Active:Zoe shoots a star in the target direction that detonates upon colliding with an enemy, dealing magic damage to enemies within the area, reduced to 80% for enemies hit beyond the first. The total damage is increased by 0% − 150% (based on distance traveled).
If the star does not collide with an enemy, it lingers at maximum range for 1 second, allowing Paddle Star to be recast after 0.25 seconds in the duration.
Recast:Zoe redirects the star to the target location, resetting its damage modifier on cast. The redirected star can travel beyond the new location, continuing forward until it moves more than 800 units from Zoe.
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 Zoe's own summoner spells grants her bonus movement speed for the next few seconds, and summons three bubbles that orbit her for the next 10 seconds.
Bonus Movement Speed:
30 / 40 / 50 / 60 / 70%
Bonus Movement Speed Duration:
2 / 2.25 / 2.5 / 2.75 / 3
If Zoe is not affected by complete crowd control she hurls one bubble at a time at the nearest non-sleeping enemy in range, prioritizing her attack target, dealing magic damage with each bubble.
Active:Zoe kicks a bubble in the target direction that bursts on the first enemy hit, or else doing a short 1 second bounce at maximum range then forming a trap on the ground for 5 seconds that arms immediately. The bubble can only move through terrain once but may do so indefinitely, gaining the distance travelled inside terrain as bonus range, 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 slows them, after which they fall asleep for 2.25 seconds.
10 / 15 / 20 / 25 / 30%
60 / 100 / 140 / 180 / 220 (+ 40% AP)
The next instance of non-persistent non-minion non-small and medium monster damage taken by the sleeping target consumes the debuff to deal them 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.
If exceptionally close to terrain, the bubble will pass through without detection and will still be able to pass through a second piece of terrain - although it sacrifices any range its already used going through the first piece.
Sleepy Trouble Bubble's range will be extended if Zoe casts it right before blinking back from Portal Jump. This is due to the range of the missile being measured at the start of the cast time and Zoe already having blinked back once the cast time finishes.
At the end of the path of the initial missile, before continuing with the short bounce, Sleepy Trouble Bubble checks for targets in a 100 radius to immediately collide with.
This "lollipop" is one of only a few that is larger than the ability's missile width.
Sleepy Trouble Bubble can still be collided with during the short bounce between end of initial missile and the trap being formed.
This seems to use a very small or negative collision radius, rather than normal missile collision.
Active:Zoe dives into a portal that she opens beneath her, blinking a fixed distance in the target direction and remaining there for 0.75 seconds, during which she sets her movement speed to a static 0 and has unobstructed vision. After 1 second, she blinks back to her casting position.
Zoe is unable to basic attack and cast her abilities and movement spells for 0.75 seconds after casting Portal Jump and for 0.5 seconds after blinking back.
Removed: Spell shards no longer drop the active for Redemption.
Bug Fix: Casting Spell Thief with a shard of an item in her inventory no longer causes that actual item to go on cooldown. Additionally, using an item with a damaging passive right after using its shard no longer causes the second instance to deal 0 damage.
First Cast:Zoe hurls a star in the target direction that collides with the first enemy hit, dealing 40 / 70 / 100 / 130 / 160 (+ 66% AP) magic damage in a small area, increased by 0% − 150% (based on distance traveled), up to 100 / 175 / 250 / 325 / 400 (+ 165% AP).
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!.
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.
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 10 / 25 / 40 / 55 / 70% bonus movement speed for 2 / 2.5 / 3 / 3.5 / 4 seconds as well as summoning three bubbles that orbit her for a short duration. The bubbles autonomously hurl themselves at nearest enemy, prioritising her attack target, dealing 23.3 / 38.3 / 53.3 / 68.3 / 83.3 (+ 13.3% AP) magic damage.
Active:Zoe kicks a ball that detonates on the first enemy hit, dealing 60 / 100 / 140 / 180 / 220 (+ 40% AP) magic damage and making the target Drowsy. After a brief delay, the Drowsy target falls asleep for 2.25 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 brief delay.
Putting a target to asleep refunds 10 / 15 / 20 / 25 / 30% of Sleepy Trouble Bubble's cooldown.
Active: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.