Arrr, VRC.LOL

Game patch, matey 26.20Data Dragon 16.20.1

Arrr, reference patch 16.20.1

Zeri

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.

BottomsideArrr, mostly physical damageArrr, ranged attacks
Arrr, usual roleBottomside
ClassMarksman
DifficultyArrr, medium · 6/10
Arrr, basic attacksRangedArrr, ranged basic attacks · 550 range.
Arrr, damage profileArrr, mostly physical damageMost normal kit pressure be physical. Armour may lend a hand, but inspect whether attacks or tricks be th' main source.
Arrr, reference patch16.20.1

Arrr, strengths and limits

What Zeri does well, and what can go wrong

These be kit-level patterns, nay a promise that every course or matchup plays th' same way.

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.

Arrr, limits to respect

  • Loses reliable output when forced astern, controlled or reached afore creating distance.
  • Needs th' sailor to respect cooldowns, resources and th' foe's course into th' fight.
Arrr, source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries be independently written.

Arrr, practical champion reading

Arrr, how to read Zeri in a real fight

Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.

Arrr, damage delivery

Arrr, primarily physical pressure

Armour can reduce th' broad physical profile. Separate basic attacks from physical tricks afore relying on an gear passive that only affects attacks.

Arrr, fight rhythm

Arrr, repeated access matters

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.

Arrr, range and access

Arrr, spacing protects repeated output

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.

Typical crew job

Maintain seaworthy, repeatable damage

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.

Control inspect

Identify th' exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.

Arrr, protection and sustain

Do nay buy a counter that has no target

Reserve anti-heal and anti-shielding fer a visible problem in th' full crew composition; they be nay default answers to every champion.

Arrr, resource pattern

Arrr, mana and cooldowns both matter

A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.

Read th' whole crewTh' same champion can create a different problem after changing role, gear or crewmates. Re-inspect th' visible clash afore committing to a defensive captain's answer.

Defensive gear reference

What can help against Zeri?

Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.

Pre-battle choices
Arrr, dEFENSIVE BOOTS

Plated Steelcaps most often fit better

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.
Arrr, repeated attacksSlows
Arrr, pHYSICAL DEFENCE

Arrr, physical defence

Armour · health · role-appropriate defence

Armour can reduce physical damage, but Plated Steelcaps' passive be specific to attacks.

Clash th' gear to attacks, critical strikes or trick burst rather than buying armour from th' label alone.
Arrr, rEPEATED ATTACKS

Arrr, repeated attacks

Plated Steelcaps · Frozen Heart

These can reduce attack-focused pressure when their stats fit yer champion.

Do nay use this as an captain's answer to physical spells that be nay attacks.
Arrr, rEPEATED SLOWS

Arrr, repeated slows

Boots of Swiftness

Slow resistance can be more booty useful than Tenacity when repeated slowing strength be th' main problem.

It gives no armour or magic resistance, so compare th' rest o' th' opposing crew.
Sailor decidesChampion identity be a starting point, nay an automatic purchase. Compare th' full opposing crew, present gear tooltips and th' problem that be actually deciding fights. Ne'er buy two completed pairs o' Boots.

Normal Draft and Ranked role sea chart

Where Zeri fits on Summoner's Rift

Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.

TopsideUnestablished course

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.

Inspect this role
JungleUnestablished course

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.

Inspect this role
MidshipsUnestablished course

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.

Inspect this role
SupportUnestablished course

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.

Inspect this role

Arrr, kit reference

Zeri tricks

Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Tricks Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Living Battery

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.

Q
Q trick

Burst Fire

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.

Arrr, listed rangeArrr, 700 units
First aboard target

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.

W
W trick

Ultrashock Laser

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.

CooldownArrr, 12/11/10/9/8 secCost50/60/70/80/90Arrr, listed rangeArrr, 1150 units
First aboard target

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.

E
E trick

Spark Surge

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.

CooldownArrr, 24/22.5/21/19.5/18 secCost90/85/80/75/70Arrr, listed rangeArrr, 25000 units
Movement

Th' cast changes position or access. Sailor record fer where th' champion finishes, nay only where th' trick begins.

R
Ultimate

Lightning Crash

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.

CooldownArrr, 80/75/70 secCost100Arrr, listed rangeArrr, 800 units
Arrr, cast commitment

This cast has a wind-up, charge or channel. Movement, interruption or a changing target state can matter afore th' effect completes.

Reset th' course condition

Meeting th' listed condition refreshes or reduces downtime. Lost overboard that condition changes th' next aboard available cast.

Arrr, levels 1–18

Zeri · Health, arr / Mana, arr · Tricks

Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.

Arrr, level 1600 Health, arr250 Mana, arr
Arrr, level 3762 Health, arr316 Mana, arr
Arrr, level 61,035 Health, arr428 Mana, arr
Arrr, level 111,565 Health, arr645 Mana, arr
Arrr, level 162,192 Health, arr901 Mana, arr
Arrr, level 182,470 Health, arr1,015 Mana, arr

Cooldown Data Dragon 16.20.1

Q
Basic trickBurst Fire

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

CooldownRead present tooltip
W
Basic trickUltrashock Laser

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 1Arrr, 12 secArrr, rank 2Arrr, 11 secArrr, rank 3Arrr, 10 secArrr, rank 4Arrr, 9 secArrr, rank 5Arrr, 8 sec
E
Basic trickSpark Surge

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 1Arrr, 24 secArrr, rank 2Arrr, 22.5 secArrr, rank 3Arrr, 21 secArrr, rank 4Arrr, 19.5 secArrr, rank 5Arrr, 18 sec
R
UltimateLightning Crash

First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Arrr, rank 1Arrr, 80 secArrr, rank 2Arrr, 75 secArrr, rank 3Arrr, 70 sec
Unfurl every levelHull and mana from level 1 to 18
RankHealth, arrMana, arrTrick milestone
1600250 Mana, arrPick th' first aboard basic trick
2679282 Mana, arrStow another basic trick or rank
3762316 Mana, arrStow another basic trick or rank
4849352 Mana, arrSpend one trick point
5940389 Mana, arrSpend one trick point
61,035428 Mana, arrFirst aboard ultimate rank normally available
71,133468 Mana, arrSpend one trick point
81,235510 Mana, arrSpend one trick point
91,341553 Mana, arrSpend one trick point
101,451598 Mana, arrSpend one trick point
111,565645 Mana, arrArrr, second ultimate rank normally available
121,683693 Mana, arrSpend one trick point
131,805743 Mana, arrSpend one trick point
141,930794 Mana, arrSpend one trick point
152,059847 Mana, arrSpend one trick point
162,192901 Mana, arrArrr, final ultimate rank normally available
172,329957 Mana, arrSpend one trick point
182,4701,015 Mana, arrSpend one trick point
How th' numbers be calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics wit' League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Pick th' next aboard query

Turn th' profile into a pre-battle course

Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.

Unfurl Zeri buildsArrr, prepare a matchupArrr, browse champions