WR:Zeri




Zeri is a champion in Wild Rift.

|
Abilities[edit | edit source]





See Notes

Blocked
- A lightning chain from a
Lightning Crash empowered Burst Fire will not draw minion aggro.
- PENDING FOR TEST:
Warden's Mail flat damage reduction and cap only apply to the first instance of damage.
- Wards and traps will be hit only once by Burst Fire.
- PENDING FOR TEST: Champion-summoned units behave differently depending on the unit.
- If Burst Fire hits an enemy while Zeri is not visible to enemies, the area around her (400 units) will be revealed for 4.5 seconds.
- Burst Fire rolls
critical strike for all rounds as well as the additional physical damage dealt when Zeri is
Overcharged.
Blind causes Burst Fire to cast in a random direction. The rounds will deal damage to enemies hit.
- Only attack speed granted by being
Overcharged can exceed the cap of 1.5.
- Items and runes that trigger off of attacking [eg
Fleet Footwork,
Phantom Dancer] will only trigger if Burst Fire hits a unit.
- If Zeri would get full
Energized stacks from a Burst Fire, the rest of the rounds will trigger Energized.





See Notes

Blocked

See Notes


- Basic Attack Modified Damage:
- 50 / 65 / 80 / 95%





- Magic Damage:
- 150 / 200 / 250 (+ 70% bonus AD) (+ 80% AP)




For each stack, Zeri gains


- Bonus Magic Damage:
- 5 / 10 / 15 (+ 15% AP)

See Notes

Not Blocked
- Zeri can move while casting Lightning Crash, and it does not interrupt her previous orders.
- Applies
area damage for the nova and
proc damage for the bounce.
Spell shield blocks Lightning Crash's nova but does not prevent Zeri from becoming Overcharged. It does not block the bounce damage.
- Lightning Crash and
Spark Surge empowerments can combine together.
- The bounce will target structures.
- PENDING FOR TEST: If Zeri enters
resurrection during Overcharge, she will lose all stacks of the effect but Overcharge will not end prematurely.(note)
- She cannot gain stacks again after reviving while the buff is active.(bug)
- This ability will cast from wherever the caster is at the end of the cast time.
Patch history[edit | edit source]
- For the expanded patch notes, see here.
- Stats
- Base health increased from 600 to 630.
- Armor growth increased from 4.5 to 5.
- Health growth increased from 112 to 128.
- Magic resistance growth increased from 1.5 to 2.
- Stats
- Base attack range increased from 675 to 700.
- Base attack speed bonus increased from 20% to 30%.
- Base movement speed increased from 325 to 335.
- Attack speed growth increased from 1.7% to 2.7%.
- Attack damage growth increased from 3 to 3.5.
- Stats
- Health growth reduced from 120 to 112.
Lightning Crash
- Chain lightning modified damage reduced from 25% to 20%.
Burst Fire
- Base damage per round reduced from 8 / 11 / 14 / 17 / 20 (based on level) to 8 / 10 / 12 / 14 / 16 (based on level)
- AD ratio per round reduced from 100 / 105 / 110 / 115 / 120% (based on level) to 100 / 102.5 / 105 / 107.5 / 110% (based on level).
- Excess attack speed to AD conversion reduced from 60% excess AS to 50%.
Spark Surge
- Damage against subsequent targets reduced from 60 / 75 / 90 / 105% to 50 / 65 / 80 / 95%.
Lightning Crash
- Effect radius reduced from 825 to 640.
- Explosion AD ratio reduced from 80% AD to 70%.
- V4.0b - Added
- Released February 17, 2023 (00:01 UTC).
See also[edit | edit source]


Marksmen (formerly "Carries") excel at dealing reliable sustained damage at range (usually through basic attacks) while constantly skirting the edge of danger. Although Marksmen have the ability to stay relatively safe by kiting their foes, they are very fragile and are extremely reliant on powerful item purchases to become true damage threats.
At present, Marksmen do not have any official subclasses. The following have been considered:
- Demolisher
- Scrapper



A Dragon lane champion will work best with help from another champion.
Suitable champions include but are not limited to Marksmen (ADCs) or
Mages (APCs).


Mana (also known as MP) is a stat that is the resource of many champions necessary to cast most of their abilities. Mana can be restored via mana regeneration and some abilities, items, runes, and buffs.
Mana is represented in-game by the blue bar within the HUD, indicating the champion's current mana and maximum mana. Current mana is reduced by expenditure through paying an ability's mana cost.


The Attack speed ratio (AS ratio) adjusts the effectiveness of bonus AS from all sources. It is usually equal to the unit's base AS (level 1 with no bonuses), but tuning to a higher or lower relative value translates to more or less bonus AS received compared to other units with the same base AS.
(All values in decimal form)
The ingame stats HUD displays the AS ratio instead of base AS to communicate this comparative effectiveness. The Wiki opts to always list both stats and show the AS ratio as "N/A" if the two are equal.


Within a drafted team, the Support position is one of two champions pushing into the Dragon lane. Securing the Dragon lane will allow access to the Dragon, an objective that can influence the rest of the game. However, the Support may not be able to grow at the same rate of other positions due to a lack of income, and will instead prefer efficiency to their power.
Suitable champions include Catchers,
Enchanters,
Vanguards
Wardens.



Most on-hit effects deal proc damage or
default damage (aka splash damage), which are non-reactive (i.e. the effects themselves don't trigger other effects).

Unlike on-hit effects, on-attack effects do not require the user to land their basic attacks, only to finish their windup. Abilities that trigger on-attack effects will do so upon successfully hitting the target.



Many effects are triggered whenever you deal an instance of basic damage. For example:
Wit's End,
Blade of the Ruined King and
Tiamat.
Life steal,
Omnivamp and
Physical vamp (where applicable) heal for a percentage of basic damage dealt.
- Basic damage is negated by
dodge and
block.
Effects triggered by damage sub-types will occur (e.g. The Black Cleaver on instances of
Physical damage and
Morellonomicon on instances of
Magic damage).


- Applies:
- Mitigated by:
Damage shields
Invulnerability
- Damage reduction
Armor
Physical shields
Death's Dance




Critical strikes usually cannot occur against structures such as turrets and
wards.



All sources of Energized stack with each other.



Incoming shields can trigger bonus effects from Shield Bash. Outgoing shields can trigger bonus effects from
Aery,
Ardent Censer, and
Staff of Flowing Waters. Shield reduction effects, exclusively
Serpent's Fang, reduce all incoming and outgoing shields.




- Applies:
Bloodletter's Curse's Vile Decay
Morellonomicon's and
Oblivion Orb's
Grievous Wounds
Omnivamp
- Triggers:
- Mitigated by:
Damage shields
Invulnerability
- Damage reduction
Magic resistance
Magic shields


Centered range is calculated from the center of a source unit's hitbox to the center of a target unit's hitbox.
- Centered range is used for most unit-targeted abilities.
- It is less effective and may seem to have diminished reach against large units.


Edge range is calculated from the edge of a source unit's hitbox to the edge of a target unit's hitbox.
- Edge range is mostly used for basic attacks; skill shots; and point-blank areas of effect (including auras).
- These become more effective against large champions, as the source gains more reach against them. This may be favorable or unfavorable: durable champions tend to be larger and thus easier to hit, and frail champions tend to be smaller and more difficult to hit.



Sight can also refer to an effect that makes a unit visible regardless of the fog of war or brush, allowing them to be targeted.
Standard sight cannot see
stealthed units, but
True Sight can.
Nearsight is a
crowd control debuff that inhibits sight; allied vision is lost in addition to a reduced sight radius.
Obscured vision is similar to sight in a way that it can observe units, but does not render units targetable, rather it exposes their position and informs of their presence.
Unobstructed vision is a form of sight that allows a unit to be able to see their full vision radius, ignoring any obstructions that would otherwise restrict visibility.
- All effects that use
unit-targeting require sight of the target. Delayed unit-targeted attacks and spells can cancel if sight of the selected target is suddenly lost.


Champions are the player-controlled characters in League of Legends: Wild Rift. Each champion possesses unique abilities and attributes.


Monsters are neutral units in League of Legends. Unlike minions, monsters do not fight for either team, and will only do so if aggroed (provoked) – with the exception of the
Rift Scuttler, which simply runs away when attacked.





Many effects are triggered whenever you deal an instance of spell damage. For example:
Rylai's Crystal Scepter,
Liandry's Torment and
Luden's Echo.
Omnivamp and
Physical vamp (where applicable) heal for a percentage of damage dealt.
Arcane Comet's current cooldown is reduced by 20% per instance of spell damage you deal to a champion.
Effects triggered by damage sub-types will occur (e.g. Black Cleaver on instances of
Physical damage and
Morellonomicon on instances of
Magic damage).


Area damage is the damage type dealt by most area of effect abilities, as well as a select few basic attacks, items and runes. Area damage is not exclusive to being applied by purely physical,
magic or
true damage, and instead can be dealt by any of the three damage sub-types.
- Spell vamp heals with one-third effectiveness.
- Many items effects are triggered whenever you deal an instance of area damage (i.e. ability effects).
- For example:
Rylai's Crystal Scepter,
Liandry's Torment and
Luden's Echo.
- Compared to single target spell damage, area damage does not trigger
Muramana.
- For example:
Arcane Comet's current cooldown is reduced by 10% whenever you deal an instance of area damage to a champion.
- Area damage is reduced by 25% versus
Counter Strike.
- Many champion summoned units such as
Elise's
Spiderlings,
Yorick's
Mist Walkers, and
Naafiri's
Dune Hounds take reduced damage from area damage.
Effects triggered by damage subtypes will occur (i.e. physical,
magic or
true).


A projectile or missile is any entity not classified as a unit ( champion,
minion,
monster, etc.) that travels at any given velocity.
- Moving units are not considered projectiles under any circumstance (including
dashing units,
airborne units, or units thrown by some abilities such as
Syndra's
Force of Will or
Sion's
Roar of the Slayer.).
Braum's
Unbreakable,
Samira's
Blade Whirl, and
Yasuo's
Wind Wall can block, destroy and / or stop projectiles.
- Some abilities will
destroy all currently incoming homing projectiles.






Having unobstructed sight will benefit all forms of vision, including true sight and
camouflage detection - i.e. you will be able to reveal stealthed units over walls where usually terrain would block true sight.
Nearsight prevents this vision entirely; the user's sight radius will not infiltrate beyond terrain.



Centered range is calculated from the center of a source unit's hitbox to the center of a target unit's hitbox.
- Centered range is used for most unit-targeted abilities.
- It is less effective and may seem to have diminished reach against large units.



- Applies:
Black Cleaver's Carve
Chempunk Chainsword's,
Executioner's Calling's and
Mortal Reminder's
Grievous Wounds
Omnivamp
Physical vamp
- Mitigated by:
Damage shields
Invulnerability
- Damage reduction
Armor
Physical shields
Death's Dance


- Applies:
Morellonomicon's and
Oblivion Orb's
Grievous Wounds
Omnivamp
- Triggers:
- Mitigated by:
Damage shields
Invulnerability
- Damage reduction
Magic resistance
Magic shields






Proc damage does not interact with most other effects, such as Luden's Echo or
Arcane Comet. The main exception is:
Effects triggered by damage subtypes will still occur in spite of proc damage's non-reactive nature (e.g. Black Cleaver on instances of
Physical damage and
Morellonomicon on instances of
Magic damage).


The shielding can vary per case with other included mechanisms such as on-hit effects and subsequent targeting
(e.g. Bouncing,
Tethers).



Resurrection sources have a hierarchy, and will trigger in the following order:
Resurrection will always take precedence over