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Zoe Build Guide by FlyingWailord

Middle (WIP) Trick Your Opponents - In-Depth Zoe Guide

By FlyingWailord | Updated on December 6, 2019
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Runes: Electrocute

1 2 3
Taste of Blood
Eyeball Collection
Ravenous Hunter

Manaflow Band

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)


1 2 3
LoL Summoner Spell: Flash


LoL Summoner Spell: Ignite


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Middle Lane
Ranked #51 in
Middle Lane
Win 48%
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Ability Order Ability Order

Champion Build Guide

(WIP) Trick Your Opponents - In-Depth Zoe Guide

By FlyingWailord
Introduction to Zoe - The Aspect of Twilight

About Me

When I was first playing league, I was wandering around different champions and trying them out. However, I couldn't find any champions that I really enjoy and can play consistently. That is until Zoe came out. She looked like she had a fun kit so I decided to try her out. My god, I couldn't stop playing her. Even though she was a pick/ban champ every single game when she came out, she was SO much fun. She was the perfect champion I have been looking for. I had a really hard time trying to learn her kit however, so I decided to help other people who are also wanting to try her out by making this guide. So enjoy!

About Zoe

+ Decent Waveclear
+ High outplay Potential
+ Versatility on her W Spell Thief
+ Can go a lot of different runes depending on matchup
+ Really fun to play
+ Long range
+ Solo-carry potential
+ Good mid to late game
+ Can create leads through laning phase
+ Really bursty
+ Has Utility
+ You can use your opponents summoners and items against them
+ Rewarding when mastered

Zoe has a unique playstyle of a mix of the high-range artillery mage, and the damage of a burst mage. Spamming out abilities from afar, getting hit by Zoe's full rotation of spells will kill any squishy when ahead. With the ability to steal and use your opponents summoner spells, she has a lot of versatility and utility in her kit. Rounded up, Zoe has a high-skill ceiling, and a high reward champion that can solo-carry games when played correctly.

- Squishy
- Immobile, making her pretty helpless when jumped on
- Her damage can be blocked by minions
- Her Q Paddle Star has a pretty skinny hitbox
- Her E Sleepy Trouble Bubble has short range without walls, making it hard to hit in lane
- Mistakes can be heavily punished

Being the long-range high-burst champion, Zoe is highly immobile making her a target for assassins to jump on her. This is the same in laning phase, making wave-management and warding INCREDIBLY important on her. Her Sleepy Trouble Bubble is really the only ability that keeps you alive so you shouldn't use it carelessly.
Pre-Game Back to Top


Electrocute is my preferred key stone against champions I have a hard time poking against. Burst is really solid against those range mages and the assassins who goes dorans shield. Dark harvest is another rune that people run. Even though I don't like it, it is a keystone that actually scales. The problem I have against it is that it doesn't give you the burst in lane like electrocute, or the poke like aery.

Why Taste of Blood over Sudden Impact? The reason for this is that with Sudden Impact you get free magic pen whenever you use your ultimate, even though it's good, it is basically useless pre-6. Taste of Blood gives you sustain and trading power pre-6 and post-6 while it also synergize really well with Ravenous Hunter.

You can take either Eyeball Collection or Ghost Poro in this set. You should decide which keystone you take based on their team. If you need the extra safety and vision during laning phase, Ghost Poro would be better. I take this when the jungler is a gank heavy jungler, and I will spend the time shoving in waves. If you like the extra damage, Sudden Impact is the choice for you.

Ravenous far surpass any other option in this set. Healing on your abilities is way better than lower cooldowns on your items, movement speed, or lower cooldown on your 8 second ultimate.
When going electrocute or dark harvest, my recommended secondary choice would be Manaflow Band and Transcendence so you can spam your abilities more. This is better than going Biscuit Delivery, Time Warp Tonic after they got nerfs to both of them.


Aery is the best keystone when you are actually able to use it a lot. You take this against melee matchups when you can actually harass them. The only reason why you would take electrocute over aery in melee matchups is when the opponent can build Doran's Shield.

You take manaflow band over the other two options since Zoe spams a lot of spells early game and will drain a lot of mana. This will help your laning phase after you back.

Even though you're an artillery mage and can use absolute focus really well. Transcendence will grant you that 40% cdr combined with Luden's Echo and Zhonya's Hourglass, Banshee's Veil, or Lich Bane. Having 40% cdr allows you to use more spells.
Both Scorch and Gathering Storm are viable options, as scorch is for stronger laning phase, and gathering storm is used for a stronger late game.
When going aery, I recommend going both Taste of Blood and Ravenous Hunter as your secondary runes. This is for the extra healing and extra sustain in the laning phase.

FLASH: Flash is by far the best and most important summoner spell. On an immobile champion like Zoe it would be pretty obvious to always take this. Flash can do a lot of different things, whether its securing a kill or to escaping a gank. This can also synergize with your kit (tips and tricks section) and can be used to pick up spell shards.
IGNITE: Ignite is often used if you want to play an aggressive laning phase. This can nab you a few kills early game. You will normally take this if you don't need the safety of barrier or cleanse. Keep in mind that you can use this on an enemy in a middle of the fight just to get that extra movement speed and damage.
BARRIER: This summoner is used for a more defensive play style, mainly against assassins that kills you with no counter play. Like ignite, you can use this in middle of a fight to proc your w Spell Thief passive.

CLEANSE: Against a team full of cc, or if you're against a champion that sets up a free gank like Twisted Fate and Lissandra. Cleanse is the best summoner after flash. For a immobile champion like Zoe, you are very vulnerable to ganks and getting CCd would be a death sentence.


More Sparkles! (Passive)
After casting an ability, Zoe's next basic attack within 5 seconds won't use a projectile and deals 16 − 130 (based on level) (+ 20% AP) Magic damage bonus magic damage..

This passive acts like a sheen proc, except that it has no cooldown. This affect can work on towers, and because it acts like a laser, it can go through Yasuo's Wind Wall. In trades, you can weave in auto's though abilities to maximize your damage output. Late game, since you're usually trying to burst your opponents, this passive is basically like a finisher if your enemy isn't killed by your full combo.

Paddle Star (Q)
COST:50 / 55 / 60 / 65 / 70 mana
COOLDOWN: 8.5/ 8/ 7.5/ 7/ 6.5
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.

This ability is your main source of damage and your bread and butter. In lane this ability is pretty spammable so you can shove in waves constantly with this ability. Remember, this ability does more damage based on the distance traveled, so you always want to maximize the damage. This ability is really weird at first, but after playing a few games, you'll get used to the skillshot and the hitbox. Each cast of this ability also procs your passive, so you want to weave in autos after each Q when trading. Late game, you will usually want to fling this ability at your opponents whenever this ability is up, but in some cases, its better to wait for your bubble to hit before following up.

Spell Thief (W)

COST: 0 mana
Passive - Spell Thief: Whenever enemy champions cast a summoner spell or item active, they drop the corresponding Spell Shard onto the ground that grants 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.

Spell thief is a unique ability that gives Zoe her utility. However, the spell drop is really just random. The best spell shard's are the one with many uses. An example would be Hextech Protobelt-01, where you can use it to clear the wave, dodge skillshots, using it for poke, and using it while all-inning your opponents. Another example would be Redemption where you can use it to heal another lane, clear the wave, or just using it while in-combat with your enemy. The extra movement speed and damage you get from your summoners is also nice and makes fighting a lot easier.

Sleepy Trouble Bubble (E)
COST: 80 mana
COOLDOWN: 20/18.5/17/15.5/14
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 Slow icon slows them, after which they fall asleep for 2.25 seconds.

The next non-dot champion or turret damage taken by the sleeping target deals bonus true damage equal to the post-mitigation damage dealt, capped at Sleepy Trouble Bubble's damage. The bonus damage is dealt before the triggering damage.

This is Zoe's form of cc and is a really important ability. Do not use this ability recklessly in lane as it will leave you vulnerable to an all in, or a gank. If you do miss the bubble, BACK OFF and play it safe until it is up again. This ability is really your only way of self-peeling and can usually result in life or death when using it. However, on the flip-side, it is DEVASTATING when it makes contact with your opponent. The follow-up damage makes squishy cry for their supports and is the scariest ability out of Zoe's entire kit. When new to Zoe, you should put your indicator on this ability as it is really weird to use when first playing her. Sleepy Trouble Bubble can be used offensively and defensively and can catch enemies off guard since you can snipe them over the wall.

Portal Jump (R)
COST: 50 mana
COOLDOWN: 11/8/5
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 gives Zoe her range, and can be used in many different ways. You can send out your Paddle Star and use Portal Jump to get the extra range. You can use it to dodge key abilities. Remember, even though this is a blink, you will go to the original position NO MATTER WHAT and your opponents can send all their cc on the area you will be blinking back to. In lane, you will mostly use this ability to get in close for a Sleepy Trouble Bubble or a long range Paddle Star. Keep in mind that you should really only use this ability when you know your opponent can't just straight up kill you when you jump. Late game is the same, you will be using a long range Paddle Star to poke when you use this ability. You will only be using it when you know you are safe and won't instantly die when going in for damage. Also you can't really use this ability for an escape because you will just end up back where you were.

Ability Sequence



















You want to max out Paddle Star first because it's your main source of damage. Then your Sleepy Trouble Bubble to lower the cooldown on your self-peel/pick ability. And finally you max out Spell Thief last. Make sure you put a point in your R Portal Jump at level 6/11/16.

Some people might question getting Spell Thief level 2 instead of Sleepy Trouble Bubble. Putting an early point in your W can lead to more options in lane than Sleepy Trouble Bubble. However, there are three cases where putting a point in Sleepy Trouble Bubble is better.

1. Your lane opponent can straight up all-in, and kill you.
2. You know the enemy jungler is nearby, and an early gank will most likely happen.
3. YOUR jungler wants to set up an early gank, and wants you to set up your CC.

Starting Items
Dorans Ring
Best starting item on Zoe. It gives health, ability power, and a little bit of mana regeneration. Because of the nerfs on Dark Seal a long time ago, it's not really a great starting item anymore.
Corrupting Potion
Alternative starting item on Zoe. This is usually against champions that heavily out ranges you like Xerath. You won't be taking this a lot because not a lot of champions that can out range Zoe. A player who has a really good sense of lane knowledge can even get away taking Doran's Ring into match-ups like these.

First Back Items
Lost Chapter
You want to be rushing this most of the time because of the stats it gives you. It gives ability power and cdr, but the most important part is the MANA. Like a lot of other champions, Zoe is really mana hungry and getting Lost Chapter helps you SO much with this problem.
Boots of Speed
You want to get boots at one point of the game, and the best point is in laning phase. Getting these will allow you to get back to lane faster, and helps you with dodging skill-shots against your laner.
Dark Seal
If you have cash remaining over after buying, or can't afford to get Lost Chapter, Dark Seal is never a bad option. It helps you with your laning phase, and it's pretty price efficient. This allows you to either upgrade it to Mejai's Soulstealer, or sell it without losing too much money.
Control Ward
BUY IT AFTER EVERY SINGLE BACK!!! Visions gives knowledge, and knowledge win games. Having vision around the jungle is SUPER IMPORTANT! It allows you to play aggressively, or safe. If you keep constant tabs around the enemy jungler, laning phase will be so much easier. And this is not information just for you, this helps EVERY OTHER PERSON ON YOUR TEAM. Buying damage won't save you or your laners from ganks, vision will. Buy it EVEN WHEN YOU ALREADY HAVE ONE ON THE MAP. If the enemy destroys it, plop down another one. Buy it in the later stages of the game. There will be a warding section later on in this guide. It only costs 75g and that alone can win laning phase.
Seeker's Armguard
This item is a good rush item against AD matchups. Zoe always have a hard time against AD assassins, but getting this item after Lost Chapter or right away is always a solid solution with this problem.

Core Items
Luden's Echo
This gives EVERYTHING you want on Zoe. It gives you a solid 90 AP, now allowing you to delete any squishy in the game. After getting this item, mana shouldn't really be much of a problem anymore, and because it also gives 20% cdr, you will now be spamming out spells non-stop. Its passive even gives you wave-clear, letting you shove out waves with ease, making Zoe a MONSTER at sieging turrets.
Sorcerer's Shoes
After getting Luden's Echo, you should probably upgrade your boots if you haven't already. Sorcerer's Shoes gives flat magic penetration, letting you do more damage and move much more quickly.
Rabadon's Deathcap
This item should be pretty self-explanatory. While in most cases you won't go Rabadon's Deathcap second item. There isn't a reason not to buy one at all. After capping 40% cdr and checking to see if your opponents are stacking MR, Deathcap is a really good item to boost your burst potential and damage output by ten-fold.

Situational Items
Void Staff
Knowing when to get this item is pretty simple: if the enemy is building MR, buy this item! Because of this, you will most likely build this in 90% of your games. Getting this before Deathcap can be better if the squishes and tanks just stack on MR. Raw AP can only do such much against a tank with Spirit Visage.
Similar to Void Staff, you want to be getting this item when the enemy has MR and healing. In fact, just sticking with Oblivion Orb after getting Luden's Echo and Sorcerer's Shoes is just really really good. Literally everything in the game has healing right now. You got stuff like Conqueror, Taste of Blood, Ravenous Hunter, Legend: Bloodline, and Sanguine Blade and a ton of other items. Keep in mind that these are only runes and items, and we haven't even got to ABILITIES yet. Literally everyone has healing in the game, so you will be getting Morellonomicon in almost ALL your games.
Lich Bane
This item is common on Zoe mainly because its passive synergies with More Sparkles!. Combined with the fact that it caps your cdr with Luden's Echo and Transcendence, it's a good item. However, I'm not a personal fan with this item due to its lack of defensive stats. There are better items to take over this one such as Zhonya's Hourglass and Banshee's Veil. Zoe doesn't really need the extra damage on your passive. Overall, get this item only when you're really really fed, and the enemy team lacks any damage threat to you.
Liandry's Torment
You won't be getting this item that much. Get this item when the enemy team is full of tanks, and are stacking health.
Mejai's Soulstealer
Only get this item when you are snowballing REALLY REALLY hard. This is a really risky item ESPECIALLY on an immobile champion like Zoe. Get this item when you need to solo-carry your team. You need to play EXTREMELY careful because as soon you die once, you lose 50 AP and some movement speed. Buying a defensive item next is always the best option.

Defensive Items

Ninja Tabi
League of Legends Build Guide Author FlyingWailord
FlyingWailord Zoe Guide
(WIP) Trick Your Opponents - In-Depth Zoe Guide
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