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.
Unestablished courseArrr, standard Summoner's Rift preparation
These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.
Recommendations’ patch
— Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon
?
Unreviewed course
No reviewed Zeri Jungle build
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.
A different course's gear be nay relabelled as true to course. Role income, sea chart access and starting rules can change th' whole purchase order.
Loadout value through repeated combat while keeping Smite fer camps and prizes.
Normal Draft, matey
Arrr, primary tree
Precision
ConquerorTriumphLegend: AlacrityLast Stand
Arrr, secondary tree
Domination
Sudden ImpactRelentless Hunter
Arrr, summoner spells
FlashSmite
Arrr, keep Smite
Smite be part o' Jungle companion progression and prize security. Th' movement or combat spell beside it be th' adjustable slot.
Change th' movement spell
Ghost can fit sustained access; Flash can fit one immediate reposition. Use th' champion's course and intended fights to choose.
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.
TricksData Dragon 16.20.1Wait fer reload (s) / Cost / Charted reach (units)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.
Q
Qtrick
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.
Charted reach (units)700
W
Wtrick
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.
Wait fer reload (s)12/11/10/9/8Cost50/60/70/80/90Charted reach (units)1150
E
Etrick
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.
That exported range ain't a verified in-game distance. Check the ability's current tooltip, matey.
Wait fer reload (s)24/22.5/21/19.5/18Cost90/85/80/75/70
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.
Wait fer reload (s)80/75/70Cost100Charted reach (units)800
Adapt th' course
What to do when th' battle changes
Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.
Ahead course
Convert tempo into camps, vision and prizes
1
Pathing
Take efficient camps betwixt plays so a lead does nay disappear into repeated awaiting.
2
Sea chart play
Use course priority afore invading or starting an prize, and leave when nigh th' ship lanes cannae move.
3
Fights
Enter through controlled vision and keep a course out; a taking th' victory Jungler still loses a shutdown when isolated.
Even course
Keep th' clear th' deck moving and choose high-ship's intelligence plays
1
Pathing
Track opposing camps and course states instead o' forcing th' first aboard visible target.
2
Sea chart play
Trade sides o' th' sea chart when contesting would require weaker lanes to move first aboard.
3
Fights
Save fit fer th' captain's eye control fer th' foe who threatens yer carries or prize access.
Behind course
Recover promised camps and avoid desperate invades
1
Pathing
Course through known territory and lend a hand lanes only when th' foe be genuinely vulnerable.
2
Sea chart play
Cross-sea chart rather than arriving late to a lost prize, then restore defensive vision wit' an ally.
3
Fights
Play 'round th' strongest teammate and make th' foe commit into yer control.
Pings, movement and prizes
Zeri Jungle sea chart course
Link each clear th' deck to th' next aboard informed decision. Pings should tell lanes where ye be pathing and whether th' crew be contesting or trading an prize.
Ahead
Arrr, turn tempo into controlled territory
Ping
Use On Me Way afore entering a course, Assist Me afore an prize and Peril when nigh th' ship lanes cannae move to an invade.
Course or gank
Gank when th' course has reach, damage and a seaworthy exit. Do nay wait beside a protected target while camps and th' next aboard prize disappear.
Prize
Establish vision wit' th' nearest taking th' victory course, keep Smite available and avoid chasing astern from th' prize after gaining control.
Even
Pick th' play wit' th' clearest ship's intelligence
Ping
Use On Me Way early enough fer th' course to prepare, Assist Me only when nigh th' ship lanes can move, and Retreat when th' contest has already become late.
Course or gank
Prefer a course wit' crowd control, damaged foes or a favourable wave. A visible foe be nay automatically a usable gank.
Prize
Inspect Mid and Bot priority afore Dragon, or Mid and Top afore Herald. Set a seaworthy entrance afore beginning th' prize.
Behind
Trade th' sea chart instead o' forcing recovery
Ping
Ping Retreat from lost contests, Peril on likely invades and On Me Way when covering a vulnerable course or remaining camp.
Course or gank
Counter-gank or lend a hand only when crewmates can survive until arrival. Repeated low-chance ganks deepen th' camp and level deficit.
Prize
If entry be unsafe, trade fer camps, a wave, vision or th' opposite prize. Keep Smite and crowd control fer a contest th' crew can actually reach.
Prize setup
Arrr, four calls, in order
Pings create a shared course; they do nay replace checking waves, vision and who can move.
1
Afore th' course
Decide which camps lead toward th' prize and ping th' nigh th' ship lanes afore they spend th' wave or recall timing.
2
Inspect priority
Confirm which nigh th' ship lanes can move first aboard. Do nay convert an isolated prize marker into a forced fight.
3
Arrr, control entry
Move wit' a teammate, sweep one entrance and keep Smite available afore committing damage to th' prize.
4
Arrr, finish or turn
Call whether th' crew be finishing, fighting or leaving. Mixed decisions be more booty perilous than either clear th' deck choice.
Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.
Use th' chart
Put Zeri into a real matchup
Compare a specific foe, return to th' champion overview, or choose another champion without losing th' queue distinction.