now, you can begin to take more risks because if you are about to die you can just pop
Chronoshift. Around this time, look for an opportunity to go back to base and pick up
Catalyst of Aeons and maybe even a
Blasting Wand. Continue to ask for ganks, as they almost always result in something beneficial for your team due to
Zilean's insane CC.
- Level 7-11: If you have your opponent beat, continue grinding them into the dust here by starving them from getting farm/kills. Think about trying to take their tower if you can, as it gives a nice global gold boost to your team. Regardless of how fed you are, use your
Time Warp mobility to gank other lanes and help your teammates get ahead too. Your
Time Bomb is absolutely deadly in the Dragon or Nashor pits, because the radius is so large, so try and force objectives if possible.

Now that the Rift Herald has been added, support your Mid/Top laners if they decide to try and take it. DO NOT give it to your jungler if possible, as the power it grants will pretty much go to waste.


Learning when and how to take objectives can be a difference maker over the course of a game. If you think about it, League is just a jumble of decisions made over the course of ~30minutes that decides a winning team and a losing team. Here's some advice on how never to be the losing team.

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RIFT HERALD
Spawn: 6:00
Despawn: 19:45 |
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The new and improved Rift Herald now gives a 20 minute buff that remains even if you die with it. The buff, Glimpse of the Void, grants 5% damage reduction when you are away from allies, and also gives a charging damage buff (think single target ![]() ![]() |
Here's a picture showing why




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DRAKES
Normal Spawn: 2:30
Elder Spawn: 35:00 |
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There are four new drakes at spawn before 35 minutes, and each grants a different type of buff. Similar to the last objective entry, ![]() ![]() ![]() |
Here's another picture showing the coverage of the Dragon pit with



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BARON NASHOR
Spawn: 20:00
Respawn: 7:00 |
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This is objective becomes increasingly important as the game progresses. Due to the disturbingly long death timers that have been implemented in S6, a single Baron Nashor powered push can end the game from ~30 minutes onward. You must coordinate with your team to take this. There are many circumstances that enable you to take Baron Nashor, but a few common ones include: 3 or more of enemy dead, 2 or more enemies in the botlane, all enemy inhibitors destroyed, all enemies at Drake, and enemy has no wards around the pit. The most important thing to know for this is that you don't always have to get it. Often, this just represents a way for the enemy to make a comeback if they somehow steal it. If even or slightly behind the enemy team in gold/kills, you don't need to contest it: just defend. Remember that ![]() ![]() |

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TURRETS
Armor/Magic Resist: 40-70
Health: 3,300 |
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Another thing to note is that enemy jungle camps now display a timer a minute before they respawn. If you pay attention to the minimap you can predict when an enemy jungler will visit their blue buff (or even red buff, it is actually really good on



Read this if you've been away for a few patches!
[6/28/16]
-Guide published!
-Plans for adding "Objectives" and "Tips and Tricks" sections soon
-Plan for adding more images and more

-Plans for adding more detail about when/where to use

[6/29/16]
-Added more sections


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Also make sure to watch this video. No

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