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Zeri
Zeri is a champion in League of Legends.[1]
Abilities
- Charged attacks only deal the base damage to structures.
Spell shield will only block a fully charged attack. Uncharged attacks are not blocked.
- The attack's range is not increased from attack range increases ( , ). Instead, reach is.
- Uncharged and charged attacks trigger Mana Charge.
- The empowered attack will trigger but not be consumed against wards.
- Zeri will grant herself a normal shield, even when dealing damage to physical shields or magic shields.
- Damage dealt by summoner spells to shields do not trigger Living Battery.(bug)
- Burst Fire is automatically learned with her first skill point upon spawning.
- Any of Burst Fire's rounds hitting a champion will draw minion aggro, regardless of whether or not other targets were hit first by Burst Fire's rounds.
- A lightning chain from a empowered Burst Fire will not draw minion aggro.
- Burst Fire does not trigger Mana Charge.
- Burst Fire's cooldown is not reduced by whenever it critically strikes.
- flat damage reduction and cap only apply to the first instance of damage.
- flat damage reduction only applies to the first instance of damage, but handles it as damage-over-time (reduced to 25% effectiveness).
, , and flat damage reduction apply to each of the 7 instances of damage from Burst Fire.
- Burst Fire still counts as an ability activation for the purposes of on-cast effects such as
Spellblade and stacking .
- Burst Fire can hit all enemy units that a basic attack would be able to target. This does include jungle plants, structures, and wards.
- Wards will only be hit once by Burst Fire. Stealthed wards and traps will not be hit.
- Champion-summoned units behave differently depending on the unit.
- Gangplank's and Yorick’s are hit only once by Burst Fire, and any subsequent rounds not empowered by will stop upon reaching the same object.
- Kalista’s is hit only once by Burst Fire, but any subsequent rounds will continue to travel through the Sentinel.
- If Burst Fire hits an enemy while Zeri is not visible to enemies, the area around her (400 units) will be revealed for 4.5 seconds.
- Burst Fire rolls
critical strike for all rounds as well as the additional physical damage dealt when Zeri is .
- Burst Fire is parried by
dodge and
block.
Blind causes Burst Fire to cast in a random direction. The rounds will still deal damage to enemies hit.
- Burst Fire's rounds are fired each in the target direction from where Zeri is at the time.
- Only attack speed granted by being
- and do not allow Zeri to exceed her attack speed cap.
can exceed the cap of 1.5.
- Items and runes that trigger off of attacking [eg , ] will only trigger if Burst Fire hits a unit.
- If Zeri would get enough stacks from a Burst Fire to be Energized, that Burst Fire will also become an Energized attack.
- Burst Fire's cast-indicator does not show the increased range when is ready.
- Burst Fire uses a modified icon when empowered by
) and (
) as well as both (
).
(
- Applies
spell damage for the pulse and
area damage for the laser.
- The pulse missile is blocked by
projectile-interception effects but not the laser.
- Ultrashock Laser interacts with player-generated terrain.
- This ability will cast from wherever the caster is at the start of the cast time.
- Spark Surge's extended dash travels based on the thickness of the terrain, up to a maximum distance.
Attacking | Disabled | |
---|---|---|
Abilities | is disabled. and are usable. | |
Movement | Disabled | |
Items | Usable | All the other item-actives are usable |
Disabled | N/A | |
Interrupted by | ||
Consumables | Usable | |
Spells | Usable | |
Disabled | N/A | |
Interrupted by | ||
Interrupted by |
- Zeri can move during Lightning Crash's cast time.
- There is no limit as to how many Overcharge stacks Zeri can have.
- Applies
area damage for the nova and
proc damage for the bonus magic damage and physical damage.
Spell shield blocks Lightning Crash's initial nova but does not prevent Zeri from becoming Overcharged.
- It does not block electricity chain.
Clones count for granting Overcharge.
- Lightning Crash's and empowerments to can combine together.
- will not create an electricity chain if the target struck by is a structure. Any electricity chains created by will not chain to structures.
- If Zeri enters
resurrection during Overcharge, she will lose all stacks of the effect but Overcharge will not end prematurely.(bug)
- She cannot gain stacks again after reviving while the buff is active.(bug)
- This ability will cast from wherever the caster is at the end of the cast time.
Champion skins
- This article section only contains champion skins. For all associated collection items, see Zeri (Collection).
A headstrong, spirited young woman from Zaun’s working-class, Zeri channels her electric magic to charge herself and her custom-crafted gun. Her volatile power mirrors her emotions, its sparks reflecting her lightning-fast approach to life. Deeply compassionate toward others, Zeri carries the love of her family and her home into every fight. Though her eagerness to help can sometimes backfire, Zeri believes one truth to be certain: stand up for your community, and it will stand up with you.




Patch history
- For the expanded patch notes, see here.
- V12.7 - April 14th Hotfix
- Stats
- Base health increased to 530 from 500.
- Slow duration increased to 2 seconds at all ranks from 1 / 1.25 / 1.5 / 1.75 / 2.
- AD ratio increased to 140% AD from 120% AD.
- Cooldown reduced to 26 / 24.5 / 23 / 21.5 / 20 seconds from 28 / 26.5 / 25 / 23.5 / 22.
- Cooldown reduction per critical strike increased to 2 seconds from 1.
- Stack per critical strike increased to 2 from 1.
- Stats
- Base armor reduced to 20 from 22.
- Base attack damage reduced to 50 from 53.
- Attack damage growth reduced to 1.5 from 2.
- Health growth increased to 95 from 90.
- Total base damage reduced to 7 / 9 / 11 / 13 / 15 from 10 / 15 / 20 / 25 / 30.
- Base damage per hit reduced to 1 / 1.29 / 1.57 / 1.86 / 2.14 from 1.43 / 2.14 / 2.86 / 3.57 / 4.29.
- Total AD ratio increased to 110 / 112.5 / 115 / 117.5 / 120% AD from 110% AD at all ranks.
- AD ratio per hit increased to 15.71 / 16.07 / 16.43 / 16.79 / 17.14% AD from 15.71% AD at all ranks.
- New Effect: Now only applies on-hit effects once per cast.
- Now only reduces cooldown and stacks once per cast.
- Total base damage reduced to 7 / 9 / 11 / 13 / 15 from 10 / 15 / 20 / 25 / 30.
- Base damage reduced to 10 / 45 / 80 / 115 / 150 from 40 / 75 / 110 / 145 / 180.
- AD ratio increased to 120% AD from 100% AD.
- AP ratio increased to 70% AP from 60% AP.
- Cooldown changed to 28 / 26.5 / 25 / 23.5 / 22 seconds from 23 at all ranks.
- New Effect: Cooldown is now reduced by an extra second if critically strikes.
- Cooldown changed to 120 / 95 / 70 seconds from 100 / 90 / 80.
- New Effect: Now grants an extra stack if critically strikes.
- V12.5 - March 9th Hotfix
- Stats
- Base attack damage reduced to 53 from 58.
- Health growth increased to 90 from 85.
- Base armor reduced to 22 from 23.
- Armor growth reduced to 3 from 3.5.
- Health ratio reduced to 1% − 10% (based on level) of target's maximum health from 3% − 15% (based on level).
- Total base damage increased to 10 / 15 / 20 / 25 / 30 from 9 / 13 / 17 / 21 / 25.
- Base damage per hit increased to 1.43 / 2.14 / 2.86 / 3.57 / 4.29 from 1.29 / 1.86 / 2.43 / 3 / 3.57.
- Total base damage increased to 10 / 15 / 20 / 25 / 30 from 9 / 13 / 17 / 21 / 25.
- Cooldown increased to 23 seconds at all ranks from 23 / 22 / 21 / 20 / 19.
- Bonus movement speed per stack reduced to 1.5% from 2%.
- Stack per champion hit increased to 4 from 3.
- Uncharged base damage reduced to 10 − 25 (based on level) from 15 − 40 (based on level).
- Uncharged AP ratio reduced to 3% AP from 4% AP.
- Uncharged bonus damage factor against low health targets increased to 500% from 300%.
- Uncharged base damage against low health targets reduced to 60 − 150 (based on level) from 60 − 160 (based on level).
- Uncharged AP ratio against low health targets increased to 18% AP from 16% AP.
- Charged slow duration reduced to 1 second from 1.5.
- New Effect: Now stacks Mana Charge.
- slow changed to 14 / 23 / 32 / 41 / 50% from 20 / 25 / 30 / 35 / 40%.
- Total base damage reduced to 9 / 13 / 17 / 21 / 25 from 10 / 15 / 20 / 25 / 30.
- Base damage per hit reduced to 1.29 / 1.86 / 2.43 / 3 / 3.57 from 1.43 / 2.14 / 2.86 / 3.57 / 4.29.
- Bonus attack damage per excess attack speed increased to 0.6 from 0.5.
- Removed: Cooldown is no longer reduced by .
- Removed: No longer stacks Mana Charge.
- New Effect: Base damage is now factored into its
critical strike damage.
- Cooldown changed to 13 / 12 / 11 / 10 / 9 seconds from 10 at all ranks.
- Slow reduced to 30 / 40 / 50 / 60 / 70% from 50 / 55 / 60 / 65 / 70%.
- Cooldown increased to 23 / 22 / 21 / 20 / 19 seconds from 23 / 21.5 / 20 / 18.5 / 17.
- Cooldown reduction reduced to 1 second from 1.5.
- Bonus attack speed reduced to 30% at all ranks from 30 / 35 / 40%.
- General
- Bug Fix: Several VFX now properly display correctly upon reconnecting to a game.
- Stats
- Base movement speed reduced to 325 from 330.
- Health ratio reduced to 3% − 15% (based on level) of target's maximum health from 3% − 20% (based on level)
- Bug Fix: Winds Fury now triggers even if she is facing away from the target when the rounds hit.
- Bug Fix: Now properly vaults over and instead of dashing over them.
- Chain lightning base damage reduced to 10 / 15 / 20 from 10 / 20 / 30.
- New Effect: Chain lightning magic damage can now critically strike.
- V12.2 - January 26th Hotfix
- New Effect: Bonus magic damage now only applies once per attack, rather than as an on-hit effect.
- V12.2 - Added
- Zeri generates 1 charge for every 40 units she travels by any means and 10 charge every time she casts , up to a maximum of 100 charge. Her basic attacks consume charge to deal modified damage. Zeri gains maximum charge when the game starts and upon respawning.
- Basic Attack: Zeri zaps her target, becoming
non-projectile and applying spell effects as
spell damage. Zeri's basic attacks cannot
critically strike nor trigger
on-hit and
on-attack effects.
- While not at full charge, Zeri's attacks consume 10 charge to deal 15 − 40 (based on level) (+ 4% AP) magic damage. Against enemies below 35% health, this is increased「 by 300%. 」「 to 60 − 160 (based on level) (+ 16% AP). 」She may still use an uncharged attack even while below 10 charge.
- At full charge, Zeri's next attack will consume all charge to deal 90 − 200 (based on level) (+ 80% AP) (+ 3% − 20% (based on level) of target's maximum health) magic damage and
slow the target by 20 / 25 / 30 / 35 / 40% (based on
Burst Fire's rank) for 1.5 seconds. The damage based on the target's health ratio is capped at 300 against
monsters.
- Zeri's basic attacks have 500 attack range and are non-projectiles.
- (Innate)
- Passive: Zeri's
slow application from a basic attack has its strength increased to 20 / 25 / 30 / 35 / 40%.
- Active: Zeri fires a burst of 7 rounds in the target direction that deal a total of 10 / 15 / 20 / 25 / 30 (+ 110% AD) physical damage to the first enemy hit.
- Burst Fire's effects are treated as a basic attack; it can hit any enemy unit a typical basic attack can, deals
basic damage, can
critically strike for (82.5% + bonus damage and apply ) AD
on-hit and
on-attack effects at 100% effectiveness once on each target struck. Burst Fire's cooldown and cast time scale down with attack speed, with the maximum of 1.5 attacks per second. 50% of attack speed in excess of the cap is converted into bonus attack damage.
- Cost: None
- Cooldown: (1/Zeri's attack speed) seconds.
- Range:
825, Width:
80, Speed: 2600 / 3400.
(Q)
- Passive: Zeri's
- Active: Zeri fires an electric pulse in the target direction that deals 40 / 75 / 110 / 145 / 180 (+ 100% AD) (+ 60% AP) magic damage to the first enemy hit and
slows them by 50 / 55 / 60 / 65 / 70% for 1 / 1.25 / 1.5 / 1.75 / 2 seconds. If the pulse collides with terrain, it transforms into a laser in a line from the point of impact that grants
sight of the area for 1.75 seconds and fires after 0.75 seconds, applying the same effects to all enemies caught within.
- Mana Cost: 50 / 60 / 70 / 80 / 90.
- Cooldown: 10 seconds.
- Range:
1200 /
1500, Width:
80 /
200, Speed: 2200 / Instant.
(W)
- Active: Zeri fires an electric pulse in the target direction that deals 40 / 75 / 110 / 145 / 180 (+ 100% AD) (+ 60% AP) magic damage to the first enemy hit and
- Active: Zeri
dashes in the target direction. Afterwards, she energizes her next 3 casts of within 6 seconds, causing them to pierce through enemies, though dealing 80 / 85 / 90 / 95 / 100% damage after the first and not applying attack effects to secondary targets. This damage is affected by
critical strike modifiers.
- Zeri will dash farther across terrain if Spark Surge was cast within 50 units of any, gaining
unobstructed vision of the surrounding 800 units and
revealing herself while there are enemy champions within 800 units of her.
- Spark Surge's cooldown is reduced by 1.5 seconds for every champion Zeri hits with basic attacks or abilities.
- Spark Surge
resets Zeri's basic attack timer and cooldown. Zeri can cast and while
dashing.
- Mana Cost: 80.
- Cooldown: 23 / 21.5 / 20 / 18.5 / 17 seconds.
- Range: 300, Speed: 600 + 100% movement speed, Cast Time: None.
(E)
- Active: Zeri
- Active: Zeri discharges a nova of electricity around her, dealing 150 / 250 / 350 (+ 80% bonus AD) (+ 80% AP) magic damage to all nearby enemies.
- If Lightning Crash hits at least one enemy champion, Zeri becomes Overcharged for 6 seconds, and gains 3 stacks of Overcharge per champion hit. Each stack grants her 2% bonus movement speed. She gains a stack of Overcharge each time she hits an enemy champion with a basic attack or ability, refreshing the duration of Overcharge by 2 seconds in the process.
- While Overcharged, Zeri gains 30 / 35 / 40% bonus attack speed and deals 10 / 20 / 30 (+ 15% AP) bonus magic damage
on-hit, and empowers to instead fire 3 rounds over a 20% shorter cast time that are electrified and travelling with increased speed. These rounds deal the bonus magic damage to the target struck and the closest
visible enemy, chaining up to 4 subsequent targets. Secondary targets are dealt 25% AD physical damage, which can
critically strike for (43.75% + ) ADphysical damage.
- Mana Cost: 100.
- Cooldown: 100 / 90 / 80 seconds.
- Effect Radius:
825, Cast Time: 0.25 seconds.
(R)
Trivia
- When
Zaunite Ingenuity, which reads "Kids from the
undercity stick together."
and are on the same team, they gain a buff named