Arrr, VRC.LOL

Game patch, matey 26.20Data Dragon 16.20.1

Arrr, reference patch 16.20.1

Zilean

the Chronokeeper

Zilean be a spell-focused champion who plays 'round range, cooldowns and controlled areas. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.

SupportArrr, mostly magic damageArrr, ranged attacks
Arrr, usual roleSupport
ClassArrr, support · Mage
DifficultyArrr, medium · 6/10
Arrr, basic attacksRangedArrr, ranged basic attacks · 550 range.
Arrr, damage profileArrr, mostly magic damageMost normal kit pressure be magic. Magic resistance may lend a hand, but control, penetration and true damage still matter.
Arrr, reference patch16.20.1

Arrr, strengths and limits

What Zilean 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

  • Arrr, uses spells to shape space, punish predictable movement or control an approach.
  • Can create value through control, protection, setup or pressure that does nay depend only on personal doubloons.
  • Ranged basic attacks can contribute without entering melee distance when spacing be preserved.

Arrr, limits to respect

  • Fit fer th' captain's eye pressure falls while key spells be overboard or miss their intended area.
  • Reduced income makes gear timing and seaworthy cooperation more booty fit fer th' captain's eye than on a solo-course carry.

Arrr, riot ally tips

Use these while learning th' champion
1

Ye can combine th' use o' Time Bomb and Rewind to place two Time Bombs on a target quickly. Placing th' second bomb will detonate th' first aboard and stun all nigh th' ship enemies.

2

Time Warp be an effective way to enable crewmates to finish off enemies, or escape from a losing battle.

3

Chronoshift be a powerful deterrent to attacking yer carries, but casting Chronoshift too early in a fight can cause th' foe to switch targets too soon, making it less effective.

Riot foe tips

What an foe be told to watch fer
1

If ye're able to clash Zilean's speed, it can at times be beneficial to wait until his ultimate has faded afore landing th' killing blow.

2

Zilean be fragile if a crew focuses on him, but otherwise he's very difficult to kill. Commit to killing him as a crew.

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 Zilean 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 magic pressure

Magic resistance can reduce th' broad spell profile, but positioning and cooldown tracking still decide whether th' fit fer th' captain's eye tricks connect.

Arrr, fight rhythm

Track th' shipshape trick cycle

Do nay judge th' champion from one control. Watch which setup, payoff and escape tools be available afore choosing a trade or commitment.

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

Enable crewmates and control access

Protection, setup and ship's intelligence can matter more booty than personal damage. Position so th' next aboard useful spell can reach th' ally or target that needs it.

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 Zilean?

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

Mercury's Treads most often fit better

Magic resistance addresses th' broad damage profile, while Tenacity can shorten reducible control.

Pick Plated Steelcaps instead only when physical basic attacks from this champion or th' rest o' th' crew be th' larger repeated threat.
Arrr, reducible controlSlows
Arrr, mAGIC DEFENCE

Arrr, magic defence

Kaenic Rookern · Force o' Nature

Magic resistance can reduce th' broad spell profile.

Pick a role-appropriate option only when repeated or burst magic damage be th' problem.
Arrr, cONTROL AND ONE KEY SPELL

Arrr, control and one key spell

Arrr, Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can lend a hand agin' th' relevant disabling effects.

Inspect th' present tooltip and whether th' exact effect can be shortened, removed or blocked.
Arrr, rEPEATED SLOWS

Arrr, repeated slows

Arrr, 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 Zilean fits on Summoner's Rift

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

TopUnestablished course

Old chart, matey. Recommendations await inspection. Zilean be normally played Support 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. Zilean be normally played Support 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
MidUnestablished course

Old chart, matey. Recommendations await inspection. Zilean be normally played Support 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
BotUnestablished course

Old chart, matey. Recommendations await inspection. Zilean be normally played Support and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role

Arrr, Situational AP purchase

Arrr, When should you buy anti-heal?

Arrr, Buy healing reduction when enemy healing or regeneration is deciding fights and you can keep damaging the relevant target. Grievous Wounds reduces healing; it does not reduce shields, magic damage or crowd control.

Arrr, Start with the component

Arrr, Oblivion Orb can provide healing reduction without immediately paying for a completed Morellonomicon. Fit the component around your core damage, mana and survival needs; check the current queue's item tooltip.

Arrr, Finish when it fits the fight

Arrr, Complete Morellonomicon when its stats and slot efficiency suit your build. Do not treat it as a mandatory first item just because your champion deals magic damage.

Arrr, Coordinate coverage

Arrr, Multiple Grievous Wounds sources do not add their percentages together. Another reliable applier may cover the same target, but you may still need your own source for a separate fight or target.

Arrr, Repeated spell damage and damage over time can maintain coverage more reliably than a single hit. Match the purchase to your actual spell access, enemy sustain and the teammates who can apply the debuff.

Arrr, Will the fight last long enough?

Arrr, If you die before dealing damage, you apply no healing reduction. If your target dies before healing, there is little healing to prevent. The debuff applies on qualifying damage immediately; it does not need to build up. It remains briefly after your last hit, so teammates can benefit even after you disengage.

Arrr, Only healing during the active debuff counts. For example, 40% reduction prevents 80 of a 200-point heal, or 400 of a 1,000-point heal, before other modifiers. Compare that with the damage, penetration or survival you delayed; neither example guarantees a kill. Healing after the debuff expires is unaffected.

Arrr, See the Arrr, oblivion Orb and Arrr, Morellonomicon Arrr, references for current effects and queue availability. These are situational decisions, not a measured best-build claim.

Arrr, kit reference

Zilean 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

Time In A Bottle

Arrr, what it doesEnglishZilean stores time as Experience and can grant it to his allies. When he has enough Experience to finish an ally's level up, he can right-click them to impart it. Zilean receives as much Experience as he gives.

Arrr, practical readTime In A Bottle be th' always-on rule shaping Zilean's normal trading and fight pattern. Watch its in-battle state afore committing.

Q
Q trick

Time Bomb

Arrr, what it doesEnglishTosses a bomb to target area that sticks to units that come near it (prioritizes Champions). It detonates after 3 seconds, dealing area of effect damage. If a Time Bomb is detonated early by another Time Bomb, it also stuns enemies.

Arrr, practical readTime Bomb contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 10/9.5/9/8.5/8 secCost60/65/70/75/80Arrr, listed rangeArrr, 900 units
W
W trick

Rewind

Arrr, what it doesEnglishZilean can prepare himself for future confrontations, reducing the cooldowns of his other basic abilities.

Arrr, practical readRewind be part o' Zilean's W pattern. Read its listed effect first aboard, then track th' cooldown and condition that make th' next aboard use valuable.

CooldownArrr, 14/12/10/8/6 secCost35Arrr, listed rangeArrr, 600 units
E
E trick

Time Warp

Arrr, what it doesEnglishZilean bends time around any unit, decreasing an enemy's Move Speed or increasing an ally's Move Speed for a short time.

Arrr, practical readTime Warp be part o' Zilean's E pattern. Read its listed effect first aboard, then track th' cooldown and condition that make th' next aboard use valuable.

CooldownArrr, 15 secCost50Arrr, listed rangeArrr, 550 units
R
Ultimate

Chronoshift

Arrr, what it doesEnglishZilean places a protective time rune on an allied champion, teleporting the champion back in time if they take lethal damage.

Arrr, practical readChronoshift creates setup or area pressure. Place it where th' foe must choose betwixt entering its space, changing course or giving up th' immediate contest.

CooldownArrr, 120/90/60 secCost125/150/175Arrr, listed rangeArrr, 900 units
Movement

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

Arrr, levels 1–18

Zilean · 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 1574 Health, arr452 Mana, arr
Arrr, level 3716 Health, arr526 Mana, arr
Arrr, level 6953 Health, arr650 Mana, arr
Arrr, level 111,416 Health, arr891 Mana, arr
Arrr, level 161,964 Health, arr1,176 Mana, arr
Arrr, level 182,206 Health, arr1,302 Mana, arr

Cooldown Data Dragon 16.20.1

Q
Basic trickTime Bomb

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

Arrr, rank 1Arrr, 10 secArrr, rank 2Arrr, 9.5 secArrr, rank 3Arrr, 9 secArrr, rank 4Arrr, 8.5 secArrr, rank 5Arrr, 8 sec
W
Basic trickRewind

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

Arrr, rank 1Arrr, 14 secArrr, rank 2Arrr, 12 secArrr, rank 3Arrr, 10 secArrr, rank 4Arrr, 8 secArrr, rank 5Arrr, 6 sec
E
Basic trickTime Warp

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

Arrr, all ranksArrr, 15 sec
R
UltimateChronoshift

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

Arrr, rank 1Arrr, 120 secArrr, rank 2Arrr, 90 secArrr, rank 3Arrr, 60 sec
Unfurl every levelHull and mana from level 1 to 18
RankHealth, arrMana, arrTrick milestone
1574452 Mana, arrPick th' first aboard basic trick
2643488 Mana, arrStow another basic trick or rank
3716526 Mana, arrStow another basic trick or rank
4791565 Mana, arrSpend one trick point
5871607 Mana, arrSpend one trick point
6953650 Mana, arrFirst aboard ultimate rank normally available
71,039694 Mana, arrSpend one trick point
81,128741 Mana, arrSpend one trick point
91,221789 Mana, arrSpend one trick point
101,317839 Mana, arrSpend one trick point
111,416891 Mana, arrArrr, second ultimate rank normally available
121,519944 Mana, arrSpend one trick point
131,6251,000 Mana, arrSpend one trick point
141,7351,057 Mana, arrSpend one trick point
151,8471,115 Mana, arrSpend one trick point
161,9641,176 Mana, arrArrr, final ultimate rank normally available
172,0831,238 Mana, arrSpend one trick point
182,2061,302 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 Zilean buildsArrr, prepare a matchupArrr, browse champions