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Recommended Items
Runes: Standard Lethal Tempo
Precision
Resolve
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Standard
Barrier
Flash
Items
Ability Order Standard Q > E > W
Living Battery (PASSIVE)
Zeri Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Tahm Kench
Sona
Ideal
Strong
Ok
Low
None
Sona
Champion Build Guide
Introduction
Hello guys! It's MisterFirstBlood with a new ADC Champion Guide. It's been a while since I released my last one because I took a break from League of Legends and content creation. But now I'm back and more hyped than ever to play some League and share my experiences with you. Today, we're diving into the electrifying world of
Zeri. This guide will cover everything you need to know about mastering this unique champion, from runes and item builds to combos and gameplay tips. Let's get started and unleash the true potential of
Zeri together!


Pros and Cons
Pros:
🟢 Super fast movement speed
🟢 Very good at kiting opponents
🟢 Mixed damage
🟢 Midgame monster
🟢 One of the best dashes in the game
🟢 AoE damage
Cons:
🔴 Weak early game
🔴 Not the strongest late game
🔴 Vulnerable to on-click hard CC
🔴 Not good at melting tanks
🔴 You can play around Zeri by standing behind minions (her auto attacks are skillshots)
🟢 Super fast movement speed
🟢 Very good at kiting opponents
🟢 Mixed damage
🟢 Midgame monster
🟢 One of the best dashes in the game
🟢 AoE damage
Cons:
🔴 Weak early game
🔴 Not the strongest late game
🔴 Vulnerable to on-click hard CC
🔴 Not good at melting tanks
🔴 You can play around Zeri by standing behind minions (her auto attacks are skillshots)
Abilities
P:
Living Battery
Zeri Shields herself for 60% of the damage she deals to enemy Shields and gains 10% Move Speed for 3 seconds whenever she receives a Shield.
Q:
Burst Fire
Range: 825
Cooldown: 1.52
Passive: Zeri's Attacks are treated as Abilities and can be charged up by moving and casting this ability. Uncharged Attacks deal (10-25^ + 3% AP) magic damage and consume some charge. A fully charged Attack deals (90-200^ +90% AP) + (3%-15%^) max Health and consumes all charge.
Additionally Zeri executes Targets below 60-150 Health.
Active: This Ability is treated as an Attack. Zeri fires a burst of 7 rounds that deals 8/11/14/17/20 (+110/115/120/125/130% AD) physical damage to the first enemy hit.
Passive damage applies Ability effects and cannot crit or apply on-hit effects
Active damage can crit, apply on-hit effects once per target, and hit anything that an Attack can. The Cooldown and cast time scale down with Attack Speed (max 1.5 attacks per second). 60% of excess Attack Speed is converted into Attack Damage.
W:
Ultrashock Laser
Range: 1200 / 1500
Cooldown: 12/11/10/9/8
Cost: 50 / 60 / 70 / 80 / 90
Zeri fires an electric pulse that deals 10/45/80/115/150 (+1.5 of attack damage) (+70% of ability power) magic damage and Slows the first enemy hit by 30/35/40/45/50% for 1/1.25/1.5/1.75/2 seconds.
If the pulse hits terrain, it expands into a laser that applies the effects in an area and lands an critical hit.
E:
Spark Surge
Range: 300
Cooldown: 22/ 20.5 / 19 / 17.5 / 16
Cost: 80
Zeri dashes a short distance and vaults over any terrain she touches, greatly extending the dash range. Her next 3 shots of Burst Fire pierce, dealing 80/85/90/95/100% damage to enemies after the first.
Hitting a champion with an Attack or Ability reduces this Ability's cooldown by 0.5 seconds but critical strikes will reduce it by 1.5 seconds instead
R:
Lightning Crash
Range: 825
Cooldown: 100/ 85 / 70
Cost: 100
Zeri discharges a nova of electricity, dealing 150/250/350 (+ 80% bonus AD) (+ 80% AP) magic damage to nearby enemies and gaining 4 stacks (8 stacks when critical striking) of Overcharge for each champion hit for 6 seconds. Each stack grants 1% Move Speed. Hitting an enemy champion with an Attack or Ability adds a stack of Overcharge and refreshes its duration by 2 seconds.
While Overcharged Zeri also gains 30% Attack Speed, 10/15/20 (+ 15% AP) magic damage On-Hit, and Burst Fire becomes a faster triple shot that chains the bonus magic damage and 25% AD physical damage to nearby enemies.

Zeri Shields herself for 60% of the damage she deals to enemy Shields and gains 10% Move Speed for 3 seconds whenever she receives a Shield.
Q:

Range: 825
Cooldown: 1.52
Passive: Zeri's Attacks are treated as Abilities and can be charged up by moving and casting this ability. Uncharged Attacks deal (10-25^ + 3% AP) magic damage and consume some charge. A fully charged Attack deals (90-200^ +90% AP) + (3%-15%^) max Health and consumes all charge.
Additionally Zeri executes Targets below 60-150 Health.
Active: This Ability is treated as an Attack. Zeri fires a burst of 7 rounds that deals 8/11/14/17/20 (+110/115/120/125/130% AD) physical damage to the first enemy hit.
Passive damage applies Ability effects and cannot crit or apply on-hit effects
Active damage can crit, apply on-hit effects once per target, and hit anything that an Attack can. The Cooldown and cast time scale down with Attack Speed (max 1.5 attacks per second). 60% of excess Attack Speed is converted into Attack Damage.
W:

Range: 1200 / 1500
Cooldown: 12/11/10/9/8
Cost: 50 / 60 / 70 / 80 / 90
Zeri fires an electric pulse that deals 10/45/80/115/150 (+1.5 of attack damage) (+70% of ability power) magic damage and Slows the first enemy hit by 30/35/40/45/50% for 1/1.25/1.5/1.75/2 seconds.
If the pulse hits terrain, it expands into a laser that applies the effects in an area and lands an critical hit.
E:

Range: 300
Cooldown: 22/ 20.5 / 19 / 17.5 / 16
Cost: 80
Zeri dashes a short distance and vaults over any terrain she touches, greatly extending the dash range. Her next 3 shots of Burst Fire pierce, dealing 80/85/90/95/100% damage to enemies after the first.
Hitting a champion with an Attack or Ability reduces this Ability's cooldown by 0.5 seconds but critical strikes will reduce it by 1.5 seconds instead
R:

Range: 825
Cooldown: 100/ 85 / 70
Cost: 100
Zeri discharges a nova of electricity, dealing 150/250/350 (+ 80% bonus AD) (+ 80% AP) magic damage to nearby enemies and gaining 4 stacks (8 stacks when critical striking) of Overcharge for each champion hit for 6 seconds. Each stack grants 1% Move Speed. Hitting an enemy champion with an Attack or Ability adds a stack of Overcharge and refreshes its duration by 2 seconds.
While Overcharged Zeri also gains 30% Attack Speed, 10/15/20 (+ 15% AP) magic damage On-Hit, and Burst Fire becomes a faster triple shot that chains the bonus magic damage and 25% AD physical damage to nearby enemies.
Skill Order & Explaination
Since
Burst Fire is basically your auto-attack and your role as an ADC player is to use your auto-attack all game, you should maximize this ability first.
Mobility spells are likely the second spell you want to maximize. Since it provides both wave clear and a significant damage buff, you want to use it as often as possible. To decrease its rather long cooldown, I recommend maxing out
Spark Surge second and
Ultrashock Laser last.
Even though
Ultrashock Laser deals a ton of damage at level 1, the other options are simply more important at lower levels in the game.

Mobility spells are likely the second spell you want to maximize. Since it provides both wave clear and a significant damage buff, you want to use it as often as possible. To decrease its rather long cooldown, I recommend maxing out


Even though

Items
Starting with
Statikk Shiv and
Runaan's Hurricane seems to be the best two-item start for
Zeri nowadays. While
Navori Flickerblade and regular crit items like
Infinity Edge and
Phantom Dancer aren't bad options, you should prioritize waveclear and AoE items before building those.
Berserker's Greaves are the obvious choice for boots.
To complete your build, consider items like
Immortal Shieldbow,
Mercurial Scimitar, or
Bloodthirster.







To complete your build, consider items like



Runes





However, the secondary tree choice is not just a matter of preference.




Tips & Tricks
Since your auto-attacks are skillshots, good opponents might stay behind minions to outplay you. (It's the same as with
Graves.) Keep this in mind, kill the minions before engaging, or position yourself to attack them for free.
Rift Scuttler is always shielded, so if you walk from the bottom to the mid lane (or vice versa), you can attack it to get a free shield and movement speed buff.
You can bind your Q ability to your mouse wheel and use it to auto-attack if you feel confused when getting started with
Zeri. It totally helped me out.
You can attack Baron or Dragon from outside the pit if you position correctly.
You can clear wards very fast by using Q and your normal auto-attack right after pressing Q.
When playing on the blue side, you can walk towards the rift and use your W ability through the wall to either push or poke your enemies.
When you are under a tower, you can easily use your W to shoot through it and deal a lot of damage with amazing range.


You can bind your Q ability to your mouse wheel and use it to auto-attack if you feel confused when getting started with

You can attack Baron or Dragon from outside the pit if you position correctly.
You can clear wards very fast by using Q and your normal auto-attack right after pressing Q.
When playing on the blue side, you can walk towards the rift and use your W ability through the wall to either push or poke your enemies.
When you are under a tower, you can easily use your W to shoot through it and deal a lot of damage with amazing range.
Synergies
Because you benefit from gaining shields, it's not necessary, but nice to have either a support that can give you shields or an opponent with shields that you can steal using your passive, as this will grant you movement speed.
It's also recommended to play with a very mobile support like
Rakan because most enchanters and tanks might not be able to keep up with your pace when you get tons of movement speed. Alternatively, supports with lots of range that can buff you up and let you go, like
Lulu or
Nami, can be excellent choices.
It's also recommended to play with a very mobile support like



Summary and other guides
Thank you for paying attention to my guide!
In my opinion,
Zeri is one of the most fun additions to the ADC meta and by far my most played champion currently. Her unique playstyle and abilities make her a joy to play, offering a refreshing experience compared to other champions. With her super fast movement speed, kiting capabilities, and mixed damage output, she can dominate the midgame and make impressive plays with her dashes and AoE damage.
Despite her weak early game and vulnerability to hard CC,
Zeri's potential to turn the tide of a match is immense, especially when played with the right strategy and support. Her ability to gain shields and reposition herself makes her a versatile and exciting champion to master. I hope you enjoy playing
Zeri as much as I do and find success with her in your games.
If you enjoyed my guide, I would appreciate a vote. Also, if you want to see more of my content, check out my other ADC guides.
Here are links to my other guides:
Caitlyn
Ezreal
Jinx
Xayah
Miss Fortune
Draven
Ashe
Jhin
Kalista
Kog'Maw
Lucian
Sivir
Tristana
Twitch
Varus
Vayne
Kaisa
Zeri
Samira
Aphelios
Senna
Nilah
Smolder
In my opinion,

Despite her weak early game and vulnerability to hard CC,


If you enjoyed my guide, I would appreciate a vote. Also, if you want to see more of my content, check out my other ADC guides.
Here are links to my other guides:
Caitlyn
Ezreal
Jinx
Xayah
Miss Fortune
Draven
Ashe
Jhin
Kalista
Kog'Maw
Lucian
Sivir
Tristana
Twitch
Varus
Vayne
Kaisa
Zeri
Samira
Aphelios
Senna
Nilah
Smolder
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