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Zoe Build Guide by undeadsoldiers
[8.24]Well, this is a pretty chill reality.[IN DEPTH ZOE GUIBy undeadsoldiers | Updated on December 8, 2018
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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
++8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
Threats & Synergies
Ahri relies on landing her charm so if you're able to dodge it you should be fine as far as kill pressure goes. Level 1 you should focus on dodging her Q, as she will poke you a lot. At lvl 6 you should be careful of the R>E>W>Q combo, you will die if she executes it correctly. If she tries to go for you with her ult, try to E her mid-dash as otherwise she may be able to dash away from the bubble. If she cannot seem to get a kill mid, she will roam bot, so ping your bot lane when she's missing. Ahri will probably take ignite, so go with barrier or exhaust, as you won't really match her with ignite. Ahri can charm you as you ult, or time it so that it lands as you pop out of it. So try to save your ult for dodging her charm. Ahri can go either of two build paths. Luden(?) -> X mage Ahri is less threatening, while Gunblade Lich assassin Ahri is much more so. Assassin Ahri, who will likely take Electrocute, will have much more kill pressure on you. Try to keep track of her Hextech Revolver cooldown. Suggested Sums: Cleanse
The best thing you can do is try to set up ganks, which will be hard since she can just use her shroud, so try to bait it out, the cooldown is high in laning phase. Try to kill her pre 6 as she will outdamage you and go all in on you once she reaches 6. If she's bad, she might accidentally pop up in the middle of her donut shroud, revealing where she might be headed. Suggested Sums:Exhaust
Anivia outpushes you hard, especially after level 6. However, with the lowest base health in the game, it's fairly easy to egg her once you land a bubble. Take care to avoid her stun, though. Anivia also has low base movement speed, so she can't do much to avoid a bubble coming at her except Flash. Take advantage of her mana hungry pushing before she gets Tear or Catalyst. Go for her when she's running out of mana. Suggested Sums: Standard or based on team comps
Laning against Annie is extremely binary. You can safely E and all-in her when she has 0-2 passive ticks and have to back off at 3-4. After level 6, if you're able to, try to keep track of her flash and ult cooldowns. Her Flash-Tibbers when you aren't prepared is pretty much an instant kill. It is possible to put Tibbers to sleep, so if you've killed Annie and are now at low health and being pursued by an angry shadow bear, feel free to throw your E at him. Suggested: Banshee's Veil after core, possibly Cleanse
You'd think Zoe might be able to tame the huge cosmic space doggy, but he's actually one of her worst possible lanes. If Aurelion Sol has any knowledge of how Zoe works, he will push you in hard and stay behind the wave so you can't do anything to him. The best you can do is stay under tower, poke him with slows, and wait for assistance and/or a mistake. Try not to die. You may be able to pick him off with a bubble in a teamfight later. You can use GLP against him to proc the item active portion of Glacial Augment. Aurelion hates slows.
Poke Azir as much as you can until level 3, when he'll start to bully you. Once Azir uses his E, you have several seconds to poke him for free or get a combo on him. Let him push you in, though, because his soldiers don't last as long under your tower. Banshee's Veil can block the knockback from his ult. You can also outplay his ult with your own ult by blinking over the wall as it's about to shove you.
I think this is quite similiar to Xerath, as Brand is also flash dependant mobility wise, except you can dodge his abilities easier and he can be easier to all in after landing E by E>Q(back)>R>Q(front). Most of his damage comes from his Q and W. Don't let him land those. Stay away from your wave so he can't poke you and last-hit minions in one W. If he lands one ability or point-and-clicks his E on you, he'll empower his next one; if he lands his full combo on you, you'll also take extra damage from his passive. Suggested: Rush boots for dodging?
Cassiopeia will probably attempt to bully you at level 1 by spamming E. If she does, stay back, let her push you in, and retaliate when she's out of mana. If she plays aggressive enough, she's a free kill for you and your jungler because she has no escapes. If her Q hits you, back off. You can dodge her ultimate by ulting backward! Try not to let her get a kill. If she does she can snowball pretty hard. Suggested: Cleanse
Corki doesn't do much damage until he has Trinity Force, or at least Sheen, so you can bully him early on. His only mobility, his W, is on a rather long cooldown. Make sure to bait it with a big Q or even just your ult ("here I come to bubble you! just kidding!") before going for an all-in. Watch his ult indicator and avoid his "Big One" missiles (every third missile). Corki's package spawns at 8 minutes into the game and every 4 minutes after that. Once he grabs this and you get the sound cue, try to stay away from him until he uses it elsewhere or it expires (after one minute). His package W can be pretty scary.
If Diana is ahead, she can blow you up. But she is melee: try to poke her hard and deny her as much CS as you can without getting too close. Shove her in. She'll have a difficult time CSing under tower. When she dives into a teamfight, try to land your E on her as quickly as possible. She is incredibly vulnerable to getting blown up in a fight. Try to punish her every time she does not reset her ult. (Her target has to have the easily visible Moonlight debuff in order for her to get the reset.) Basically, if Diana isn't fed but builds squishy, she is screwed due to your sheer damage output. If you get too close to her she may pull you in with her E before comboing her. Suggested: Barrier or Exhaust if you feel you need one of those
Avoid his Q in lane. Other than his Q poke you can bully him quite a bit, but be careful of a level 2 or 3 engage with Q, E, and Ignite. If he Es to you, you can put him to sleep. You can also try to predict his R with a bubble, but try not to chase after him when he has his R because he can just warp right back to you and combo you. Suggested: Exhaust if you feel you need it
Zoe's crush is pretty annoying in lane. Don't underestimate his steady poke. If he has Kleptomancy, keep track of his inventory and when he pops his potions. Other than that, you can poke him when you find a window. He can dodge your E with his E, but his E's on a decent cooldown so it should be pretty easy to bait it with a Q before going all-in. Push him hard until he gets Tear. Suggested: Armguard rush if you feel you need it
You can annoy him until about level 3. Then things start tilting toward his favor. He can dodge your E with his own E, which is on a quite short cooldown, so basically abandon all hope of getting an E off in this lane unless he really sucks. (His E will not prevent him from falling asleep if he is already hit, however.) Fizz is a pain in the butt once he gets even one kill. Try not to let him snowball, though with how much he tends to roam, this may be inevitable. If his ult latches onto you, Exhaust him if possible. This will reduce the damage you take when the shark hits. Suggested: Exhaust
Galio will try to poke you and farm with his Q. Try to stay away from your wave so he can't do both. Stay out of his W range and poke from afar. Be wary of flash-taunts, though. His E is telegraphed because he moves back before dashing forward, so you can put a bubble in his path. You can also use your E to stop his ult channel. While your full combo may not delete Galio since he's decently tanky, you can definitely put a dent in him.
He'll have to use mana to last-hit and poke you - and to cleanse your bubble. Stay off your wave and reasonably far away from the brush to avoid getting hit by barrels. You can bait out his W with your E, then since his W is on a loooong cooldown and your E is on a slightly shorter cooldown, you may be able to put him to sleep again while it's still down. You can dodge a barrel explosion with your ult. GP will scale if allowed to farm, so deny him CS as much as you can and generally be a lot more careful starting around 15 minutes into the game. Suggested: Rush Armguard if you're having a hard time
Let him push you in and farm under tower while poking out his turrets with Q and AAs. Avoid his W and E. They're difficult to land so this should not be hard. Don't dive his turrets unless you're able to ult in to throw a bubble at him. Back off if he creates an ult turret. If you manage to kill off his towers, he's easy pickings. Suggested: Rush Sheen to oneshot his towers with autos
With her VGU, Irelia is able to move into the mid lane as a lethal counter to many ranged champions. You can bully her pretty hard in lane, but still beware of her Q and E. After level 3, play far back, avoid her E, and stay away from your wave so she can't dash to a minion then to you. Your E does not cancel her W, but she still falls asleep (she's not immune to CC). She has pretty annoying W poke but the damage reduction doesn't really seem to matter. The disarm if you try to leave her ult may not be too annoying (because your spells matter more than your autoattacks), but the slow basically ensures you're a goner. Try not to get picked by her in a teamfight, where she excels. Suggested: Rush Armguard if she's going AD; Exhaust
Jayce's sheer damage can be pretty annoying. Don't be surprised when he pew-pews autos at you. He'll be especially threatening when he builds lethality. Try to dodge his cannon Qs as much as you can, while throwing your own Qs at him as frequently as possible. If he swaps to hammer form, prepare to throw your E at him as he tries to engage on you. Suggested: Rush Armguard; Exhaust if necessary
Your Q outranges Karma's Q, so you'll be able to poke her quite a lot. She won't die quickly though; something about that shield. Stay away from your minions anyway, so she doesn't hit you with a Q or mantra Q. If you get too close and she Ws you, there are multiple things you can do. If there's nothing in the way you can throw your E at her, which will probably slow her enough for you to escape its range by running away. If you have your ult, though, you can just blink out of its range and blink back - boom, no more tether. Don't attempt to dive her. In addition to her W, she can instantly make the tower target you by eliminating your wave with a mantra Q, and she can also shield herself to make your stay under tower longer than anticipated.
Step around his Qs and push him in. He can't CS under tower very well due to his clunky autos, so you'll force him to burn mana to last hit. You can end his ult channel with your E if he isn't in his passive. Just generally poke and burst him to death - he's extremely vulnerable to burst.
You can bully him easily before level 6. Force him to Q minions to last-hit them. If he blinks to you to combo you after level 6, throw your E at him while his R's on cooldown, throw a Q, and run. Just generally don't let him come near you. His R has a 6/4/2 second cooldown, so up until level 16/he caps CDR, that gives you a short window when he won't be able to dodge your E. Remember that he takes 15% reduced magic damage. A combo that might oneshot any other mid laner may not be as effective on Kassadin. Kassadin really likes to tower dive. If he attempts this, put him to sleep and run.
She can poke you really hard, so try to communicate with the jungler for ganks, and watch out for her level 6. You shouldn't really get near her, and you dont need to you have decent range, I'm saying that because level 6 dependent champions rely on calculating when 6 will be up, so she can catch you off guard and use it immediately. Watch out for her roams too, they're really bad, especially if it's a 4 man dive bot. Suggested: Exhaust
You outpoke Kayle, which basically makes you really annoying to her. Kayle will attempt to use her E autos to poke you. Harass her while this is down (her sword is not glowing). It won't have permanent uptime until she has almost 40% CDR. Kayle does not have major mana issues but will go OOM if she stays around too long and spams her W on herself. She can still fall asleep while invulnerable. Her ult is on a rather short cooldown so make sure it's down before you go all-in.
Stay behind minions to dodge his Q. Generally poke him out and don't let him stack his passive on you. If he ults and you're not caught, you can put him to sleep.
LeBlanc can no longer push you in as of the revert. But her single target burst is much better, and she's just as mobile if not more. You can push her in and roam, but be careful of getting assassinated. She can W or RW away from your E. She is no longer as reliant on her E to assassinate you, so you may not have to dodge this with your R. But you can still R away to break the link if necessary. Remember that if you chunk her she will create a clone.
Lissandra has annoying poke and great gank setup, but her range is very short and her cooldowns are high. Don't stand very close to your wave so she can't harass you as she spams Q. If she throws her E forward for an engage, throw your E in front of you. It's not a dash, but the trap should cover almost anywhere she can blink to. Her E is on a long cooldown at rank 1 so you can catch her while it's down. She can ult you or herself to stop an engage. Note that her self R does nasty AoE damage around her. Suggested: Cleanse, Merc Treads
Stay away from your minions to avoid Q poke. He can use his E to dodge your E, but its cooldown (barring lots of passive procs) is really long so you have a window to punish him for blowing it if he uses it aggressively or defensively. Careful of his ult when you're low. Suggested: Armguard rush if having trouble
Lux will mainly poke you with her E. Try to stay a little ways behind your wave so she can't hit Q or E. You can push her pretty hard as her E is her only waveclear (unless you get a crazy Lux who uses R to nuke a wave!). If you manage to catch Lux with a bubble, it's bye-bye blondie. A common misconception is that you can counter her by dodging her Q, but you should know, a good Lux never throws out her Q without being 90-96% sure it will land. Her Q is not a stun, it's a root, so you are able to cast, don't just stand there and do nothing. Suggested: Heal or Barrier
Malz is an annoying poophead who will shove you in constantly. Poke him with Q and autos to keep his passive shield down. You can easily nuke his voidlings with Sheen, but everything else will take its toll. Be prepared to buy lots of potions. If he tries to flash-ult you, throw E at him if possible. His ult alone cannot kill you until later in the game. Pop Barrier when it's over and run away to avoid absorbing more poke. Suggested: rush Sheen to kill voidlings
Nigh impossible now that her E properly blocks your E. Sidestep or blink over her Q, and avoid her W. R to get out of range of her R. Suggested: Merc Treads and/or Cleanse
Orianna will constantly try to poke you with her Q. Note that her Q moves quickly when she first places it on the ground but is slower when moving between points on the ground. If she takes Q level 1 it's safe to trade with her. If she takes E, it's not safe. She'll push you and be annoying, but if you manage to put her to sleep there isn't much she can do. Her E is pretty weak early so doesn't really need to be baited. You can dodge Shockwave, and thus her full combo since she will often R-W, with your R.
You have more wave clear than her, but she has more burst windows than you do. She can also chase you down with the movement speed she gets from passive procs (after she puts a point in W). You can try to throw E at her when she tries to E you or chase you down. Be prepared for her to auto-E-auto you at level 1 and proc Electrocute. She can potentially see your jungler coming with her W. Be careful of her roams post-6. Prepare to ping missing a lot! Suggested: Seeker's Armguard rush, Exhaust, Ninja Tabi
Ryze will perma-shove you in. His shield and point and click snare make him an extremely difficult target to burst down. Your sole window to kill him is before he gets Tear, when his machine gunning runs him out of mana.
Dodge, dodge, dodge. Play it safe in this lane and poke with Q, as Swain's abilities are either short-range or heavily delayed. You can safely walk up to combo him when his E is down. You don't want to get yanked in by his passive. Careful: he can land his E by predicting your ult. Suggested: You may want Morellonomicon to cut the healing from his ult
Syndra is an annoying lane bully, but if you manage to land your bubble she's absolutely screwed. She'll push you in and poke you with Q spam and W, and try to combo you with QE. Punish her if/when she goes OOM. After level 6, watch her orbs on the ground. The more she has, the more her ult hurts. Suggested: Nullifying Orb, Barrier
Stay behind your wave so she can't hit you consistently with Q. Careful of her E. Your R should not trigger it, though, so you may be able to hop over it to deliver your combo. Her W is also a significant threat but is fortunately easy to dodge. If your E hits Taliyah as she ults, she'll hop off the wall upon falling asleep!
Talon will primarily poke you with his W. His burst is a major threat, though you might be able to toss a bubble at him as he tries to all-in. Careful of his roams with E. Suggested: Exhaust, Armguard rush
Dodge ALL the skillshots! Careful of his gold card. That's really his one threat other than his roam potential with ult. Suggested: Cleanse
He can't do a lot to you until 6. If you're stuck in his E post6, portal toward him (out of the cage) and fire your E at him. This gives you time until the cage expires. Suggested: Barrier, Nullifying Orb, Banshee after core
Vel will try to CS with the middle of his Q while poking you with the ends. You can put him to sleep to stop his R. Generally you can poke him a bunch provided he can't land anything.
Viktor is better at sustained poke, so you have to look for an opportunity to chunk him down. Viktor also has better wave clear than you after the nerfs, especially with evolved E. If he tries to trap you with his W as you ult, evolved or not, you'll still blink out.
Careful of his empowered Q early on. He can dodge your E with Sanguine Pool, but this is on a loooooong cooldown so you can bait it then go all-in. He needs to die to a burst combo. If you poke him he'll just heal up. Suggested: Morellonomicon
Xerath pushes pretty damn hard. Try your best to avoid his abilities. You can stand behind minions to avoid his E, but then you risk getting hit by Q or W. Your sole saving grace is that if your bubble lands, Xerath is donezo.
His kit was made to counter mages. Especially squishy ones such as Zoe. The best thing you can do is ban him, or try to work your way around him. A Yasuo always strives to keep 3-4 minions still alive, so he can use them to E dash to you to engage, and to disengage. Don't let him do that and try to E him while he's trying. He can windwall your E, so either pray he has bad reflexes, or simply punish him when he wastes it, since the cooldown is much higher than on your E. You can poke Yasuo a lot early game to pop his Flow, but he's annoying if he can get in your face. Once he uses his W, he's open to your combo. If you find yourself unable to sidestep his tornadoes, you can use your ult to avoid them. If he gets a kill he'll snowball hard. Suggested: Armguard rush if necessary
He can burst you really hard and poke you down. His all in is umatched and he can get out scar-free. Poke him early. You can combo him once his W is down. Only armor or a Stopwatch/Zhonya can save you from his R. You can also attempt to put him to sleep when he shows up to smash his keyboard all over you. Suggested: Armguard rush, early Stopwatch
An annoying pusher who may go aggressive and pretty much wreck you with skill spam. Sidestep his Qs. You can stop his W with E. His E may really hurt with Lich Bane. Careful. You can dodge his R with your R if you are close enough to its outer edge.
Dodge his Qs and poke him hard. Force out his R then go crazy in another 10 seconds. Careful of his annoying slow.
It's a war of wills! Which Aspect of Twilight will outwit the other? You of coure, since you read this guide, and they probably didn't ! :D Suggested: Cleanse
Zyra's ability poke is dodgeable but her plants are extremely annoying. Generally play back, poke her and her plants, and go for her when her plants are down. Sheen helps kill her plants. You can avoid her ult with your own. Suggested: Cleanse and/or Merc Treads may be useful; rush Sheen
Champion Build Guide
|Hello ! I'm undeadsoldiers and this is my Zoe guide. I'm a mid/adc main and I know how Zoe looks both as a support and as a mid laner. Since the support Zoe is fairly uncommon, and she should generally be played mid-lane, I will show you how to win this solo lane. She is viable as a support, but I've always had the problem of her getting poked down instead of me because we are both squishy and I can't really do anything. She is a safer pick up in the mid-lane.|
+ Very High Burst
+ Good Poke in Lane
+ Good Payoff
+ High One Shot Potential
As you've seen from the monster that Zoe was on release, she can still be one now. After the nerf and once again buff she's back to being one of the most fun champions to learn. Her CC is outstanding with her combo and it bursts squishies like nothing. You can potentially one shot them. You have very good poke and good trades in lane. Once you learn her it will be a breeze since it pays off.
- High Skill Curve
- No Escape
- Relies On Combo
Zoe has a very high skill curve, and even though you will gain a lot with learning her, you can't really ever fully learn her. Getting used to skillshots, range and hitboxes will take you quite some time. She is a pretty squishy champion in early game, but late game it can even out with items. Once you're in lane at level 6 your combo is everything. E>Q1>R>Q2.
|Aery: Technically the best safe option even though you only have half a keystone.|
|Arcane Comet: E is a guaranteed comet hit, but this one's fallen off in popularity for some reason. Probably the rise of Electrocute.|
|Electrocute: Better for a bursty assassin-style Zoe. E-AA-Q is a good Electro proc.|
Slot 1: Manaflow Band. Everything else is pretty lackluster except Nullifying Orb has situational uses.
Slot 2: Personal choice. Absolute Focus is good for a safe lane, and Transcendence will cap your CDR along with your core build (if you go Luden Lich). Celerity only has use on the passive of your W, so I prefer the other options over it.
Slot 3: Do you like early game ( Scorch) or late game ( Gathering Storm)?
Slot 1: Sudden Impact is better than Cheap Shot, even though you only benefit from it post-6.
Slot 2: Eyeball Collection or Zombie Ward. Poro won't benefit you too much.
Slot 3: Ingenious Hunter if you like Zhonya or Protobelt/GLP, Relentless Hunter otherwise.
Slot 1: Timing or Footwear
Slot 2: Any of the 3 - Dematerializer can help you kill balloon creeps as a bonus.
Slot 3: Cosmic Insight if you plan on taking Zhoya's and/or GLP/Protobelt; or Time Warp Tonic instead.
||Only take this as a secondary tree. Take Triumph and Coup de Grace (unless you like the mana sustain from Presence of Mind).|
||Don't. Well, if you're really scared, Bone Plating and Chrysalis.|
Zoe's next basic attack after casting a spell deals bonus magic damage.
This is a pretty basic passive ability, but later into the game it makes a pretty big difference with gained items.
DAMAGE: 7−50(based on level)(+50/80/110/140/170)(+60%AP)
FIRST CAST: Zoe shoots a star in the target direction that collides with the first enemy hit, dealing magic damage in a small area, reduced to 80% to enemies hit beyond the first. The total damage is increased by 0% − 150% (based on distance traveled).
If the star does not hit an enemy, it lingers at maximum range for 1 second.
SECOND CAST: While the star is out, Zoe can reactivate Paddle Star to redirect it to a new location near her, resetting its damage modifier on cast. The redirected star can travel beyond the new target location, continuing forward until it moves more than 800 units from Zoe.
Paired with your combo this is basically one nuke of an ability that you are able to cast every few seconds. It makes your clear faster and it's also a good poke tool. It's a skillshot, but within some practice you will be able to nail it down.
RANGE: 2200(Enemy Casts)/Global(Minions)/550
PASSIVE - SPELL THIEF: Whenever enemy champions cast a summoner spell or item active, they drop the corresponding Spell Thief Minimap Spell Shard onto the ground that grants Sight icon sight over a 100-radius area and remains for 40 seconds. Some enemy minions spawn with random Spell Shards that only drop to the ground for 20 seconds if killed by Zoe.
Collecting a Spell Shard allows Zoe to activate Spell Thief within the next 60 seconds. She can replace her current Spell Thief active by moving directly onto another Spell Shard.
ACTIVE: Zoe mimics the active of the collected Spell Shard.
PASSIVE - WHEEEEE: Casting Spell Thief or one of her own summoner spells grants Zoe bonus movement speed for the next few seconds, and summons three bubbles that orbit her for the next 10 seconds. The bubbles autonomously hurl themselves at the nearest enemy in range, prioritizing her attack target, dealing magic damage.
Basically what it says.
DAMAGE: 120/200/280/360/440(+ 80% AP)
SLEEP: 2.25 second(s)
SLEEPY TROUBLE BUBBLE
ACTIVE: Zoe kicks a bubble in the target direction that bursts on the first enemy hit, else forming a trap at maximum range for 5 seconds that arms after 0.8 seconds. The bubble can only move through terrain once but may do so indefinitely, can only move up to 650 units once outside terrain, and will fall short if it would enter terrain again.
The bubble deals magic damage on contact with an enemy and renders them drowsy for 1.4 seconds, which gradually slows them, after which they fall asleep for 2.25 seconds.
The next instance of champion damage taken by the Sleep icon sleeping target deals bonus true damage equal to the post-mitigation damage dealt, capped at Sleepy Trouble Bubble's damage.
This is also a skill shot and you might get cucked by minion block until you learn when it will actually hit.
ACTIVE: After a brief delay, Zoe dives into a portal that she opens beneath her, blinking to the target location.
Zoe remains able to attack and cast abilities during Portal Jump, and can see over walls, but is unable to move. After 1 second, she blinks back to her cast location.
This is a pretty cool ult, responsible for many great outplays, however beware of enemy CC waiting for you when you blink back to your location.
You will be taking you Q ability first, as it is pretty obvious and you will also max it first. Next to her E, this is Zoe's bread and butter.
E will be second to maximise the damage, and minimize the cooldown. The sleep stays the same though.
You will max W last since there is really not much point in maxing it before. You only need one point in it.
You don't really have to take your R at the standard levels, since no stats, except the cooldown really change, but I prefer to take it, just for the CD.
Turrets have 1095 sight range, 775 attack range and deal physical damage. They grant their team true sight, allowing it to see all traps and stealth units within their vision range.
There are four kind of turrets depending on their location:
Nexus towers: Located in front of the nexus, there are two of them.
Inhibitor towers: Located in front of each inhibitor, guarding the entrances to the base.
Inner towers: Located in front of the inhibitor towers.
Outer towers: Located in front of the inner towers.
Towers can only be targeted and damaged if they are the first structure standing in their lane. Turrets located behind the first standing structure are invulnerable and untargetable until the first one is destroyed. Inner towers only become vulnerable when their outer tower is destroyed, and inhibitor towers only become vulnerable when their inner tower is destroyed. Nexus turrets are invulnerable and untargetable until one inhibitor is destroyed. If a turret is destroyed while one of its shots is in mid-flight, that shot will not deal damage. Turret shots travel at a speed of 1200.
Make sure to last-hit a turret as it will grant you 400 gold which can put you at a big advantage if you spend it right. It will also be beneficial for your team as they will gain some gold too. Getting a first turret might relieve the pressure off of your teammates, but it will transfer it to you, as you will be targeted more.
However do not pass an opportunity to get first turret blood, it is just too big of a bonus to miss !
PLATING: Outer turrets begin the game with five temporary plates. A plate is broken for each 1000 damage dealt to the turret. (Plates don't have health of their own.)
PLATE STRENGTH: Turret plating grants 40 armor and magic resist at game start
PLATE BREAKING: Dealing 1000 damage to an outer turret also causes a plate to break, granting 160 gold (divided among nearby champions) and increasing the turret's armor and magic resist by 30 until turret plating falls off
BULWARK For 20 seconds after a plate is destroyed, the turret also gains Bulwark, granting an additional 25 armor and magic resist for each nearby enemy champion past the first. Multiple instances of Bulwark stack if multiple plates are destroyed within a 20 second window.
FALLOFF: Turret plating falls off at 14:00, causing outer turrets to lose ALL armor and magic resist and making unclaimed plating gold permanently inaccessible
First Turret Bonus:
FIRST BRICK: 300 gold ⇒ 150 gold (reduced to accommodate turret plating gold)
HEALTH: 3800 ⇒ 5000
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 180 at 7:30 ⇒ 278 at 15:00
ARMOR & MAGIC RESIST: 55 ⇒ 0 (replaced by turret plating)
ARMOR & MAGIC RESIST SCALING: +1 per minute ⇒ 0 (replaced by turret plating)
GLOBAL GOLD 50 (unchanged)
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 250 at 28:00 ⇒ 305 at 18:00
GLOBAL GOLD: 100 ⇒ 50
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 250 at 28:00 ⇒ 305 at 18:00
GLOBAL GOLD: 150 ⇒ 50
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 230 at 28:00 ⇒ 285 at 18:00
GLOBAL GOLD: 75 ⇒ 50
Dragons, also known as drakes, are powerful monsters that can be found in Summoner's Rift. Their camp is located in the river alcove on the lower right side of the battlefield.
There are five types of dragons:
The first four types are globally known as Elemental Drakes, which, when killed, permanently grant a Dragon Slayer buff Dragon Slayer stack, granting various effect based on the dragon killed. No more than one dragon can be present at the same time in the battlefield, but several different dragons can spawn at different times throughout the game. The Elder DragonSquare Elder Dragon grants a temporary buff called Aspect of the Dragon buff Aspect of the Dragon. Elder Dragons beyond the first for the same team grant Aspect of the Dragon buff Empowered Aspect of the Dragon, which is twice as effective and lasts twice as long.
All dragons are between levels 6 to 18 and all of their attacks are ranged.
Try to get them when: a) Bot Lane has just died and your jungler is in range; b)enemy jungler has died and it's not warded so you can try to sneak it, taking only the support to help.
is the most powerful neutral monster on Summoner's Rift in League of Legends. Killing
Hand of Baron
to all living teammates for 210 seconds. The buff gives bonus attack damage, bonus ability power, Empowered Recall, and an aura that greatly increases the power of nearby minions.
Soloing Baron Nashor is usually impossible. It is generally only feasible very late into the game with a champion who has immense sustainability, DPS, and tankiness; and even then it is not guaranteed. Most champions who are capable of soloing the Baron are bruisers or tanks such as Udyr, Warwick, Xin Zhao, or Nasus. However, there are some exceptions; a skilled Malzahar or Yorick player, for instance, has the ability to solo Baron with relative ease.
Killing Baron Nashor with a team is fairly simple. Baron primarily attacks the target closest to him, so with proper positioning, a tank or bruiser can be made to take the brunt of the damage.
Try to get Baron once most of the enemy team is dead or when the jungler is dead, but beware of the rest of the team trying to steal it. Watch out if it is warded.
Remember to always tell your jungler to ward Baron or even go ward it yourself, and if you do not succeed at stealing it try to kill the enemy team as fast as you can so they lose the buffs.
As you are a burst mage, and not a sustain mage, you will want to take action from a distance and actually never really commit. You can't get too close, as you will actually get bursted down. Try to take off picks, when you get an E on a squishy. Late game you get pretty strong, as in, yes, you one shot people.
Early Game/Laning Phase
Your early game gets good once you get used to it. I've had people complain to me that she doesn't really "come online" until she has 2+ items, but that's not the case. You can have a decent early game, even against early game-based champions. She can shove the wave really well and can fight well if against most champs if you get some good rng on your W. Farm, farm, farm. Poke with Q. You don't actually need to hit your Q, because you can get your passive up on both casts (initial and aim casts). Roam and keep an eye on your jungler in case they need help. Position for a trade when one of your minions are about to die. Q back, use passive to poke , Q again on minions(try to splash your opponent with AoE , use passive on minions/poke again if they don’t back off. Of course you preferably want to hit your Q most of the time, but even if you don't it isn't the end of the world and you can get some decent poke. Don't miss out on skirmishes and if your laner goes to roam try to follow them and alert you bot/top lane (depending on where they go).
You will also be met with different types of mid lane champions:
This class prioritizes dealing damage over a short duration.
Posterchild = Katarina
- High damage over short duration (weak DPS)
- Offensive spells, Single target (or small AoE) (typically instant or require something to proc the damage)
- Unreliable or no CC (typically single target)
- High mobility
Ahri, High mobility with ult and Q passive, decent single target CC with E. Good linear wave clear and poke.
Akali, Strong gap closer without a traditional escape, W invisibility for stalling after killing a champion.
Diana, Strong gap closer without a traditional escape W shield provides bulkiness upon diving in, E small AoE mini-Orianna ult for holding targets down to proc aa passive.
Ekko, Medium mobility with best "oh ****" button ult, medium poke with Q and linear wave clear. Difficult stun to land.
Fizz, High mobility with Q/E, invulnerability with E. Unreliable CC in E and ult.
Irelia, Truly broken right now, I think it's just better to ban her atm.
Jayce, Strong lane bully with stance change pre-6, long range combo with E-Q in ranged stance, strong gap closer and finishing move with Q-E in melee stance.
Kassadin, Powerful high damage / high mobility ult, strong defense against AP with magic shield = 15% reductution to magic damage in passive, unreliable slow in E due to necesity for charge.
Katarina, Strong gap closer and traditional escape with reset/Q-W + E. AoE passive and ult.
LeBlanc, Strong gap closer and traditional escape with second activation of W/R-W. Single target CC, small AoE.
Talon, High mobility with E and strong gap closer with Q/ult. High burst with Q-W-R-Q + passive damage.
Twisted Fate, Global transportation and utility ultimate for picks. Unreliable, single target/small AoE CC with W. High damage Q that gives linear wave clear and poke.
Yasuo, Strong gap closer with E/R, high damage Q + crit with traditional escape with E, outplay potential with W.
Zed, Strong gap closer with W-R, traditional escape with second activation of ult or W if unused. Strong execute with passive. Good linear wave clear and poke.
-You are very squishy early game and I suggest to play safe and wait out their mistakes in low elo. In high elo you can't rely on "I hope enemy Yasuo/ Zed doesn't know what they're doing." Be prepared for a tough laning phase and try not to die to them at lvl 2 and at lvl 8, because they have the biggest potential to snowball from it. Don't let them dive your bot lane, always follow with your jungler and make sure that bot side river is warded. An enemy Katarina or Zed will 100% roam and get kills, therefore snowball if they can't get a kill on you. Pay attention to this.
This class prioritizes dealing damage over a long duration.
Posterchild = Cassiopeia
Note: Do not deceived by the title. You do not have to play the Carry arch-type to "carry" a game.
- High damage over long duration (strong DPS)
- Offensive spells, any type (aka could be anywhere from single target to massive AoE, skill shot to point-click)
- Need scaling for power spike
- Lack reliable CC
- Medium to low to no mobility (More mobility typically means shorter range) (Sub-classes = Low CD-Medium Range-Medium Mobility & High CD-High Range-No Mobility)
Azir, Very strong late game DPS with disengage ult (disincluding insec) and powerful movement with E.
Brand, Low CC is made up for with high % hp damage and brainless low econ damage with ult in team fights.
Cassiopeia, Kite focused with medium mobility dependent on skill usage, anti gap close W, strong DPS and disengage ult. Fuschia City gym leader Janine/Arbok lovechild.
Corki, Poke champion with decent mobility and strong mid game damage and semi-global with "Package".
Ezreal, Fully skillshot reliant, no CC, strong poke Q, strong E jump.
Karthus, Strong late game DPS and overall damage, passive allows for a uniquely aggressive late game playstyle and brainless ultimate.
Kennen, Medium mobility with E and strong AoE engage damage with ult and W plus stun
Ryze, High damage combos that depend on Q skills shot accuracy, medium mobility with passive and short to medium range transportation ult.
Kayle, Strong DPS with aa based AoE E, minor utility with W, major utility with ult, minor single target CC with Q.
Viktor, Strong AoE ult, long ranged poke with E, disengage with W. Slight mobility with Q post evolution.
Ziggs, Strong lane pusher and anti siege with wave clear, strong long range AoE ult.
-These types of champions can have a horrendous early game and still scale off it so well. They are tough to play if they fall behind, but if they snowball early it's an autoloss for you. They often don't have a reliable escape and they're squishy, so they're vulnerable to ganks, so try to communicate with your jungler to set up ganks and try to put them behind as much as you can.
This class prioritizes strong CC and AoE spells.
Posterchild = Anivia
- Capable of zoning opponents with spells (thus the name)
- Strong, reliable CC
- Balanced offensive/defensive spells, typically skill shots
- Low to no mobility
- Balanced between engage and disengage spells
Anivia, High damage/AoE/strong zoning ult, terrain creating W, strong unreliable CC stun Q (made easier to land with ult and W), high damage E, zero mobility.
Annie, High damage AoE ult with semi-reliable strong CC stun (requires charging), easy farming tool/sustainable Q, AoE pet DPS, zero mobility.
Taliyah, Strong mid game due to terrain creating/global transportation ult, medium mobility with passive, medium Q poke, strong disengage W, zoning and anti-gap close E.
Lissandra, Medium poke/push potential from Q, strong short AoE root W, Strong mobility with E, strong single target ult stun/invulnerability with AoE slow and damage.
Lux, Decent wave clear with E, long range high damage ult, medium CC in E AoE slow and 2 champ root, very strong burst potential with full combo, minor utility in W, zero mobility. Misty visited Vermillion City, converted to electric type, still hot. (Note: I had a hard time categorizing Lux since she has elements of 3 other classes, but I feel like she best classifies as a control-burst hybrid. I retain that she is more control due to her long range and low mobility.)
Malzahar, Strong CC in his Q, very powerful wave pushing potential in W-E, strong CC ult with % hp damage, zero mobility. Spent too much time in that Lavender Town tower.
Morgana, Strong Q root, medium pushing potential with W, strong utility E, strong disengage/medium engage ult, zero mobility. Gloom.
Orianna, Strong and reliable engage/disengage CC ult, solid zoning with Q placement, decently low skill CDs, minor utility with W/E.
Syndra, Long range CC, strong medium range poke, solid wave clear, high burst ult. (Note: Similar to Lux, I think Syndra can classify as a control-burst hybrid. I retain that she is more control due to her long range and low mobility.)
Veigar, Hyper late game scaling with passive, strong AoE disengage/zoning CC with E, high burst point click ult, zoning and poke potential with W zero mobility. (Note: I had a hard time categorizing Veigar because of his burstiness and lack of reliable CC, but decided on control mage due to his lack of mobility and zoning threat from his point click ult.)
Vel'Koz, Long range/high damage ult, strong poke with Q and W, disengage with E.
Xerath, Long range/medium damage ult, AoE slow, long range/linear wave clear/poke Q, single target CC stun W, zero mobility.
Zyra, Strong AoE disengage ult, low economy DPS plants, reliant on plants to supplement damage, weak E CC root.
-These Types of Champions tend to excel at zoning/poke and have really powerful CC. If you cannot manage your laning opponent alone, request a gank from your jungler as with your CC, you should be able to burst them down without any problem if they leave themselves open. Farming also tends to be a strong-suit amongst these champions, so try using your Q wave-clear to farm up gold for items you'll need later in the game.
This class prioritizes bulkiness and sustain to deal prolonged damage while tanking damage.
Posterchild = Swain
- Strong innate sustain tools or extremely efficient damage skills
- Medium, unreliable CC
- Low to no mobility
- Moderate damage (moderate DPS)
Aurelion Sol, Hyper low economy DPS based on passive stars which require semi-bulky build, unreliable AoE CC on Q due to range and required build up, strong roaming potential with E passive, strong disengage ult.
Heimerdinger,Hyper low economy DPS in Q, suitability improves their output hence requiring semi-bulky build. Poke in W and R-W, disengage E, best quotes in the game. Zero mobility.
Mordekaiser, Low economy skills, passive shield to improve bulkiness, zero mobility. Strong mid game thanks to dragon ghost, moderate sustain from W.
Swain, Mana sustain passive provides lower economy for skills, toggle ult provides both health sustain and DPS, Q and W are both unreliable, medium CC options.
Vladimir, Low economy skills, invulnerability with W, high damage and strong late game, strong AoE with ult and E, strong sustain with Q.
-You will be having a hard time against these types of champions since they get pretty tanky into late game, even though they typically don't shine too much in early laning phase. Since they will probably get an MR item you will build a Void Staff against them.
This class prioritizes providing buffs to teammates.
Posterchild = Lulu
- Capacity to improve the team, i.e. shields, heals, speed boosts, other
- Defensive spells, AoE, disengage-minded (not instant)
- Medium mobility, usually through speed boosts
Karma, Strong AoE shield/speed boost in R-E, medium mobility from non-ulted E, Unreliable CC disengage E and Q, small AoE poke Q/R-Q, medium sustain R-W. (Note: Certain builds could easily permit Karma to fit into the Sustain arch-type. She could be classified as a Sustain-Utility hybrid.)
Lulu, Strong single target W on enemy, medium mobility in W, strong utility in R, medium poke and weak disengage in Q (medium range if E placed on minion/ally), medium utility in W/E that synergizes well with ADCs, linear wave clear.
Nami, Medium mobility with passive speed boost, medium sustain, utiltiy and damage in W, strong utility in E that synergizes with ADCs, strong disengage Q and long range disengage ult.
Sona, Amplification auras amplify utility, strong lane poke, strong AoE engage/disengage ult, medium utility from W/E.
Zilean, Very strong utility ult, very strong utility E, unreliable AoE stun Q with sever delay on damage.
-You shouldn't really fear this type of champion in lane too much, feat their boosted teammates.
Her 25-35 min mark she tends to fall up but 40+ her win rate is higher than 50%. So she can fall of late game but it also depends what you and the enemy are building. The best explanation for this is when Zoe falls even slightly behind, the game is over and she loses. Whereas if she gets ahead, the game stalls out and she has trouble closing out the game until late. Zoe can fall off late game when equal items to enemy mid. Her sustained dps is low in team fights. She can't get damage past the front line, and can't take out the front line. Her aoe damage is poor. But also, it depends on what you mean by 'fall off'. A lot of people who say she falls off late tend to not be very comfortable with her kit. Her late game playstyle changes and can at some points be multiple different phases that she switches between. Due to the awkward stand still, push-pull, type phase right before most lategame fights, it can be very easy for a decent zoe to line up e's on players, even if the sleep isnt popped, late game when Zoe has close to full build her e's will still chunk, and the massive slow and stun provides very powerful cc, not to mention how short it's cooldown is lategame. I think that a good Zoe can be an absolute monster late game if they play well. If you're behind she won't "kick in" late game the way veigar can but if you're ahead or even pace with the game you will not fall off. Teams tend to group a lot more come late game so hitting your damage on a carry can be a lot harder.I think some of her real late game value comes from her ability to poke people down while around objectives - similar to xerath, ziggs, etc. If you can poke a team low as they are tanking baron, or half health frontline as you are sieging, you can get your team ahead before a team fight breaks out (or force the enemy team to back off). I dont feel like she falls off late game, just the way I play her changes as the game progresses.
The popular belief is that Zoe is just straight cancer and not actually a good champion. I want to break that mentality. Zoe is so so fun to play and I get really happy once I see matchups and/or teamcomps where Zoe shines. She will take time to learn, with the hitboxes of the skillshots and all, but she is high risk-high reward.
If you enjoyed my guide make sure to check out others I've made:
-In-Depth Veigar Guide
-In-Depth MF Guide
-In-Depth Ekko Guide
-In-Depth Morgana Guide