Zeri is a Marksman played in the Bottom Lane whose basic attacks are completely replaced by a unique charge-based system. Her passive Living Battery generates charge from movement and Burst Fire casts — her basic attacks consume this charge for modified magic damage, and at full charge deliver a powerful percent-max-HP empowered hit. Burst Fire (Q) is the replacement for standard basic attacks — a 7-round physical burst that scales with attack speed and converts excess AS into bonus AD. Ultrashock Laser (W) fires a piercing shot that becomes a critical-strike laser if it hits terrain. Spark Surge (E) is a dash that wall-hops if cast near terrain, grants Lightning Rounds to empower Burst Fire with piercing magic damage, and has its cooldown reduced by champion hits. Lightning Crash (R) discharges an electric nova, entering Overcharged state for extended duration that supercharges Burst Fire with chain lightning and generates Hypercharged movement speed stacks from champion hits. Released January 20, 2022.
Zeri is a champion in League of Legends played in the Bottom Lane, classified as a Marksman. She uses Mana (250 – 1134.93 at max level) and deals Physical (adaptive) damage. Zeri was released on January 20, 2022, and is currently in patch V26.01.
📊 Base Statistics
| Statistic | Base Value | Max Value (lvl 20) |
| HP | 600 | 2763.15 |
| Mana (MP) | 250 | 1134.93 |
| HP5 (Regen) | 3.25 | 17.02 |
| MP5 (Regen) | 6 | 21.73 |
| Armor (AR) | 24 | 106.59 |
| Attack Damage (AD) | 56 | 95.33 |
| Magic Resistance (MR) | 30 | 55.56 |
| Crit. DMG | 200% | 200% |
| Movement Speed (MS) | 330 | 330 (fixed) |
| Attack Range | 500 (Ranged) | 500 (fixed) |
| Base Attack Speed | 0.658 | — |
| AS Ratio | 0.625 | — |
| Windup% | 15.625% | — |
| Bonus AS | 0% | 39.33% |
| Missile Speed | Non-projectile | — |
💡 Unique Mechanic — Attack Speed Cap Conversion: Zeri has a 1.5 attacks per second cap on Burst Fire’s effective attack speed scaling. Any attack speed above this cap is converted at 70% efficiency into bonus attack damage. This means building past the attack speed cap is not wasted — it passively amplifies her AD and therefore her Q damage. Understanding this conversion is critical for itemization decisions.
⚡ Passive: Living Battery
Cost: 10 / 100 Charge | Attack Range: 500 | Speed: N/A (Non-projectile)
INNATE — Charge Generation
Zeri generates 1 charge for every 40 units she travels by any means and 10 charge every time she casts Burst Fire, up to a maximum of 100 charge. She gains maximum charge at the start of the game and upon respawning.
INNATE — Basic Attack Replacement
BASIC ATTACK: Zeri zaps the target, dealing 10 – 27.35 (based on level) (+ 3% AP) magic damage, applying spell effects as spell damage, triggering on-cast effects, and executing targets below 60 – 160.59 (based on level) (+ 18% AP) health. This cannot critically strike, nor trigger on-hit or on-attack effects.
At full charge, Zeri’s next attack is empowered to consume all charge and deal 75 – 170 (based on level) (+ 110% AP) (+ 1% – 12.16% (based on level) of target’s maximum health) magic damage. The target’s health ratio component is capped at 300 against monsters.
⚠️ Critical Understanding: Zeri’s basic attacks deal magic damage via spell effects — not physical on-hit damage. Standard attack items like Kraken Slayer and on-hit items do NOT amplify her basic attacks. Her combat itemization should focus entirely on Burst Fire (Q) physical damage amplification and ability haste, not on-hit builds.
🔫 Q: Burst Fire
| Parameter | Value |
| Cost | NONE |
| Cast Time | 100% of Zeri’s windup time (0.237s at base attack speed) |
| Static Cooldown | 1 ÷ Zeri’s attack speed |
| Range | 750 + 100% bonus attack range |
| Width | 80 |
| Angle | 5° / 2° |
| Speed | 2600 / 3400 |
| Total Physical Damage | 15 / 17 / 19 / 21 / 23 (+ 104 / 108 / 112 / 116 / 120% AD) |
| Physical Damage per Hit | 2.14 / 2.43 / 2.71 / 3 / 3.29 (+ 14.86 / 15.43 / 16 / 16.57 / 17.14% AD) |
| Critical Strike | (200% + 30%) damage |
| Attack Speed Cap | 1.5 attacks per second |
| Excess AS Conversion | 70% converted to bonus AD |
| Silenced Interaction | Can still cast Burst Fire while silenced |
ACTIVE: Zeri fires a burst of 7 rounds in the target direction over the cast time, each dealing physical damage to the first enemy hit.
Burst Fire’s 0.3 projectile is treated as a basic attack: it hits any enemy unit a typical basic attack can, deals basic damage, can critically strike for (200% + 30%) damage, and applies on-hit and on-attack effects to the first enemy hit. Burst Fire’s cooldown and cast time are reduced with attack speed, with the maximum of 1.5 attacks per second. 70% of attack speed in excess of the cap is converted into bonus attack damage.
🔵 W: Ultrashock Laser
| Parameter | Value |
| Cost | 50 / 60 / 70 / 80 / 90 Mana |
| Cooldown | 12 / 11 / 10 / 9 / 8 seconds |
| Cast Time | 0.55 – 0.3 (based on bonus attack speed) |
| Range | 1200 / -50 – 1550 |
| Width | 80 / 200 |
| Speed | 2500 |
| Physical Damage | 30 / 70 / 110 / 150 / 190 (+ 120% AD) (+ 25% AP) |
| Slow | 30 / 35 / 40 / 45 / 50% for 2 seconds |
| Laser Sight Duration | 1.75 seconds |
| Laser Fire Delay | 0.85 seconds after hitting terrain |
| Laser Critical Strike | (175% + 22.5%) damage vs champions and monsters |
ACTIVE: Zeri fires an electric pulse in the target direction that deals physical damage to the first enemy hit and slows them for 2 seconds.
If the pulse hits terrain, it transforms into a laser in a line that grants sight of the area for 1.75 seconds and fires after 0.85 seconds, applying the same effects to enemies hit and critically striking for (175% + 22.5%) damage against champions and monsters.
💡 Terrain Laser Setup: The terrain laser version of W deals guaranteed critical strike damage — no crit chance required. The 0.85-second delay before firing means you fire W into the nearest wall, then use that window to dash with Spark Surge (E) toward the target so the laser lands while you’re mid-engage. Mastering the wall positioning for free guaranteed crits is one of the highest-value skills on Zeri.
💨 E: Spark Surge
| Parameter | Value |
| Cost | 90 / 85 / 80 / 75 / 70 Mana |
| Cooldown | 22 / 21 / 20 / 19 / 18 seconds |
| Cast Time | NONE |
| Range | 300 |
| Speed | 600 + 100% movement speed |
| Lightning Rounds Duration | 5 seconds |
| Burst Fire Bonus Magic Damage | 17 / 19 / 21 / 23 / 25 (+ 10% bonus AD) (+ 20% AP) |
| Burst Fire Secondary Target Damage | 80 / 85 / 90 / 95 / 100% |
| Spark Surge CDR per charged attack hit | 0.5 seconds |
| Spark Surge CDR per Burst Fire / Ultrashock Laser crit | 1.5 seconds |
| Wall Hop Vision Radius | 800 units (unobstructed) |
| Resets | Basic attack timer and Burst Fire cooldown |
ACTIVE: Zeri dashes in the target direction. She will dash farther across terrain if Spark Surge was cast within 50 units of any terrain, gaining unobstructed vision of the surrounding 800 units and revealing herself while there are enemy champions within 1500 units of her.
Afterwards, she gains Lightning Rounds for 5 seconds, empowering Burst Fire to deal bonus magic damage to the first enemy hit (increased by 0% – 100% based on critical strike chance) and pierce through enemies. Targets after the first take modified damage — this does not apply on-hit effects, life steal, or on-attack effects, but is affected by critical strike modifiers.
Spark Surge’s cooldown is reduced by 0.5 seconds for every champion Zeri hits with charged basic attacks or abilities, increased to 1.5 seconds if she does so with a Burst Fire or Ultrashock Laser that critically strikes. Spark Surge resets Zeri’s basic attack timer and Burst Fire’s cooldown. Ultrashock Laser and Lightning Crash can be cast during the dash.
⚡ R: Lightning Crash
| Parameter | Value |
| Cost | 100 Mana |
| Cooldown | 80 / 75 / 70 seconds |
| Cast Time | 0.25 seconds |
| Effect Radius | 825 |
| Magic Damage | 150 / 250 / 350 (+ 100% bonus AD) (+ 110% AP) |
| Overcharged Duration (base) | 5 seconds |
| Overcharged Extension per hit | +1.5 seconds (up to original 5-second duration) |
| Overcharged Bonus MS | 10% |
| Overcharged Bonus AS | 30% |
| Overcharged AS Cap | 1.6875 attacks per second |
| Burst Fire Modification (Overcharged) | 3 rounds, 20% shorter cast time, chain lightning to up to 4 targets |
| Chain Lightning Damage | 40% AD physical damage per target |
| Chain Lightning Crit | (40% + 12%) AD bonus physical damage |
| Hypercharged Stacks Duration | 1.5 seconds |
| Hypercharged Stack Gain | 1 per ability/charged attack hit; 3 per crit |
| Hypercharged Bonus per Stack | 1% bonus movement speed |
ACTIVE: Zeri discharges an electric nova that deals magic damage to nearby enemies. If this hits at least one enemy champion, she enters Overcharged for 5 seconds. Hitting an enemy champion with an ability or charged attack will extend the duration by 1.5 seconds, up to its original 5-second duration.
OVERCHARGED State
Zeri gains 10% bonus movement speed, 30% bonus attack speed, and an increased attack speed cap of 1.6875. Burst Fire is empowered to have a 20% shorter cast time and instead fire 3 rounds that chain electricity to the nearest visible enemy within 650 units of the target, up to 4 subsequent targets, dealing 40% AD physical damage. This chain damage can critically strike for (40% + 12%) AD bonus physical damage.
HYPERCHARGED Stacks
During Overcharged, Zeri can generate stacks of Hypercharged from enemy champions that last 1.5 seconds. She generates 1 stack for each champion hit with an ability or charged attack, increased to 3 stacks on abilities that critically strike. Burst Fire grants stacks only against the first target hit.
HYPERCHARGED: For each stack, Zeri gains 1% bonus movement speed.
Zeri can move during Lightning Crash’s cast time.
💡 Pro Tip: Overcharged’s chain lightning during Burst Fire makes Zeri disproportionately strong in grouped teamfights compared to other ADCs. A 3-round Burst Fire with 4-target chain lightning effectively hits 15 instances of 40% AD damage in a single Q cast during R. Position yourself at the edge of the enemy cluster so the chain bounces across all 5 enemies simultaneously — the Hypercharged movement speed stacks from each champion hit turn Zeri into an unkiteable kiting machine within seconds of R activation.
🎯 Strategies and Gameplay Tips
Early Game (Levels 1–6)
- Maintain full charge for auto-attack procs: Zeri generates charge from movement alone. Walking aggressively or repositioning constantly keeps her near-full charge for the empowered basic attack proc. Land the charged attack on the enemy ADC whenever they step forward — the percent-max-HP damage is significant even at level 1.
- W into the nearest wall: In bot lane, the walls around the lane bushes are always within W range. Practice firing W toward the brush wall rather than directly at the enemy — the terrain laser activates, deals guaranteed critical strike damage, and covers a much wider hitbox than the standard pulse shot. This is Zeri’s primary poke tool.
- E resets Burst Fire: Spark Surge resets both the basic attack timer and Burst Fire’s cooldown on cast. Use E to immediately follow up with a Q for a double burst window in short trades. The combined burst from E → Q reset is stronger than the individual cooldowns suggest.
Mid Game (Levels 7–13)
- Wall hop E for terrain traversal: Spark Surge dashes farther when cast within 50 units of terrain, effectively passing through walls. This creates gank escape routes through every jungle wall on the map. Memorizing key wall-hop locations — particularly the river walls near Dragon and Baron — is the difference between dying to a gank and escaping cleanly.
- E CDR through critical strikes: Landing a W terrain laser (guaranteed crit) while Overcharged or with crit items reduces Spark Surge cooldown by 1.5 seconds instead of 0.5. In active fights, consistently landing critical W shots chains into dramatically lower E cooldown, enabling wall hops every 10–12 seconds instead of 18+.
- R activation timing: Lightning Crash’s Overcharged state extends by 1.5 seconds per champion hit — meaning an active teamfight can keep Overcharged running near-permanently. Activate R at the start of the engage rather than mid-fight to maximize the duration extension window from the earliest champion hits.
Late Game (Level 14+)
- Overcharged chain lightning shreds grouped comps: At full build during R, a single Burst Fire Q fires 3 rounds that each chain to 4 additional targets. Against a 5-man cluster, this means up to 15 total hits per Q cast, all applying 40% AD physical damage with crit scaling. Zeri’s late-game teamfight damage is among the highest in the ADC roster against comps that group tight.
- Hypercharged stacks as a kiting tool: Each champion hit during Overcharged generates 1–3 movement speed stacks at 1% each. In extended teamfights against 4–5 champions, Zeri can reach 10–15% additional movement speed from Hypercharged alone — on top of the 10% Overcharged base MS. This makes her one of the fastest kiting carries in the game during her ultimate window.
- W into Baron/Dragon pit walls: The stone walls of the Baron and Dragon pits trigger the terrain laser. Use W into the pit wall before smite fights for a free guaranteed critical strike on anyone standing in the pit, with no crit chance required. This is particularly powerful in pre-fight poke scenarios where you wait outside the pit range.
❌ Common Mistakes and How to Avoid Them
- Building on-hit items: Zeri’s basic attacks are spell damage, not physical on-hit attacks. Items like Kraken Slayer, Blade of the Ruined King, and Wit’s End do not amplify her autos. Burst Fire (Q) applies on-hit effects to only the first hit of the 7-round burst. Building an on-hit Zeri is a trap — focus entirely on AD, attack speed for Q scaling, and crit for W terrain lasers and E CDR.
- Firing W directly at enemies instead of walls: The standard pulse W slow is functional but the terrain laser version is dramatically stronger — wider hitbox, longer range, guaranteed critical damage with no crit chance required. In lane, there is almost always a wall within range. Default to W into terrain, not directly at the target.
- Not using E near walls: A standard E dash covers 300 units. A wall-hop E covers significantly more distance through the terrain. Players who never E into walls are playing a fundamentally shorter-range version of the champion. Find the wall-hop spots in every lane and practice the 50-unit proximity requirement to activate the extended dash.
- Activating R too late in teamfights: Overcharged extends with each champion hit — but you need to hit champions to extend it. Activating R after 3 champions are already dead leaves you with 2 potential extenders instead of 5. Activate Lightning Crash at the start of the teamfight when all enemies are still present to maximize extension uptime.
- Wasting charge on minions: The full-charge empowered basic attack deals percent-max-HP damage — against minions, this is capped. Save the charged attack for the enemy ADC or Support when they step into range. Moving in a straight line toward minions wastes charge you should be conserving for the empowered hit on priority targets.
⚙️ Recommended Build and Itemization
Core Items
- Trinity Force: The Spellblade passive on Trinity Force procs on Burst Fire’s 0.3 basic attack hit — effectively every Q activation. The combination of AD, attack speed, and health feeds directly into Q’s scaling and AS cap conversion. Trinity Force’s powerspike at ~15 minutes aligns with Zeri’s first teamfight windows where Overcharged chain lightning begins mattering.
- Kraken Slayer: Despite Zeri’s basic attacks not applying on-hit, Kraken Slayer’s passive triggers on Burst Fire’s 0.3 basic attack hit — making every 3rd Burst Fire activation deal true damage. Against tanks, this creates a reliable true damage cadence that pairs with W terrain laser crits for anti-armor output.
- Phantom Dancer: Attack speed to accelerate Q fire rate, crit chance for W terrain laser guaranteed crits with the crit modifier bonus, and movement speed for kiting. The ghost effect while below 30% HP provides crucial emergency kiting capability for a champion who can only escape via E wall hops.
Situational Items
- Infinity Edge: At 60%+ crit, IE amplifies W terrain laser crits and Burst Fire crits. The AS-to-AD conversion mechanic means Zeri benefits from the bonus crit damage on Q more than most ADCs because Q fires 7 individual projectiles per cast — each one eligible to crit independently.
- Navori Flickerblade: Ability haste that reduces Q, W, and E cooldowns. Critically striking with Q reduces other ability cooldowns — during Overcharged state where every Q fires faster and chains lightning, Navori creates a feedback loop where high-crit Q casts refund E cooldown and W cooldown continuously.
- Runaan’s Hurricane: The bolts apply on-hit effects and can proc Trinity Force Spellblade independently on separate targets. In Overcharged teamfights, Runaan’s bolts during Burst Fire create a near-AoE on-hit saturation zone. Particularly strong against compositions that cluster around a single target.
⚔️ Counter Picks & Matchups
✅ Zeri Counters
1. Jinx
Jinx lacks mobility to chase a wall-hopping Zeri. Zeri’s W terrain laser slow combined with Spark Surge range means she can poke Jinx from angles Jinx cannot return fire from effectively. During Overcharged, Zeri’s 10% movement speed advantage makes her unable to be run down by a champion relying on Jinx’s passive run-it-down resets.
2. Kog’Maw
Kog’Maw has no mobility tool in his kit. Spark Surge wall hops completely bypass any positioning advantage Kog’s bio-arcane barrage range provides. During Lightning Crash, Zeri’s Hypercharged movement speed accumulation outpaces Kog’s ability to stay at optimal Bio-Arcane Barrage range, forcing him into static positioning that Zeri can kite around freely.
3. Senna
Senna’s soul-collection playstyle and intentional low attack speed make her vulnerable to Zeri’s aggressive Overcharged tempo. Spark Surge allows Zeri to avoid Senna’s long Piercing Darkness root angle, and the wall-hop E creates escape routes from Last Embrace. Zeri’s movement in lane naturally generates charge, giving her constant empowered attack pressure on Senna’s low-armor base stats.
❌ Zeri is Countered By
1. Caitlyn
Caitlyn’s 650 base attack range (vs Zeri’s 500) creates a safe poke advantage before Zeri can activate Overcharged. Yordle Snap Traps placed in bush entries remove Zeri’s primary wall-hop entry paths for safe Spark Surge positioning. 90 Caliber Net cancels Caitlyn backward, maintaining range when Zeri attempts to dash close during a wall hop.
2. Draven
Draven’s early game physical dominance hits before Zeri’s charge system generates enough tempo advantage to trade back. Stand Aside slows Zeri during her wall-hop approach paths, denying the Spark Surge dash distance advantage. His sustained early damage punishes the low armor (24 base) that Zeri cannot itemize around until mid-game.
3. Ashe
Ashe’s Frost Shot perma-slow strips Zeri of her movement-based charge generation by preventing free roaming. Crystal Arrow’s global stun punishes Zeri’s frequent wall-hop repositioning — a stunned Zeri in terrain is a dead Zeri. Ranger’s Focus attack speed burst generates Volley arrow hits faster than Zeri can generate Hypercharged movement speed stacks to escape.
FAQ
Q: Do on-hit items work on Zeri?
A: Partially. Zeri’s basic attacks (Living Battery auto-attacks) deal magic spell damage and do NOT apply on-hit effects. Burst Fire (Q) applies on-hit and on-attack effects only to the first hit of the 7-round burst. This means on-hit procs trigger roughly once per Q cast — significantly less frequently than on a standard ADC. Build AD, attack speed, and crit instead.
Q: What triggers the terrain laser version of W?
A: The Ultrashock Laser pulse must physically collide with terrain — walls, pillars, Baron and Dragon pit edges — to transform into the laser. The laser fires 0.85 seconds after hitting terrain in a wide line that deals guaranteed critical strike damage without requiring any crit chance. Practice firing W into nearby walls rather than directly at enemies in most situations.
Q: How does the attack speed cap conversion work?
A: Zeri’s Burst Fire effective attack speed is capped at 1.5 attacks per second (1.6875 during Overcharged). Any attack speed built beyond this cap is converted at 70% efficiency into bonus attack damage. This means attack speed items above the cap are still valuable — they just become effective AD rather than attack speed. Plan itemization around this when building attack speed in late game.
Q: Does Spark Surge always wall hop?
A: No — Spark Surge only extends its dash distance through terrain if cast within 50 units of any terrain. This requires being very close to the wall before pressing E. The 50-unit threshold is narrow — positioning yourself flush against a wall before casting is the habit required to reliably execute wall hops.
Q: Is Zeri beginner-friendly?A: No — Zeri has a genuinely high skill floor. Her charge management, wall-hop positioning, W terrain laser muscle memory, attack speed cap awareness, E CDR optimization through critical strikes, and Overcharged chain lightning positioning all require dedicated practice. She is rewarding for ADC players who enjoy high-mobility kiting and punishing for those who play stationary.