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Runes: Elec.
1
2
3
Domination
Sorcery
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Tenacity/Slow Resist
Spells:
1
2
3
4
Flash
Ignite
Items
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Zed
Zoe is weak against mobility characters. Zed is a great example. His shadow could deal extra damage and by switching places with it zed colud deal massive damage.
Ideal
Strong
Ok
Low
None
Champion Build Guide
General Info





Here is some moments of me playing her, I'll put more too.
I'll add more info int time about new items and other stuff.
Strong and Weak Points
Strong Points:
[*] Damage Output: At level 2, she can have great trades if she manages to land her E + Q combo. With a AA + Q2 + AA combo, you can proc.
Electrocute and deal good damage to enemy laner. And after get fed, she will be a nightmare for all squishy enemies.
[*] Spell Shards: With enough luck,
Zoe's
Spell Thief ability is really usefull. In laning phase, getting an extra
Ignite or getting a
Hextech Rocketbelt will help you kill your enemy or let you push. Her E + Q combo is what people really get annoyed, but her W is never should be underestimated. It gives movement speed and deals damage. Also makes it nearly impossible to escape from
Zoe.
[*] Range: With good vision around the map, it makes dangerous to go around walls for enemy team. And also it helps to ganking, an over extended enemy will be an easy pick for
Zoe. In addition, her
Portal Jump lets her kill/farm from a safe distance. This also makes it possible to steal Drakes/Baron.
[*] Dodging Skillshots: Her
Portal Jump can be used for dodging some dangerous skillshots. Also the movement speed she gains from her W will help you move around.
Weak Points:
[*] High Skill Cap: You need good aim and prediction to play her. Her main damage source and main CC cource are both skillshots. Especially in the laning phase, you can't use your
Sleepy Trouble Bubble without caution. Or you'll be vulnerable. In team fights, it becomes a lot harder to land your skill shots. Because an enemy you don't aim can get in the way.
[*] Squishy: Even when ahead, an assassin can kill
Zoe easily. After the laning phase, you need to play carefully, cause she is not really a 1v1 champ, especially against burst/all in champions.
[*] Teammate Who are unaware of Zoe/careless: It ruins your day when someone AA's a sleeping enemy. Your teammate must wait to attack/use their abilities, or you can lose an easy pick. Tell them to attack, after the enemy wakes up. Make sure you don't tilt them in the prosses.
[*] Spell Shards: The reason I put this in both Strong and Weak Points is, RNG. You can have great spells but it might give you something you don't need at that moment. Also if you have no Spell Shards, you have 1 less ability.
[*] Low mobility: The only thing that gives
Zoe mobility is her W and that relies on use of summs or spell shards. Other than that she has no escape tool.
[*] Blocking Her CC/Damage: Her E can be easily countered. Like:
Quicksilver Sash,
Banshee's Veil,
Wind Wall,
Black Shield,
Cleanse and more. Her Q can be body blocked too, champions like
Braum can do this easily.
[*] Tanks: It becomes harder for
Zoe to kill champion which has high magic resist. I especially hate when they have
Spirit Visage. It heals a lot and has good MR. Grievous Wounds aren't really effective and you need to scale well in order to get some Magic Penetration.
Runes (Keystones)

Some Combos for procing

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Rune Slots (Domination)
Slot 1:









Slot 2:






Slot 3:







Runeslots (Sorcery)
Slot 1:









Slot 2:





Slot 3:




Other Rune Choices






Summener Spells
















Abilities

MORE SPARKLES!:
After casting an ability, Zoe's next basic attack or bubble within 5 seconds deals 16-130 (based on level) (+20% of ability power) bonus magic damage.
Zoe's passive is really important in many scenarios.
-Farming: It makes it easier to kill creeps since it has faster to cast and has more damage.
-Harras: After hitting the enemy champion or minions with
Paddle Star, it gives you a easy chance to harras your enemy. Also
More Sparkles! makes it easier to proc
Electrocute.
-Hitting Sleeping Targets: If you happen to miss a Q, you can still AA to a sleeping enemy cause it will still deal good damage.
More Sparkles! is also really good with
Lich Bane and
Dark Harvest.

PADDLE STAR:
Zoe hurls a star in the target direction that collides with the first enemy hit, dealing 18-140 (based on level) (+ 50 / 80 / 110 / 140 / 170) (+60% of ability power) magic damage and 80% of that damage in a small area. Paddle Star's base damage is increased by 7-50 (at levels 1-18). The total damage is also increased by up to 150% based on distance traveled.
If the star does not collide with an enemy, it remains stationary for up to 1 second. Zoe can reactivate Paddle Star at any point to redirect the star to a new location near her, albeit resetting the current damage modifier.
Both the initial cast and reactivation will prime More Sparkles!.
Range: 800
Cooldown: 8.5 / 8 / 7.5 / 7 / 6.5
Cost: 50 / 55 / 60 / 65 / 70
Her main source of damage, harras and farming. It is important to position your Q well. Not just sending it back and forward, sometimes send it sideways to harras among minions. Timing the cast time of this ability is important for extra range. Like:
-Cast it, walk and right before the time ends, cast it again.
-Use
Paddle Star, walk, use
Paddle Star again and when it gets closer to you, use
Portal Jump.

SPELL THIEF:
Passive - Spell Thief: Whenever enemy champions cast a summoner spell or item active, they drop the corresponding Spell Shard onto the ground. Spell Shards last for 40 seconds. Some enemy minions spawn with random Spell Shards that only drop to the ground if killed by Zoe. Spell Shards from minions last 20 seconds.
Collecting a Spell Shard allows Zoe to activate Spell Thief within the next 60 seconds, and she cannot pick up another Shard until she does.
Active: Zoe mimics the active of the collected Spell Shard.
Passive - Summoner Specialist: Casting Spell Thief or one of her own summoner spells grants Zoe 30 / 40 / 50 / 60 / 70% bonus movement speed as well as summoning three bubbles that orbit her for 2 / 2.25 / 2.5 / 2.75 / 3 seconds. The bubbles autonomously hurl themselves at nearest enemy, prioritizing her attack target, dealing 75 / 105 / 135 / 165 / 195 (+40% of ability power) magic damage per 3 bubbles.
Range: 550
Cooldown: 0.25
This ability never should be underestimated. Having 2
Ignites or an extra
Barrier can change a fight with her. If you have a spell/item on your W, you can use it to run around and deal damage with the bubbles. It can be a lifesaver: pickind the
Heal the enemy used or getting a
Chilling Smite from the minions to steal a drake. If you have
Minion Dematerializer, keep it for ballooned minions if possible. This ability is really good with
Nimbus Cloak.

SLEEPY TROUBLE BUBBLE:
Zoe kicks a ball that detonates on the first enemy hit, dealing 60 / 100 / 140 / 180 / 220 (+40% of ability power) magic damage and making the target Drowsy, slowing them by 10 / 15 / 20 / 25 / 30%. After a brief delay, the Drowsy target falls asleep for 2.2 seconds.
Sleeping targets take double damage from the next attack or ability to hit them, up to a cap of Sleepy Trouble Bubble's damage, but are awoken early upon taking damage.
The ball's range is doubled when it passes through terrain. If the ball does not hit an enemy, it lingers on the ground as a trap for 4 seconds, which primes after a 0.8s delay.
Range: 800
Cooldown: 20 / 18.5 / 17 / 15.5 / 14
Cost: 80
Her one and only CC ability. Increasing your
Paddle Star damage is what makes
Zoe a one shot champion. Also extending the range with terrain causes nightmares for your enemies. Their effort of engage can be ruined by just one bubble. Having good vision is important for this ability too. You can take out a jungler who is waiting to gank you. Or you can block their roam, force them to leave drake/herald. The problem is, this ability can be countered easily.
Cleanse,
Banshee's Veil,
Quicksilver Sash etc. So especially in early game, it is better to use this ability carefully. And against hard engage champions, it is better to not use this ability in most cases. Cause it will be a too risky play. If you miss, you'll have no defence and they will engage. Also make sure your teammates don't AA to sleeping target.

PORTAL JUMP:
Zoe targets a location and then dives into a portal that she opens beneath her, blinking to the target location after a very brief delay. After 1 second, she falls back through the portal and blinks back to her cast location.
Zoe remains able to attack and cast abilities during Portal Jump, and can see over walls, but cannot move.
Range: 575
Cooldown: 11 / 8 / 5
Cost: 50
Main reason for this ability is extending the range of
Paddle Star or getting a good position to land a
Sleepy Trouble Bubble. But there are other uses too:
-Picking spell shards.
-Catching enemies with
More Sparkles!
-Dodging skill shots (Don't forget you can use it only for DODGING, not ESCAPING!)
-Vision (You can see behind the walls even behind them with this)
Carefull when using this ability, they can wait for you at your returning place or aim their skill shots there. Also point click abilities with stun can be dangerous too.

Items
STARTING ITEMS







EARLY CORE ITEMS


-CDR
-AP
-Flat mana
-Mana regen
This item will help you clear waves and also helps you stay in lane. And with its passive, you can look for roams after clearing lane if you get a level up.



CORE MYTHIC CHOICES







OTHER MYTHIC CHOICES


IMPORTANT ITEMS






AP
Time your recalls well, cause it requires 1250 Gold for one rod. If you are doing great in game, you can rush this before










OTHER CHOICES








SITUATIONAL ITEM


Matchups

A really hard matchup for Zoe. At level 1 and 2, if you think you can dodge his
Razor Shuriken don't stand behind minions. He has to chose between poking you or the wave. If you don't think you can dodge, play behind minions. At least the damage will decrease. Try to harass him pre 3. After he is level 3, don't ge to close to him and move around as much as possible, otherwise he might land his W + E + Q combo on you and that would cost you a bad recall or death. Once he his 6, the lane becomes even harder. A single combo can kill you easily. But there is a way to deal with him after he is 6. When he uses his
Death Mark, he will appear at the opposite side of where he used his R. If you wait for him to use his R, then aim your E that direction, you can punish him. He can't go back to his R shadow, cause it has a timer. That is if he doesn't have his W recast available. He might be able to blink to it to dodge your E.
Recommended Build Path:
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Example Video For His R

My permaban. It's so hard for me to face a good Yasuo. Good wave clear, decent poke with his tornado,
Way of the Wanderer for trades, a
Wind Wall that blocks almost all your abilities, great gap close with
Sweeping Blade. While playing against him, do not open too much or he can dash from minions to damage you and dodge your skillshots. Try to bait his
Wind Wall with
Portal Jump or throw
Paddle Star right to him. If he can't react to you when you use your
Sleepy Trouble Bubble and uses his
Wind Wall after you hit him, try to hit him from sideways or use
More Sparkles! while he is asleep.
Recommended Build Path:
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So annoying to play against due to his
H-28G Evolution Turret. He can just sit there and let the turrets farm, also poke you when you open even a little. You should clear turrets asap. But be carefull while doing that, don't focus too much on the turrets and lose cs and don't let him stun you while you are taking his turrets. Ganking him is not really ideal cause if he lands an ability, his turrets will go crazy.
Recommended Build Path:
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She will poke you with her
Crescent Strike and look for an opportunity to use her
Lunar Rush on you. Note that she can use her
Lunar Rush before
Crescent Strike lands and that will still reset the cd. Also if she misses you but hits minions, she can jump you from them. Play safely if you or your minions got hit by
Crescent Strike. If she uses her
Pale Cascade to push, punish her by poking as much as possible. Respect her damage after level 6. Even if you have cs and kill lead, she can just kill you with her Q + E + R combo.
Recommended Build Path:
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Her
Tormented Shadow is good for pushing. It can also be used for poking, but that would cause mana issues. Her
Dark Binding is really dangerous. If you get caught, you'll mostlikely die to a gank or after 6, she can follow her root by her
Tormented Shadow and
Soul Shackles. The other annoying part is her
Black Shield which makes your
Sleepy Trouble Bubble useless. However, it has 26 seconds CD on rank 1 and they max it last. So you can use the 6 seconds difference to your advantage or you can caught her, where you have 2 or 3 ranks on your

Recommended Build Path:
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His mobility is so annoying, but the most annoying thing about him is his
Soul Unbound. If he times it right, he can cancel your
Sleepy Trouble Bubble. If he engages you, it is better to keep your
Sleepy Trouble Bubble. Try to get to a position where you can aim his body. But you can hit him if you want him to disengage. Like
Yasuo players, look for his play style. If he uses
Mortal Steel's 3rd cast without his
Soul Unbound, wait for him to use it and put him to sleep. Carefull if you or he is engaging, his
Spirit Cleave can help him win trades due to its shield. After 6, if he has 2 stacks on
Mortal Steel, it is better to keep the distance cause if he lands it, that will guarantee to land his

Recommended Build Path:
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Like other assassins, one all-in from
Talon can kill you easily. But the most annoying part is his
Assassin's Path. This will mostly guarantee his escape if he is around walls. But that's not all, with this ability, he can roam really well. If he has
Tiamat he can shove the wave easily and roam. Make sure to warn your teammates in time or he can get a double kill. If you have 2 stacks of
Blade's End, stay away from him. He can jump you with
Noxian Diplomacy and AA you for some damage by procing his passive.
Recommended Build Path:
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Pre 6, you might have a chance. But when she is 6, she becomes insanely mobile. Trying to catch her is like, trying to hold a fish while your hands are oily. In early laning phase, don't get too close or she can hit you with her
Five Point Strike. The part that is worse than this abilities damage is, it can proc her passive
Assassin's Mark. This way she can restore energy and use her Q too often. Their general trade is, landing
Shuriken Flip, recast, AA,
Twilight Shroud,
Five Point Strike, AA and get away. You can see her in her shroud if she is asleep. Also she can use her
Shuriken Flip backwards to get in rage of her

Recommended Build Path:
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Jungler Threats







So he can't be a threat to you. After 6, it is better to not encounter him, cause his





advice will be valid for every role, because of his


Support Threats



Laning Phase
At first wave, you can cast your
Paddle Star near your turret, then use it again to deal massive damage to melee minions. this way you can push the wave and harras enemy laner under their turret. But make sure you have vision or the enemy jungler can't kill you early. Other than harrasing, you can get deep vision or help your jungler while your enemy laner don't have prio. Check your bot lane often, cause roaming is
Zoe's strong points. If your wave is in good position, you can go bot lane, help them kill enemy or pressure them for drake. After you are 6, you should look opportunities to use your
Portal Jump and land a
Sleepy Trouble Bubble. However, if the enemy can block your E (
Malzahar,
Yasuo), or they can avoid it (
Zed), it is better to wait for them to engage/make a mistake. Cause if you don't have
Sleepy Trouble Bubble, you are very vulnerable.
If the enemy has better wave clear and locking you under turret, make sure you notify your jungler. Even if you don't kill the enemy, it will help you farm safely and prevent them from roaming.








If the enemy has better wave clear and locking you under turret, make sure you notify your jungler. Even if you don't kill the enemy, it will help you farm safely and prevent them from roaming.
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