This meta overview presents ZILEAN’s ranked performance across different roles and skill tiers. The data includes tier placement, win rate, pick rate, ban rate, and short-term trends, allowing you to evaluate her current strength and draft priority. Statistics are synced with rank buckets and role selection, helping you understand where ZILEAN performs best and how her impact changes in the evolving Wild Rift meta.
The information below will help you get familiar with the game on the Support Line ZILEAN. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Relic Shield (Kill minions to earn bonus gold). Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
Relic Shield
Kill minions to earn bonus gold
+125 Max Health
This item is for support players. When equipped, it will reduce the gold you receive from killing minions and monsters. If there are multiples of this item within the party, only one of them can take effect at any given time.
Tribute: Gain 1 encircling energy orb(s) every 30 seconds (max 3 orbs). While near an ally, the actions below will trigger Tribute, consuming 1 energy orb(s) to grant you 65 gold and restore your Health 20-80:
1. Using abilities or attacks to damage enemy champions or structures.
2. Attacking minions below 65% Health. This also executes them, and the gold generated from the minion kills is given to the ally nearest to you. 3. A nearby minion is killed while you have 3 orbs. Upon triggering Tribute, the ally nearest to you gains Tribute stacks.
Sentry: Deal 1 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer’s Bloom.
Restraint: You do not earn gold generated from minion kills, but you earn gold equal to 50% of the bounty. The gold generated from your minion kills will be given to the ally nearest to you. Gold earned from monster kills is reduced by 50%.
Quest: After earning 750 gold, this item upgrades into Bulwark of the Mountain and binds you and the ally with the most Tribute stacks as Perfect Partners.
500
Bulwark of the Mountain
Kill minions to earn bonus gold
+175 Max Health
+10 Ability Haste
Soulcast: Every 60 seconds, gains 75 gold, 25 Health and 2 Attack Damage, or 4 Ability Power (Adaptive); up to 250 Health and 20 Attack Damage or 40 Ability Power (Adaptive).
Deal 2 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer’s Bloom. When out of combat, gain 10% Movement Speed when you move toward your Perfect Partner. If you're more than 2,500 units apart, this bonus increases to 30%.
0
Bulwark of the Mountain TIPS: This item is designed for support players and grants passive gold income every 60 seconds along with Soulforce stacks that boost your health, attack damage, or ability power. At 10 stacks, you gain a significant adaptive stat bonus. While it reduces gold from killing minions and monsters, it accelerates your team’s economic pace. An additional effect deals extra damage to revealed Sight Wards, making it easier to clear vision and maintain map control.
Ionian Boots of Lucidity
Reduces ability cooldowns
+50% Mana Regen
+15 Ability Haste
+45 Move Speed
Summoned: Reduces spell cooldowns by 15%.
1000
Ionian Boots of Lucidity TIPS: These boots are designed for champions who rely on casting abilities as often as possible. They provide mana regeneration, Ability Haste, and further reduce the cooldown of Summoner Spells, allowing you to use key abilities more frequently while bringing back Flash, Smite, Ignite, and other Summoner Spells faster. They are an excellent choice for mages, supports, fighters, and any champion who benefits from maximizing ability uptime.
Harmonic Echo
Abilities grant healing effects
+100 Max Health
+50 Ability Power
+300 Max Mana
+50% Mana Regen
+15 Ability Haste
+5% Heal and Shield Strength
Harmonic Echo: Moving and casting abilities builds Harmony. At 100 Harmony your next healing or shielding ability on an ally restore an additional equal to (100-160 (
) + 15% AP
) Health. If the target has less than 30% Health, heal effectiveness is increased to 130% of the original.
2800
Harmonic Echo TIPS: This item greatly enhances your healing and shielding capabilities. Moving and casting abilities builds Harmony, empowering your next heal or shield with additional healing, while allies at low health receive an even stronger recovery. It is an excellent choice for enchanter supports who focus on keeping their team alive and saving allies during critical moments.
Ionian Boots of Lucidity
Reduces ability cooldowns
+50% Mana Regen
+15 Ability Haste
+45 Move Speed
Summoned: Reduces spell cooldowns by 15%.
1000
Ionian Boots of Lucidity TIPS: These boots are designed for champions who rely on casting abilities as often as possible. They provide mana regeneration, Ability Haste, and further reduce the cooldown of Summoner Spells, allowing you to use key abilities more frequently while bringing back Flash, Smite, Ignite, and other Summoner Spells faster. They are an excellent choice for mages, supports, fighters, and any champion who benefits from maximizing ability uptime.
Crimson Lucidity
Reduces ability cooldown
+75% Mana Regeneration
+25 Ability Haste
+45 Move Speed
Summoned: Reduces spell cooldown by 20%.
Noxian Haste: Healing or shielding allied champions, casting a spell, or dealing damage to enemies with abilities grants Movement Speed (10% for melee champions / 8% for ranged champions) for 4 seconds.
This effect can only be triggered once every 4 seconds per ability.
2000
Crimson Lucidity TIPS: These boots are ideal for champions who rely on casting abilities as often as possible. They greatly reduce the cooldown of both abilities and Summoner Spells while granting bonus movement speed whenever you heal or shield allies, cast spells, or damage enemies with abilities. They are an excellent choice for mages, supports, and fighters who value high mobility and maximum ability uptime.
Bulwark of the Mountain (Kill minions to earn bonus gold) as your first item, followed by
Ionian Boots of Lucidity (Reduces ability cooldowns) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Harmonic Echo (Abilities grant healing effects).
Crimson Lucidity (Reduces ability cooldown).
Bulwark of the Mountain
Kill minions to earn bonus gold
+175 Max Health
+10 Ability Haste
Soulcast: Every 60 seconds, gains 75 gold, 25 Health and 2 Attack Damage, or 4 Ability Power (Adaptive); up to 250 Health and 20 Attack Damage or 40 Ability Power (Adaptive).
Deal 2 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer’s Bloom. When out of combat, gain 10% Movement Speed when you move toward your Perfect Partner. If you're more than 2,500 units apart, this bonus increases to 30%.
0
Bulwark of the Mountain TIPS: This item is designed for support players and grants passive gold income every 60 seconds along with Soulforce stacks that boost your health, attack damage, or ability power. At 10 stacks, you gain a significant adaptive stat bonus. While it reduces gold from killing minions and monsters, it accelerates your team’s economic pace. An additional effect deals extra damage to revealed Sight Wards, making it easier to clear vision and maintain map control.
Ionian Boots of Lucidity
Reduces ability cooldowns
+50% Mana Regen
+15 Ability Haste
+45 Move Speed
Summoned: Reduces spell cooldowns by 15%.
1000
Ionian Boots of Lucidity TIPS: These boots are designed for champions who rely on casting abilities as often as possible. They provide mana regeneration, Ability Haste, and further reduce the cooldown of Summoner Spells, allowing you to use key abilities more frequently while bringing back Flash, Smite, Ignite, and other Summoner Spells faster. They are an excellent choice for mages, supports, fighters, and any champion who benefits from maximizing ability uptime.
Harmonic Echo
Abilities grant healing effects
+100 Max Health
+50 Ability Power
+300 Max Mana
+50% Mana Regen
+15 Ability Haste
+5% Heal and Shield Strength
Harmonic Echo: Moving and casting abilities builds Harmony. At 100 Harmony your next healing or shielding ability on an ally restore an additional equal to (100-160 (
) + 15% AP
) Health. If the target has less than 30% Health, heal effectiveness is increased to 130% of the original.
2800
Harmonic Echo TIPS: This item greatly enhances your healing and shielding capabilities. Moving and casting abilities builds Harmony, empowering your next heal or shield with additional healing, while allies at low health receive an even stronger recovery. It is an excellent choice for enchanter supports who focus on keeping their team alive and saving allies during critical moments.
Ardent Censer
Increases allies Attack Speed
+250 Max Health
+45 Ability Power
+50% Mana Regen
+10 Ability Haste
+5% Heal and Shield Strength
+5% Move Speed.
Censer: When you heal or shield, an allied champion other than yourself, they gain 15-34% Attack Speed and their attacks deal 16-22 bonus magic damage. for 6 seconds. This damage can Critically Strike.
2700
Ardent Censer TIPS: This item enhances your heals and shields, granting shielded allies increased attack speed and bonus magic damage on their attacks for a short duration. Perfect for enchanter supports who want to protect and empower their carries when it matters most.
Redemption
Heal allies in an area
+150 Max Health
+50 Ability Power
+50% Mana Regen
+15 Ability Haste
+5% Heal and Shield Strength
Intervention (Active): Target a large area. After 2.5s, restore 150-350 Health (based on ally's level) to allied units and deal 10% of max
as true damage to enemy champions. (60s Cooldown)
Can be cast while dead.
2600
Redemption TIPS: This item is designed to provide game-changing team support. Its active restores health to all allied units in a large area while dealing true damage to enemy champions, making it a powerful tool for turning the tide of teamfights. The ability to cast it even after death makes it especially valuable for supports who want to continue impacting fights even after being eliminated.
Oceanid's Trident
Anti-Shielding
+200 Max Health
+80 Ability Power
+10 Ability Haste
Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP
+ 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP
+ 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.
2600
Oceanid's Trident TIPS: This item is designed to counter shield-heavy champions. Your abilities significantly reduce the effectiveness of shields enemies receive, while the first hit can also weaken shields that are already active. It is an excellent choice for mages and AP supports against shield-reliant compositions, allowing your team to break through enemy defenses and eliminate priority targets more effectively.
Redemption
Heal allies in an area
+150 Max Health
+50 Ability Power
+50% Mana Regen
+15 Ability Haste
+5% Heal and Shield Strength
Intervention (Active): Target a large area. After 2.5s, restore 150-350 Health (based on ally's level) to allied units and deal 10% of max
as true damage to enemy champions. (60s Cooldown)
Can be cast while dead.
2600
Redemption TIPS: This item is designed to provide game-changing team support. Its active restores health to all allied units in a large area while dealing true damage to enemy champions, making it a powerful tool for turning the tide of teamfights. The ability to cast it even after death makes it especially valuable for supports who want to continue impacting fights even after being eliminated.
Imperial Mandate
Crowd control grants additional ally damage
+200 Max Health
+50 Ability Power
+20 Ability Haste
Coordinated Fire: Abilities that Slow or Immobilize a champion deal 47-75 bonus magic damage and marks them for 4 seconds (6 seconds cooldown per enemy champion). Allied champion damage detonates the mark, dealing an additional 94-150 magic damage (based on ally level) and granting you both 20% Move Speed, for 2 seconds.
2500
Imperial Mandate TIPS: This item is perfect for support champions who have abilities that slow or immobilize enemies, allowing you to activate effects for your team. It provides bonuses to maximum health, ability power, and ability haste, helping you deal damage while also enhancing teamwork with your allies. The "Coordinated Fire" effect activates when you slow or immobilize an enemy, dealing bonus magic damage and marking them for 4 seconds. When an allied champion damages the marked target, it detonates the mark, dealing additional magic damage and granting both you and your ally 20% bonus movement speed for 2 seconds. This item is especially useful for champions with crowd control abilities.
Imperial Mandate — This item is perfect for support champions who have abilities that slow or immobilize enemies, allowing you to activate effects for your team. It provides bonuses to maximum health, ability power, and ability haste, helping you deal damage while also enhancing teamwork with your allies. The "Coordinated Fire" effect activates when you slow or immobilize an enemy, dealing bonus magic damage and marking them for 4 seconds. When an allied champion damages the marked target, it detonates the mark, dealing additional magic damage and granting both you and your ally 20% bonus movement speed for 2 seconds. This item is especially useful for champions with crowd control abilities.
Redemption
Heal allies in an area
+150 Max Health
+50 Ability Power
+50% Mana Regen
+15 Ability Haste
+5% Heal and Shield Strength
Intervention (Active): Target a large area. After 2.5s, restore 150-350 Health (based on ally's level) to allied units and deal 10% of max
as true damage to enemy champions. (60s Cooldown)
Can be cast while dead.
2600
Redemption TIPS: This item is designed to provide game-changing team support. Its active restores health to all allied units in a large area while dealing true damage to enemy champions, making it a powerful tool for turning the tide of teamfights. The ability to cast it even after death makes it especially valuable for supports who want to continue impacting fights even after being eliminated.
Mikael's Blessing
Dispels crowd control from an ally
+300 Max Health
+50% Mana Regen
+15 Ability Haste
+6% Heal and Shield Strength
Purify (Active): Remove all crowd control debuffs (excluding knock up and suppression) from an allied champion, grant them crowd control immunity for 0.2s, and heal them for 150–250 Health. (90s Cooldown)
2500
Mikael's Blessing TIPS: This item is designed to protect allies from crowd control. Its active removes most disabling effects from a targeted ally, instantly restores their health, and briefly grants immunity to further crowd control. It is an excellent choice for supports who want to keep their carries alive and ensure they can continue fighting through crucial moments.
Mikael's Blessing — This item is designed to protect allies from crowd control. Its active removes most disabling effects from a targeted ally, instantly restores their health, and briefly grants immunity to further crowd control. It is an excellent choice for supports who want to keep their carries alive and ensure they can continue fighting through crucial moments.
Oceanid's Trident
Anti-Shielding
+200 Max Health
+80 Ability Power
+10 Ability Haste
Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP
+ 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP
+ 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.
2600
Oceanid's Trident TIPS: This item is designed to counter shield-heavy champions. Your abilities significantly reduce the effectiveness of shields enemies receive, while the first hit can also weaken shields that are already active. It is an excellent choice for mages and AP supports against shield-reliant compositions, allowing your team to break through enemy defenses and eliminate priority targets more effectively.
Frozen Heart
Reduces all nearby enemies Attack Speed
+80 Armor
+250 Max Mana
+20 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.
2650
Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.
Frozen Heart — This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.
Oceanid's Trident
Anti-Shielding
+200 Max Health
+80 Ability Power
+10 Ability Haste
Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP
+ 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP
+ 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.
2600
Oceanid's Trident TIPS: This item is designed to counter shield-heavy champions. Your abilities significantly reduce the effectiveness of shields enemies receive, while the first hit can also weaken shields that are already active. It is an excellent choice for mages and AP supports against shield-reliant compositions, allowing your team to break through enemy defenses and eliminate priority targets more effectively.
Rabadon's Deathcap
Boosts Ability Power
+130 Ability Power
Overkill: Increases Ability Power by 30%.
3400
Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.
Rabadon's Deathcap — This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.
Flash (Teleport a short distance) and
Heal (Restore Health to you and the most wounded nearby ally champion) as your Summoner Spells.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Heal
Restore 110 Health (110–400
) to you and the most wounded nearby ally champion, and grants both of you 30% bonus Movement Speed for 2 second(s).
Healing is halved for champions recently affected by Heal.
Cooldown: 100s
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380
) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Aery (Your attacks and abilities send Aery to a target, damaging enemies or shielding allies.) as your keystone, followed by
Font of Life (Marks an enemy champion and grants healing upon attack.),
Bone Plating (Reduces incoming damage.) and
Revitalize (Empowered healing and shielding effects.) in the primary tree, as well as
Transcendence (Grants more Ability Haste the higher your level is and also returns ability cooldown duration.) in the secondary tree. Below you can see possible options for replacing runes.
Aery
Poke, Protect
Your attacks and abilities send Aery to a target, damaging enemies or shielding allies.
Damage: 15-70 (
) + 10% bonus
+ 5%![]()
Shield: 25-120 (
) + 10% bonus
+ 5%![]()
Aery cannot be sent out again until she returns to you.
Font of Life
Team Heal
When your attacks or abilities hit an enemy champion, heal yourself and the lowest Health allied champion nearby.
Ally: Heals for 1.5% of your max
+ 5% of your![]()
You: Heal for 1% of your max
+ 5% of your![]()
Healing is 130% effective if you're a melee champion. (Does not trigger if you or nearby allies are at full Health, or if no allies are nearby.)
Cooldown: 15s
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Revitalize
Empowered heals and shields
Gains a 5% amplification effect when Healing or granting Shields. If the target's Health is lower than 40%, the effect is amplified by an additional 10%.
Transcendence
Reduces ability cooldowns
Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.
Cooldown: 8s
Transcendence
Reduces ability cooldowns
Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.
Cooldown: 8s
Manaflow Band
Increase Mana
Hitting an enemy champion with and ability or empowered attack permanently increases your max mana
by 30, up to 300 mana.
Manaflow Band — The rune permanently increases your maximum mana with each hit on an enemy champion using an ability or empowered attack, up to a maximum of 300 mana. This rune is perfect for champions who frequently use their abilities and need more mana for efficient combat, such as mages or champions with high mana consumption.
(Q) TIME BOMB
0.1s
60/65/70/75
Tosses a Time Bomb to a target location. The bomb sticks to the first unit which comes within a small area around it. After 3 second(s), it detonates, dealing 70 magic damage (70/140/210/280 + 75%
) to the target and nearby enemies. The bomb prioritizes champions and units that are already carrying a bomb.
Early detonation: Placing a second bomb on the same target detonates the first bomb, stunning enemies in the blast for 1.2/1.3/1.4/1.5 second(s).
Charge: Stores up to 2 charge(s).
13.5/12.5/11.5/10.5 second(s).
(W) TWISTED TIMEFLOW
14.5/13.5/12.5/11.5s
35
Makes time flow faster for himself, applying Fleeting Time to himself and gaining a shield that absorbs 45 damage (45/70/95/120 + 45%
). Zilean also grants Fleeting Time and an identical shield to the nearest allied champion for 3 second(s).
Fleeting Time: Increases projectile speed by 60% and grants 25% Movement Speed (25/25/45/55% + 6%
).
While Zilean's Fleeting Time is active, his basic Ability Haste is increased by 80%.
(E) TIME WARP
25s
50
Creates a time-bending force field for 2.5 second(s). While within the force field, enemy champions are slowed by 20% (20/25/30/35 + 5%
) and projectiles by 80%.
(R) CHRONOSHIFT
100/85/70s
125/150/175
Places a protective time rune that lasts 5 second(s) on himself or an allied champion. If the rune bearer takes lethal damage during this time, they teleport back in time and become untargetable for 3 second(s) before they are revived and healed for 600 Health (600/850/1100 + 200%
).
If the rune bearer does not trigger the rune's revival effect, 10% of Chronoshift's cooldown will be refunded.
While being revived, the target becomes untargetable and invulnerable but cannot take any actions.
We have prepared lists of champions that can really annoy you during a match with the game on the Support ZILEAN. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Support ZILEAN in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Mercury's Treads
Increases Magic resist
+150 Max Health
+25 Magic Resistance
+15 Tenacity
+45 Move Speed
1200
Mercury's Treads TIPS: These boots increase your Magic Resistance while making you more resilient to crowd control through Tenacity. The bonus Health and movement speed improve both survivability and mobility, allowing you to perform more effectively against magic damage and heavy-CC team compositions. They are an excellent choice for tanks, fighters, and any champion who needs to stay in the fight longer.
Force of Nature
Stacking Magic Resist and Move Speed
+350 Max Health
+60 Magic Resistance
+5% Move Speed
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 20%.
2750
Force of Nature TIPS: This item provides a substantial boost to health and magic resistance, and its “Absorb” passive stacks up when you take ability damage from enemy champions, reducing all incoming magic damage and granting bonus movement speed at max stacks. It’s perfect for tanks who need to withstand teams heavy in magic damage and maintain mobility to be in the right position during fights. Pick this up when the enemy team builds magic damage (e.g., Syndra, Brand) and you need extra movement speed to initiate effectively or escape dangerous situations.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain
+10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (70s Cooldown)
3000
Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Kaenic Rookern
Gains a magic shield when out of combat
+350 Max Health
+100% Health Regen
+75 Magic Resistance
Magebane: After not taking magic damage for 12 seconds, gain a magic shield that absorbs damage equal to 70-180 + 10% of max Health
.
2800
Kaenic Rookern TIPS: This item is perfect for champions who need extra protection against magic damage, particularly when spending some time out of combat. It provides significant bonuses to health, regeneration, and magic resistance. The “Magebane” passive activates after 12 seconds without taking magic damage, granting you a magic shield that absorbs damage based on your maximum health. This allows you to safely recover between fights and confidently re-enter combat. It’s especially effective against teams heavy in AP damage.
Abyssal Mask
Reduces the Magic Resist of nearby enemies and increases yours
+400 Max Health
+55 Magic Resistance
+10 Ability Haste
Unmake: Curse enemy champions within 600 units, reducing their Magic Resist by 5 plus 1.2% bonus
, up to 25 Magic Resist. For each enemy champion cursed, gain 9 bonus Magic Resist.
3000
Abyssal Mask TIPS: This item is a solid anti-magic pickup: it boosts your magic resistance while reducing the magic resist of nearby enemies, making them easier to shred with spell damage. Great for tanks and frontliners who need to both soak magic damage and amplify their team’s ability to take down AP threats and durable targets.
Seeker's Armguard
Turn invulnerable
+20 Armor
+35 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1200
Seeker's Armguard TIPS: This item combines Ability Power with extra defense, but its defining feature is the ability to become temporarily invulnerable. Its active effect lets you completely avoid lethal damage, dodge crucial enemy abilities, or buy time for your cooldowns to return. It is an excellent choice for mages and AP assassins who need to survive burst damage and outplay opponents in critical teamfights.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
The information below will help you get familiar with the game on the Mid Line ZILEAN. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Tear of the Goddess (Increases Mana). Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
Tear of the Goddess
Increases Mana
+200 Max Mana
+5 Ability Haste
Awe: 10%
of Mana spent is refunded.
Mana Charge: Increases max Mana by 6 every time Mana is spent. Caps at 700 bonus Mana. Triggers up to 3 times every 10 seconds. You may only carry one Tear of the Goddess item at a time.
500
Rod of Ages
Stats grow over time
+350 Max Health
+50 Ability Power
+400 Max Mana
Eternity: Restore Mana equal to 15% of the damage taken from champions. Regen Health equal to 20% Mana spent. Capped at 25 Health per cast.
Veteran: Each stack provides 15 Health, 30 Mana and 4 Ability Power, stacking at a rate of 1 every 35 seconds. Max of 10 stacks, providing 150 Health, 300 Mana, and 40 Ability Power.
2700
Rod of Ages TIPS: This item grows stronger over the course of the game, gradually increasing its stats and becoming one of the best scaling options available. It provides an excellent balance of durability, mana, and Ability Power while restoring both health and mana during combat, allowing you to stay in fights much longer. A perfect choice for mages and AP bruisers who thrive in the late game and excel in extended teamfights.
Boots of Mana
Ability Power, Magic Pen, Mana Regeneration
+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
1200
Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.
Seraph's Embrace
Converts Mana to Ability Power
+60 Ability Power
+1200 Max Mana
+25 Ability Haste
Awe: Grants Ability Power equal to 2%
max Mana and refunds 25%
of all Mana spent.
Lifeline: Damage that puts you under 35%
Health consumes 20% of your current Mana to grant a shield, equal to that amount +100 for 2 seconds. (70s cooldown).
2950
Seraph's Embrace TIPS: This item is perfect for mages who need a large mana pool and survivability in team fights. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste, helping you deal damage and use your abilities effectively. The "Awe" effect increases your ability power based on your maximum mana and refunds a portion of mana spent, allowing you to stay in fights longer. The "Lifeline" effect activates when your health drops below 35%, granting a shield that helps you survive the initial burst damage and prolong your presence in the fight. This item is ideal for champions who want to scale well into the late game with a large amount of AP and mana, while also gaining extra survivability.
Boots of Mana
Ability Power, Magic Pen, Mana Regeneration
+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
1200
Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.
Ionian Boots of Lucidity
Reduces ability cooldowns
+50% Mana Regen
+15 Ability Haste
+45 Move Speed
Summoned: Reduces spell cooldowns by 15%.
1000
Ionian Boots of Lucidity TIPS: These boots are designed for champions who rely on casting abilities as often as possible. They provide mana regeneration, Ability Haste, and further reduce the cooldown of Summoner Spells, allowing you to use key abilities more frequently while bringing back Flash, Smite, Ignite, and other Summoner Spells faster. They are an excellent choice for mages, supports, fighters, and any champion who benefits from maximizing ability uptime.
Boots of Mana
Ability Power, Magic Pen, Mana Regeneration
+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
1200
Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.
Crimson Lucidity
Reduces ability cooldown
+75% Mana Regeneration
+25 Ability Haste
+45 Move Speed
Summoned: Reduces spell cooldown by 20%.
Noxian Haste: Healing or shielding allied champions, casting a spell, or dealing damage to enemies with abilities grants Movement Speed (10% for melee champions / 8% for ranged champions) for 4 seconds.
This effect can only be triggered once every 4 seconds per ability.
2000
Crimson Lucidity TIPS: These boots are ideal for champions who rely on casting abilities as often as possible. They greatly reduce the cooldown of both abilities and Summoner Spells while granting bonus movement speed whenever you heal or shield allies, cast spells, or damage enemies with abilities. They are an excellent choice for mages, supports, and fighters who value high mobility and maximum ability uptime.
Rod of Ages (Stats grow over time) as your first item, followed by
Boots of Mana (Grants Ability Power, Magic Penetration and Mana Regeneration) or
Ionian Boots of Lucidity (Reduces ability cooldowns) depending on the situation. (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Seraph's Embrace (Converts Mana to Ability Power).
Boots of Mana (Grants Ability Power, Magic Penetration and Mana Regeneration). You may want to replace it with
Crimson Lucidity (Reduces ability cooldown), it all depends on your playstyle and the situation on the battlefield.
Rod of Ages
Stats grow over time
+350 Max Health
+50 Ability Power
+400 Max Mana
Eternity: Restore Mana equal to 15% of the damage taken from champions. Regen Health equal to 20% Mana spent. Capped at 25 Health per cast.
Veteran: Each stack provides 15 Health, 30 Mana and 4 Ability Power, stacking at a rate of 1 every 35 seconds. Max of 10 stacks, providing 150 Health, 300 Mana, and 40 Ability Power.
2700
Rod of Ages TIPS: This item grows stronger over the course of the game, gradually increasing its stats and becoming one of the best scaling options available. It provides an excellent balance of durability, mana, and Ability Power while restoring both health and mana during combat, allowing you to stay in fights much longer. A perfect choice for mages and AP bruisers who thrive in the late game and excel in extended teamfights.
Boots of Mana
Ability Power, Magic Pen, Mana Regeneration
+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
1200
Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.
Seraph's Embrace
Converts Mana to Ability Power
+60 Ability Power
+1200 Max Mana
+25 Ability Haste
Awe: Grants Ability Power equal to 2%
max Mana and refunds 25%
of all Mana spent.
Lifeline: Damage that puts you under 35%
Health consumes 20% of your current Mana to grant a shield, equal to that amount +100 for 2 seconds. (70s cooldown).
2950
Seraph's Embrace TIPS: This item is perfect for mages who need a large mana pool and survivability in team fights. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste, helping you deal damage and use your abilities effectively. The "Awe" effect increases your ability power based on your maximum mana and refunds a portion of mana spent, allowing you to stay in fights longer. The "Lifeline" effect activates when your health drops below 35%, granting a shield that helps you survive the initial burst damage and prolong your presence in the fight. This item is ideal for champions who want to scale well into the late game with a large amount of AP and mana, while also gaining extra survivability.
Rabadon's Deathcap
Boosts Ability Power
+130 Ability Power
Overkill: Increases Ability Power by 30%.
3400
Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.
Infinity Orb
Abilities deal bonus damage
+110 Ability Power
+15 Magic Penetration
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.
3100
Infinity Orb TIPS: This item greatly enhances a mage's finishing power. It provides a large boost to Ability Power and magic penetration while allowing your abilities and empowered attacks to deal increased damage to low-health enemies. An excellent choice for mages and AP assassins who want to execute targets more reliably and maximize their burst potential.
Void Staff
Magic Penetration (%)
+95 Ability Power
+40% Magic Penetration
3000
Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Rabadon's Deathcap
Boosts Ability Power
+130 Ability Power
Overkill: Increases Ability Power by 30%.
3400
Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.
Horizon Focus
Deals bonus damage to marked targets
+80 Ability Power
+25 Ability Haste
Hypershot: Damaging an enemy champion with an ability from 600 units away reveals them for 8 seconds and increases damage dealt to them by 10%.
Focus: When Hypershot is triggered, it reveals all enemy champions within 1.200 units of the target for 3s. (12s Cooldown)
2700
Horizon Focus TIPS: This item is perfect for long-range mages and poke-oriented champions. Hitting an enemy with a spell from a distance marks and reveals them while increasing all subsequent damage they take. It also exposes nearby enemy champions, providing valuable vision for your team and making follow-up attacks much easier. An excellent choice for artillery mages and champions who excel at controlling fights from a safe distance.
Horizon Focus — This item is perfect for long-range mages and poke-oriented champions. Hitting an enemy with a spell from a distance marks and reveals them while increasing all subsequent damage they take. It also exposes nearby enemy champions, providing valuable vision for your team and making follow-up attacks much easier. An excellent choice for artillery mages and champions who excel at controlling fights from a safe distance.
Rabadon's Deathcap
Boosts Ability Power
+130 Ability Power
Overkill: Increases Ability Power by 30%.
3400
Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.
Cosmic Drive
Dealing ability damage grants movement speed
+300 Max Health
+70 Ability Power
+25 Ability Haste
+5% Move Speed
Spelldance: Dealing magic or true damage to champions grants 30 Movement Speed for 4 second(s).
3000
Cosmic Drive TIPS: This item combines Ability Power, durability, and exceptional mobility. Dealing damage with your abilities grants a burst of movement speed, making it easier to kite enemies, chase fleeing targets, or reposition safely during fights. It is an excellent choice for mobile mages, AP bruisers, and champions who thrive in extended skirmishes while constantly staying on the move.
Cosmic Drive — This item combines Ability Power, durability, and exceptional mobility. Dealing damage with your abilities grants a burst of movement speed, making it easier to kite enemies, chase fleeing targets, or reposition safely during fights. It is an excellent choice for mobile mages, AP bruisers, and champions who thrive in extended skirmishes while constantly staying on the move.
Infinity Orb
Abilities deal bonus damage
+110 Ability Power
+15 Magic Penetration
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.
3100
Infinity Orb TIPS: This item greatly enhances a mage's finishing power. It provides a large boost to Ability Power and magic penetration while allowing your abilities and empowered attacks to deal increased damage to low-health enemies. An excellent choice for mages and AP assassins who want to execute targets more reliably and maximize their burst potential.
Shurelya's Battlesong
Grans allies Movement Speed
+55 Ability Power
+50% Mana Regeneration
+20 Ability Haste
+5% Move Speed
Inspiring Speech (Active): Grant nearby allies champions 30% Move Speed for 4 seconds. (60s Cooldown)
2600
Shurelya's Battlesong TIPS: This item greatly enhances your team's mobility. Its active grants nearby allied champions a burst of movement speed, allowing your team to engage fights, chase fleeing enemies, or disengage from dangerous situations more effectively. It is an excellent choice for supports and utility champions who excel at controlling the pace of teamfights and enabling their teammates.
Shurelya's Battlesong — This item greatly enhances your team's mobility. Its active grants nearby allied champions a burst of movement speed, allowing your team to engage fights, chase fleeing enemies, or disengage from dangerous situations more effectively. It is an excellent choice for supports and utility champions who excel at controlling the pace of teamfights and enabling their teammates.
Infinity Orb
Abilities deal bonus damage
+110 Ability Power
+15 Magic Penetration
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.
3100
Infinity Orb TIPS: This item greatly enhances a mage's finishing power. It provides a large boost to Ability Power and magic penetration while allowing your abilities and empowered attacks to deal increased damage to low-health enemies. An excellent choice for mages and AP assassins who want to execute targets more reliably and maximize their burst potential.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Zhonya's Hourglass — This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Void Staff
Magic Penetration (%)
+95 Ability Power
+40% Magic Penetration
3000
Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Morellonomicon
Magic damage reduces enemy healing
+300 Max Health
+75 Ability Power
+15 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2650
Morellonomicon TIPS: This item is designed to counter champions with strong healing and sustain. Any magic damage you deal applies Grievous Wounds, greatly reducing the effectiveness of enemy healing and regeneration. It is an excellent choice for mages and AP supports against teams that rely heavily on healing, lifesteal, or regeneration.
Void Staff
Magic Penetration (%)
+95 Ability Power
+40% Magic Penetration
3000
Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Oceanid's Trident
Anti-Shielding
+200 Max Health
+80 Ability Power
+10 Ability Haste
Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP
+ 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP
+ 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.
2600
Oceanid's Trident TIPS: This item is designed to counter shield-heavy champions. Your abilities significantly reduce the effectiveness of shields enemies receive, while the first hit can also weaken shields that are already active. It is an excellent choice for mages and AP supports against shield-reliant compositions, allowing your team to break through enemy defenses and eliminate priority targets more effectively.
Oceanid's Trident — This item is designed to counter shield-heavy champions. Your abilities significantly reduce the effectiveness of shields enemies receive, while the first hit can also weaken shields that are already active. It is an excellent choice for mages and AP supports against shield-reliant compositions, allowing your team to break through enemy defenses and eliminate priority targets more effectively.
Flash (Teleport a short distance) and
Ignite (Ignites target enemy champion, dealing true damageand applying Grievous Wounds for the duration. Grievous Wound reduces the effectiveness of Healing) as your Summoner Spells.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380
) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.
Cooldown: 110s
Phase Rush (Hitting the enemy champion(s) with basic attacks or abilities multiple times grants Movement Speed and Ability Haste.) as your keystone, followed by
Botanist (When you destroy a plant, gain gold and empowered plant effects.),
Transcendence (Grants more Ability Haste the higher your level is and also returns ability cooldown duration.) and
Scorch (Deals bonus damage to champions on ability hit.) in the primary tree, as well as
Bone Plating (Reduces incoming damage.) in the secondary tree. Below you can see possible options for replacing runes.
Phase Rush
Mobility, Ability Haste
Using basic attacks or abilities on an enemy champion 3 time(s) within 4s grants
Movement Speed and reduces the remaining cooldown of basic abilities by 20%.
Duration: 3s.
Movement Speed bonus: Melee - 40%-60% (
) | Ranged - 20-35% (
).
Ability Haste: 10.
Slow Resist: 60%.
Cooldown: 21-7s (
)
Botanist
Empowered plant effects
When you destroy a plant, gain 30 gold and empowered plant effects. Soulflowers near the turrets also grant additional bonuses.
Honeyfruit: Heal is increased by 20% when consumed.
Scryer's Bloom: Vision granted lasts 20% longer when destroyed.
Blast Cone: Gain 40% Movement Speed for 2.5 second(s) after the knockback.
Transcendence
Reduces ability cooldowns
Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.
Cooldown: 8s
Scorch
Abilities deal bonus damage
Damaging an enemy champion with an ability burns them, dealing 21-49 bonus magic damage (
) after 1 seconds.
Cooldown: 8s
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Phase Rush
Mobility, Ability Haste
Using basic attacks or abilities on an enemy champion 3 time(s) within 4s grants
Movement Speed and reduces the remaining cooldown of basic abilities by 20%.
Duration: 3s.
Movement Speed bonus: Melee - 40%-60% (
) | Ranged - 20-35% (
).
Ability Haste: 10.
Slow Resist: 60%.
Cooldown: 21-7s (
)
Aery
Poke, Protect
Your attacks and abilities send Aery to a target, damaging enemies or shielding allies.
Damage: 15-70 (
) + 10% bonus
+ 5%![]()
Shield: 25-120 (
) + 10% bonus
+ 5%![]()
Aery cannot be sent out again until she returns to you.
Aery — The rune is perfect for champions who combine damage and support, such as Seraphine or Lux. It allows dealing extra damage to enemies or shielding allies. "Aery" is especially effective on heroes with strong ranged control, as it deals damage through attacks or abilities without risking retaliation. The rune is also useful in support roles, providing additional protection to allies in crucial moments.
Botanist
Empowered plant effects
When you destroy a plant, gain 30 gold and empowered plant effects. Soulflowers near the turrets also grant additional bonuses.
Honeyfruit: Heal is increased by 20% when consumed.
Scryer's Bloom: Vision granted lasts 20% longer when destroyed.
Blast Cone: Gain 40% Movement Speed for 2.5 second(s) after the knockback.
Manaflow Band
Increase Mana
Hitting an enemy champion with and ability or empowered attack permanently increases your max mana
by 30, up to 300 mana.
Manaflow Band — The rune permanently increases your maximum mana with each hit on an enemy champion using an ability or empowered attack, up to a maximum of 300 mana. This rune is perfect for champions who frequently use their abilities and need more mana for efficient combat, such as mages or champions with high mana consumption.
(Q) TIME BOMB
0.1s
60/65/70/75
Tosses a Time Bomb to a target location. The bomb sticks to the first unit which comes within a small area around it. After 3 second(s), it detonates, dealing 70 magic damage (70/140/210/280 + 75%
) to the target and nearby enemies. The bomb prioritizes champions and units that are already carrying a bomb.
Early detonation: Placing a second bomb on the same target detonates the first bomb, stunning enemies in the blast for 1.2/1.3/1.4/1.5 second(s).
Charge: Stores up to 2 charge(s).
13.5/12.5/11.5/10.5 second(s).
(W) TWISTED TIMEFLOW
14.5/13.5/12.5/11.5s
35
Makes time flow faster for himself, applying Fleeting Time to himself and gaining a shield that absorbs 45 damage (45/70/95/120 + 45%
). Zilean also grants Fleeting Time and an identical shield to the nearest allied champion for 3 second(s).
Fleeting Time: Increases projectile speed by 60% and grants 25% Movement Speed (25/25/45/55% + 6%
).
While Zilean's Fleeting Time is active, his basic Ability Haste is increased by 80%.
(E) TIME WARP
25s
50
Creates a time-bending force field for 2.5 second(s). While within the force field, enemy champions are slowed by 20% (20/25/30/35 + 5%
) and projectiles by 80%.
(R) CHRONOSHIFT
100/85/70s
125/150/175
Places a protective time rune that lasts 5 second(s) on himself or an allied champion. If the rune bearer takes lethal damage during this time, they teleport back in time and become untargetable for 3 second(s) before they are revived and healed for 600 Health (600/850/1100 + 200%
).
If the rune bearer does not trigger the rune's revival effect, 10% of Chronoshift's cooldown will be refunded.
While being revived, the target becomes untargetable and invulnerable but cannot take any actions.
We have prepared lists of champions that can really annoy you during a match with the game on the Mid ZILEAN. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Mid ZILEAN in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Mercury's Treads
Increases Magic resist
+150 Max Health
+25 Magic Resistance
+15 Tenacity
+45 Move Speed
1200
Mercury's Treads TIPS: These boots increase your Magic Resistance while making you more resilient to crowd control through Tenacity. The bonus Health and movement speed improve both survivability and mobility, allowing you to perform more effectively against magic damage and heavy-CC team compositions. They are an excellent choice for tanks, fighters, and any champion who needs to stay in the fight longer.
Force of Nature
Stacking Magic Resist and Move Speed
+350 Max Health
+60 Magic Resistance
+5% Move Speed
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 20%.
2750
Force of Nature TIPS: This item provides a substantial boost to health and magic resistance, and its “Absorb” passive stacks up when you take ability damage from enemy champions, reducing all incoming magic damage and granting bonus movement speed at max stacks. It’s perfect for tanks who need to withstand teams heavy in magic damage and maintain mobility to be in the right position during fights. Pick this up when the enemy team builds magic damage (e.g., Syndra, Brand) and you need extra movement speed to initiate effectively or escape dangerous situations.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain
+10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (70s Cooldown)
3000
Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Kaenic Rookern
Gains a magic shield when out of combat
+350 Max Health
+100% Health Regen
+75 Magic Resistance
Magebane: After not taking magic damage for 12 seconds, gain a magic shield that absorbs damage equal to 70-180 + 10% of max Health
.
2800
Kaenic Rookern TIPS: This item is perfect for champions who need extra protection against magic damage, particularly when spending some time out of combat. It provides significant bonuses to health, regeneration, and magic resistance. The “Magebane” passive activates after 12 seconds without taking magic damage, granting you a magic shield that absorbs damage based on your maximum health. This allows you to safely recover between fights and confidently re-enter combat. It’s especially effective against teams heavy in AP damage.
Abyssal Mask
Reduces the Magic Resist of nearby enemies and increases yours
+400 Max Health
+55 Magic Resistance
+10 Ability Haste
Unmake: Curse enemy champions within 600 units, reducing their Magic Resist by 5 plus 1.2% bonus
, up to 25 Magic Resist. For each enemy champion cursed, gain 9 bonus Magic Resist.
3000
Abyssal Mask TIPS: This item is a solid anti-magic pickup: it boosts your magic resistance while reducing the magic resist of nearby enemies, making them easier to shred with spell damage. Great for tanks and frontliners who need to both soak magic damage and amplify their team’s ability to take down AP threats and durable targets.
Seeker's Armguard
Turn invulnerable
+20 Armor
+35 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1200
Seeker's Armguard TIPS: This item combines Ability Power with extra defense, but its defining feature is the ability to become temporarily invulnerable. Its active effect lets you completely avoid lethal damage, dodge crucial enemy abilities, or buy time for your cooldowns to return. It is an excellent choice for mages and AP assassins who need to survive burst damage and outplay opponents in critical teamfights.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
TIME IN A BOTTLE
TIME BOMB
TWISTED TIMEFLOW
TIME WARP
CHRONOSHIFT

90s
Stores time as Experience at a rate of 20/50/80 (level 1/5/10) XP per 5 second(s). Zilean can grant this Experience to the nearest allied champion when he has enough to complete their next level up by tapping the minion button. Doing so gives Zilean the same amount of Experience. Experience can only be imparted to allies who can level up. If Zilean takes damage or is crowd controlled while imparting Experience, the process will be interrupted.

0.1s
60/65/70/75
Tosses a Time Bomb to a target location. The bomb sticks to the first unit which comes within a small area around it. After 3 second(s), it detonates, dealing 70 magic damage (70/140/210/280 + 75%
) to the target and nearby enemies. The bomb prioritizes champions and units that are already carrying a bomb.
Early detonation: Placing a second bomb on the same target detonates the first bomb, stunning enemies in the blast for 1.2/1.3/1.4/1.5 second(s).
Charge: Stores up to 2 charge(s).
13.5/12.5/11.5/10.5 second(s).

14.5/13.5/12.5/11.5s
35
Makes time flow faster for himself, applying Fleeting Time to himself and gaining a shield that absorbs 45 damage (45/70/95/120 + 45%
). Zilean also grants Fleeting Time and an identical shield to the nearest allied champion for 3 second(s).
Fleeting Time: Increases projectile speed by 60% and grants 25% Movement Speed (25/25/45/55% + 6%
).
While Zilean's Fleeting Time is active, his basic Ability Haste is increased by 80%.

100/85/70s
125/150/175
Places a protective time rune that lasts 5 second(s) on himself or an allied champion. If the rune bearer takes lethal damage during this time, they teleport back in time and become untargetable for 3 second(s) before they are revived and healed for 600 Health (600/850/1100 + 200%
).
If the rune bearer does not trigger the rune's revival effect, 10% of Chronoshift's cooldown will be refunded.
While being revived, the target becomes untargetable and invulnerable but cannot take any actions.
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
Once a powerful Icathian mage, Zilean became obsessed with the passage of time after witnessing his homeland's destruction by the Void. Unable to spare even a minute to grieve the catastrophic loss, he called upon ancient temporal magic to divine all possible outcomes. Having become functionally immortal, Zilean now drifts through the past, present, and future, bending and warping the flow of time around him, always searching for that elusive moment that will turn back the clock and undo Icathia's destruction.