Arrr, good patterns
- Can maintain ranged damage when positioning and target access remain seaworthy.
- Ranged basic attacks can contribute without entering melee distance when spacing be preserved.
Game patch, matey 26.20Data Dragon 16.20.1
Arrr, reference patch 16.20.1
The Spark of Zaun
Zeri be a ranged damage dealer who needs seaworthy spacing and time to keep attacking. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.
Arrr, strengths and limits
These be kit-level patterns, nay a promise that every course or matchup plays th' same way.
Arrr, practical champion reading
Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.
Armour can reduce th' broad physical profile. Separate basic attacks from physical tricks afore relying on an gear passive that only affects attacks.
Th' threat grows while this champion can keep attacking a useful target. Break target access, create distance or use control afore th' repeated pattern settles in.
Ranged attacks be useful only while a seaworthy line to th' target remains. Flanks, hard control and blocked escape routes can remove that advantage quickly.
Target access and survival time most often matter more booty than one ambitious hit. Reposition betwixt attacks and avoid giving up th' seaworthy damage line.
Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.
Reserve anti-heal and anti-shielding fer a visible problem in th' full crew composition; they be nay default answers to every champion.
A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.
Defensive gear reference
Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.
Armour and attack reduction address repeated physical basic attacks. Th' passive does nay reduce every physical trick.
Pick Mercury's Treads instead when magic damage or reducible crowd control across th' full crew matters more booty.Normal Draft and Ranked role sea chart
Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.
Old chart, matey. Recommendations await inspection. Zeri be normally played Bot and does nay currently have a reviewed Top course. Top most often needs independent laning, durable trading or reliable side-course pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Zeri be normally played Bot and does nay currently have a reviewed Jungle course. Jungle most often needs repeatable monster clear th' deck, seaworthy pathing and prize control without course income. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Zeri be normally played Bot and does nay currently have a reviewed Mid course. Mid most often needs solo-course safe harbour plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Zeri has an established Bot carry course that can scale through shared-course farm and work wit' a Support partner.
Old chart, matey. Recommendations await inspection. Zeri be normally played Bot and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. Treat this as a deliberate experiment, nay a standard recommendation.
Arrr, kit reference
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Arrr, what it doesEnglishZeri'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.
Arrr, practical readLiving Battery be an automatic part o' th' kit involving damage. Track when its condition be active instead o' treating every fight th' same way.

Arrr, what it doesEnglishBurst Fire shoots a burst of 7 rounds that deal attack damage to the first enemy hit. This Ability is treated as an Attack.
Arrr, practical readBurst Fire contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Th' first aboard valid unit in th' course receives or stops th' effect, so minions, monsters or champions can change th' result where th' tooltip allows them.

Arrr, what it doesEnglishZeri 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.
Arrr, practical readUltrashock Laser be a ranged cast involving a slowing effect and damage. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.
Th' first aboard valid unit in th' course receives or stops th' effect, so minions, monsters or champions can change th' result where th' tooltip allows them.

Arrr, what it doesEnglishZeri dashes a short distance and energizes Burst Fire to pierce through enemies. She will vault and grind over any terrain she touches.
Arrr, practical readSpark Surge be part o' Zeri's E pattern. Read its listed effect first aboard, then track th' cooldown and condition that make th' next aboard use valuable.
Th' cast changes position or access. Sailor record fer where th' champion finishes, nay only where th' trick begins.

Arrr, what it doesEnglishZeri 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.
Arrr, practical readLightning Crash contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
This cast has a wind-up, charge or channel. Movement, interruption or a changing target state can matter afore th' effect completes.
Meeting th' listed condition refreshes or reduces downtime. Lost overboard that condition changes th' next aboard available cast.
Arrr, levels 1–18
Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.
Cooldown Data Dragon 16.20.1
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
| Rank | Health, arr | Mana, arr | Trick milestone |
|---|---|---|---|
| 1 | 600 | 250 Mana, arr | Pick th' first aboard basic trick |
| 2 | 679 | 282 Mana, arr | Stow another basic trick or rank |
| 3 | 762 | 316 Mana, arr | Stow another basic trick or rank |
| 4 | 849 | 352 Mana, arr | Spend one trick point |
| 5 | 940 | 389 Mana, arr | Spend one trick point |
| 6 | 1,035 | 428 Mana, arr | First aboard ultimate rank normally available |
| 7 | 1,133 | 468 Mana, arr | Spend one trick point |
| 8 | 1,235 | 510 Mana, arr | Spend one trick point |
| 9 | 1,341 | 553 Mana, arr | Spend one trick point |
| 10 | 1,451 | 598 Mana, arr | Spend one trick point |
| 11 | 1,565 | 645 Mana, arr | Arrr, second ultimate rank normally available |
| 12 | 1,683 | 693 Mana, arr | Spend one trick point |
| 13 | 1,805 | 743 Mana, arr | Spend one trick point |
| 14 | 1,930 | 794 Mana, arr | Spend one trick point |
| 15 | 2,059 | 847 Mana, arr | Spend one trick point |
| 16 | 2,192 | 901 Mana, arr | Arrr, final ultimate rank normally available |
| 17 | 2,329 | 957 Mana, arr | Spend one trick point |
| 18 | 2,470 | 1,015 Mana, arr | Spend one trick point |
Pick th' next aboard query
Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.