
Guardian's Hammer
950 goldAdds attack damage, health and life steal for physical champions who rely on repeated basic attacks in Swiftplay.
Game patch 26.21Data Dragon 16.21.1
Reference patch 16.20.1
Zeri has an established Bot carry plan that can scale through shared-lane farm and work with a Support partner.
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Swiftplay · Bot
Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Adds attack damage, health and life steal for physical champions who rely on repeated basic attacks in Swiftplay.

Completes the six-item inventory with high attack damage and sustain for extended late fights.

Adds attack speed and movement speed for champions whose repeated basic attacks remain central to the route.

Increases critical-strike damage after a reliable critical core is established; it does not repair a route with too little critical chance.

Adds percentage armour penetration against targets who have built meaningful armour.

Adds a revive for a high-value late fight after the functional damage or durability core is established.

Adds high attack damage and sustain after the route can already reach targets and survive long enough to keep attacking.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Complete build choices
Recommendation review pending
Best when: Mortal Reminder combines armour penetration with anti-heal.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Best when: Wit's End adds magic resistance without giving up attack speed.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Runes and summoner spells
Preserve firing space and turn longer fights into sustained damage.
Avoid duplicating the same defensive spell without a reason. Barrier protects the user; Heal can protect both nearby lane partners.
Choose Cleanse only when removable crowd control is the lane or fight problem and you can use it reliably.
Static alternatives
These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Mortal Reminder combines armour penetration with anti-heal.

Wit's End adds magic resistance without giving up attack speed.
Kit reference
Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

What it doesZeri's Attacks deal magic damage and are treated as Abilities. Moving and casting Burst Fire stores up energy in Zeri's Sparkpack. When fully charged her next Attack deals bonus damage.

What it doesBurst Fire shoots a burst of 7 rounds that deal attack damage to the first enemy hit. This Ability is treated as an Attack.

What it doesZeri fires an electric pulse that slows and damages the first enemy hit. If the pulse hits a wall it expands into a long range laser.

What it doesZeri dashes a short distance and energizes Burst Fire to pierce through enemies. She will vault and grind over any terrain she touches.
The exported range is not a verified gameplay distance. Check the current ability tooltip.

What it doesZeri discharges a nova of electricity and overcharges herself, gaining increased damage and stacking Move Speed that refreshes and gets stronger every time she hits an enemy champion. While overcharged, Burst fire becomes a faster triple shot that chains lightning between enemies.
Adapt the plan
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Pressure farm with your Support while keeping the wave and river warded; two opponents can still punish an isolated carry.
Move after the wave is secured and attack the objective from a position your team can defend.
Deal damage to the closest safe target and preserve the shutdown. The lead matters only while you remain alive.
Match the opposing carry's income and trade when both lane partners can participate.
Finish the wave before rotating unless the fight is immediate and clearly reachable.
Stand behind allied control and build damage on reachable targets before stepping toward the back line.
Farm near tower or with nearby allies. Give up isolated minions instead of offering another kill.
Avoid being first into river and trade an unsafe objective for income when the team cannot contest.
Wait for enemy cooldowns and attack whoever enters your safe range; survival creates more damage than a desperate flank.
Pings, movement and objectives
Protect income and coordinate with Support. Your movement should follow the wave, while your pings make target choice and danger clear before the fight begins.
Pings create a shared plan; they do not replace checking waves, vision and who can move.
Finish safe farm and communicate the recall or move before the objective setup begins.
Walk with Support or another ally and choose the side where enemy engage cannot reach you first.
Keep an exit route and identify the nearest target you can damage without crossing enemy control.
Continue useful damage without chasing away from the objective or donating a shutdown.
Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.
Use the guide
Compare a specific opponent, return to the champion overview, or choose another champion without losing the queue distinction.