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Zoe Build Guide by undeadsoldiers

[8.24]Well, this is a pretty chill reality.[IN DEPTH ZOE GUI

[8.24]Well, this is a pretty chill reality.[IN DEPTH ZOE GUI

Updated on December 8, 2018
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League of Legends Build Guide Author undeadsoldiers Build Guide By undeadsoldiers 9,609 Views 5 Comments
9,609 Views 5 Comments League of Legends Build Guide Author undeadsoldiers Zoe Build Guide By undeadsoldiers Updated on December 8, 2018
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Runes: Sorcery/Domination

1 2 3
Sorcery
Summon Aery
Manaflow Band
Transcendence
Gathering Storm

Domination
Sudden Impact
Relentless Hunter
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2 3 4 5 6 7
Flash/Barrier
LoL Summoner Spell: Barrier

Barrier

LoL Summoner Spell: Flash

Flash

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

[8.24]Well, this is a pretty chill reality.[IN DEPTH ZOE GUI

By undeadsoldiers


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.




ZOE

Health: 560(+92 per level)
Attack Damage: 58(+3.3 per level)
Attack Speed: 0.625(+ 2.5% per level)
Movement Speed: 340
Health Regen: 6.5 (+ 0.6 per level)
Armour: 20.8(+ 3.5 per level)
Magic Resist: 20.8(+ 3.5 per level)


As the embodiment of mischief, imagination, and change, Zoe acts as the cosmic messenger of Targon, heralding major events that reshape worlds. Her mere presence warps the arcane mathematics governing realities, sometimes causing cataclysms without conscious effort or malice. This perhaps explains the breezy nonchalance with which Zoe approaches her duties, giving her plenty of time to focus on playing games, tricking mortals, or otherwise amusing herself. An encounter with Zoe can be joyous and life affirming, but it is always more than it appears and often extremely dangerous.





+ Very High Burst
+ CC
+ 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
- Skillshots
- No Escape
- Squishy
- 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.
Keystones


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.



Rune Trees




Sorcery








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)?




Domination








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.




Inspiration







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.




Precision

Only take this as a secondary tree. Take Triumph and Coup de Grace (unless you like the mana sustain from Presence of Mind).




Resolve
Don't. Well, if you're really scared, Bone Plating and Chrysalis.







MORE SPARKLES!


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.
PASSIVE
ABILITY



COST: 50/55/60/65/70
RANGE: 800
DAMAGE: 7−50(based on level)(+50/80/110/140/170)(+60%AP)
PADDLE STAR


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.
Q



COST: 0
RANGE: 2200(Enemy Casts)/Global(Minions)/550
SPELL THIEF


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.
W



COST: 80
RANGE: 800
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.
E



COST: 50
RANGE: 575
PORTAL JUMP


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.
R




> > >



ABILITY
SEQUENCE
1

Q
2

E
3

W
4

Q
5

Q
6

R
7

Q
8

Q
9

E
10

E
11

R
12

E
13

E
14

W
15

W
16

R
17

W
18

W



SKILL ORDER


#1. Paddle Star
1 / 4 / 5 / 7 / 8

#2. Sleepy Trouble Bubble
2 / 9 / 10 / 12 / 13

#3. Portal Jump
6 / 11 / 16

#4. Spell Thief
3 / 14 / 15 / 17 / 18
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 !



NEW TURRET PLATING AND TURRET CHANGES 8.23



Quoted:
The gist here is that turrets won't fall over at 5 minutes when the enemy team groups up and hard-pushes your lane. Instead, as they chip your turret down, they'll get some extra gold to reward their aggression while your turret becomes increasingly harder to kill. It’s win-win: Lane bullies get more turret gold than before while late-scaling champs have a more reliable window of safety to farm under turret. This also means your lane won't be decided as heavily by the success or failure of other lanes since their own turrets are harder to take too. The falloff mechanic ensures lane phase won't be too much longer on average and makes plating gold a true advantage for early-game champs since once it's gone, it's gone.

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)

Outer Turrets:
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)

Inner Turrets:
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 250 at 28:00 ⇒ 305 at 18:00
GLOBAL GOLD: 100 ⇒ 50

Inhibitor Turrets:
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 250 at 28:00 ⇒ 305 at 18:00
GLOBAL GOLD: 150 ⇒ 50

Nexus Turrets:
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:
- Cloud Drakes are useful for both teams regardless of their gold lead or deficit; leading teams can create pressure, split push, and rotate around the map faster for positioning, while trailing teams can still use it to expand vision, respond to split pushing, and position defensively.
-Even with a single stack, Cloud Drake can be very powerful in split push comps, especially if it's denied to the enemy team.
- Infernal Drakes are highly contested and considered by many players the strongest dragon due to its raw power boost. If viable, contest the dragon at all cost.
-In the early game the percentage increased won't make a difference, but the Infernal Drake's late game power is massive.
- Mountain Drakes are also very powerful late game as it makes objectives like Baron Nashor easier to deal with.
-Siege comps can benefit greatly from Mountain Drake as it provides additional pushing power against structures.
- Ocean Drakes are deceptively powerful during the laning phase; backing off for several seconds allows its beneficiary to extend its presence in lane and can make the difference in some even match ups.
-Another benefit of Ocean Drakes is the ability to mitigate damage against poke comps, forcing the enemy team to spend more mana and delaying or even preventing potential flanks.
-Due to their tankiness and the strength of the buff they provide, attempting to kill an Elder Dragons usually prompts the enemy team to contest the kill. Therefore, teams wishing to slay it must take great caution when doing so while the majority of the enemy team is alive, much like Baron Nashor.

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.






Baron Nashor is the most powerful neutral monster on Summoner's Rift in League of Legends. Killing Baron Nashor grants 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:

-Burst

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
  • Squishy

Representatives:
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.




Carry

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)
  • Squishy

Representatives:
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.




Control:


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
  • Squishy

Representatives:
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.




Sustain:


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)

Representatives:
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.




Utility


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
  • Squishy

Representatives:
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.




Late Game


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
Ask me Questions !
23/11/18Published Guide
8/12/18Exchanged Celerity for Transcendence
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League of Legends Build Guide Author undeadsoldiers
undeadsoldiers Zoe Guide
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[8.24]Well, this is a pretty chill reality.[IN DEPTH ZOE GUI

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