Zoe
ZOESkills
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 8 | 7.5 | 7 | 6.5 |
| Cost | 50 | 55 | 60 | 65 |
| Base Damage | 45 | 80 | 115 | 150 |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 0.3 | |||
| Move Speed | 25% | 30% | 35% | 40% |
| Base Damage | 25 | 35 | 45 | 55 |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 15 | 14 | 13 | 12 |
| Cost | 80 | |||
| Base Damage | 40 | 90 | 140 | 190 |
| Slow | 15% | 20% | 25% | 30% |
| 2nd Hit Damage | 40 | 90 | 140 | 190 |
| LV 1 | LV 2 | LV 3 | |
|---|---|---|---|
| Cooldown | 11 | 8 | 5 |
| Cost | 50 | ||
Tier by Rank
OfficialTier and numbers
- TierWinPickBan
- LegendaryD← D52.0%1.2%0.5%
Tencent official (CN server) / Mid / 2026-11-06
Early in the season, official stats only cover Legendary so far. Higher ranks will appear as data comes in.
Reading the table
The “← A” after a tier is the tier in the previous ranking.
Legendary is the top tiers of the Legendary Queue, a separate ranked queue for top players.
Among Mid
One dot per championBuild Trends
Official Tencent data (China server)Diamond+ / MidAs of 2026-09-2809/28
Build patterns
Splits into 1 core · 3 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
Runes3 patterns
Core items (3)14 combos, by pick rateby win rate
- CombinationPickWin
- 52.0%
- 56.0%
- 50.1%
- 55.5%
- 65.4%
- 62.4%
- 56.6%
- 49.0%
- 44.6%
- 45.5%
- 51.9%
- 53.7%
- 48.3%
- 64.9%
Runes14 combos, by pick rateby win rate
- CombinationPickWin
- 51.1%
- 52.0%
- 49.9%
- 51.9%
- 46.5%
- 54.2%
- 58.0%
- 58.3%
- 60.5%
- 43.8%
- 36.2%
- 55.2%
- 45.4%
- 48.7%
Summoner spells3 combos, by pick rateby win rate
- CombinationPickWin
- 50.6%
- 45.8%
- 52.3%
Official Tencent data (China server)Master+ / MidAs of 2026-10-0410/04
Build patterns
Splits into 1 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
Runes2 patterns
Core items (3)12 combos, by pick rateby win rate
- CombinationPickWin
- 54.1%
- 49.5%
- 60.2%
- 56.0%
- 52.1%
- 48.2%
- 58.2%
- 47.4%
- 52.4%
- 68.3%
- 52.5%
- 60.5%
Runes14 combos, by pick rateby win rate
- CombinationPickWin
- 46.9%
- 51.4%
- 46.7%
- 54.4%
- 51.5%
- 58.5%
- 64.8%
- 45.0%
- 53.6%
- 48.4%
- 60.7%
- 31.0%
- 47.2%
- 44.9%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 49.9%
- 46.0%
Official Tencent data (China server)Challenger / MidAs of 2026-10-2610/26
Build patterns
Splits into 1 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
Runes2 patterns
Core items (3)11 combos, by pick rateby win rate
- CombinationPickWin
- 57.6%
- 49.1%
- 51.9%
- 55.9%
- 48.1%
- 56.5%
- 37.9%
- 61.5%
- 76.9%
- 41.7%
- 81.8%
Runes13 combos, by pick rateby win rate
- CombinationPickWin
- 47.9%
- 56.2%
- 46.6%
- 49.5%
- 58.1%
- 55.4%
- 44.4%
- 69.0%
- 34.6%
- 62.5%
- 54.5%
- 63.6%
- 64.3%
Summoner spells3 combos, by pick rateby win rate
- CombinationPickWin
- 50.5%
- 62.5%
- 60.0%
Official Tencent data (China server)Legendary / MidAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
Runes2 patterns
Core items (3)10 combos, by pick rateby win rate
- CombinationPickWin
- 61.5%
- 55.8%
- 51.6%
- 45.6%
- 48.5%
- 62.5%
- 52.9%
- 42.9%
- 46.1%
- 46.1%
Runes12 combos, by pick rateby win rate
- CombinationPickWin
- 49.7%
- 55.5%
- 51.3%
- 53.7%
- 50.0%
- 54.3%
- 50.0%
- 35.3%
- 58.8%
- 47.1%
- 50.0%
- 50.0%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 52.2%
- 28.6%
Pick and win rates are Tencent's own figures, shown as published (sample sizes are not published).
Streamer and pro builds3 builds
- Streamer / proCore itemsKeystone, spells
Chinese streamer and pro builds published by Tencent (pros first). Support items are not included.
Items
Magic
Boots
Runes
Precision
Resolve
China vs Overseas Builds
Items, runes and spells whose share on this champion differs by 50 points or more between the China server (each lane's most-picked combinations in Tencent's official Diamond+ stats, plus streamer / pro builds) and overseas guides. Not in-game pick rate or win rate as such.
Patch Changes
Ver. 77.3Changed
Base Stats
- Attack Speed Ratio: 0.625
- Base Attack Speed: 0.625
- Base Bonus Attack Speed: 0.2
- Attack Speed per Level: 0.021
7.1gChanged
Paddle Star!
- Base damage: 30/65/100/135 → 45/80/115/150
Sleepy Trouble Bubble
- Base magic damage: 30/80/130/180 → 40/90/140/190
- Base true damage: 30/80/130/180 → 40/90/140/190
7.1Changed
Spell Thief
- Missile Base Damage: 20/30/40/50 → 25/35/45/55
Sleepy Trouble Bubble
- Increased the projectile speed of the bubble.
Portal Jump
- Cooldown: 12/9/6s → 11/8/5s
Analysis
Nothing equippedCombat Power at Lv15 is 10,887 (#102 of 142, #22 of 35 Mage). Down from #63 at Lv1: it ranks higher early.
Growth by level
Shape of ability effects
Lv15Growth by level
| Lv | CP | Median | Mage median | Rank |
|---|---|---|---|---|
| 1 | 5,960 | 5,897 | 5,714 | 63 |
| 2 | 6,565 | 6,459 | 6,259 | 61 |
| 3 | 6,854 | 6,934 | 6,752 | 80 |
| 4 | 7,568 | 7,485 | 7,216 | 63 |
| 5 | 7,733 | 7,899 | 7,670 | 83 |
| 6 | 8,023 | 8,244 | 7,957 | 86 |
| 7 | 8,306 | 8,552 | 8,318 | 92 |
| 8 | 8,767 | 8,948 | 8,677 | 81 |
| 9 | 9,089 | 9,378 | 9,078 | 89 |
| 10 | 9,354 | 9,716 | 9,354 | 94 |
| 11 | 9,629 | 10,018 | 9,679 | 98 |
| 12 | 10,170 | 10,461 | 10,133 | 91 |
| 13 | 10,339 | 10,786 | 10,339 | 96 |
| 14 | 10,611 | 11,138 | 10,720 | 98 |
| 15 | 10,887 | 11,462 | 11,070 | 102 |
Shape of ability effects
Lv15Level 15 values with nothing equipped.
- Bonus magic damage (attack after casting an ability)632G
Combat only: 50%At most once per 8sDamage valued like healing- Magic damage (assumed max travel distance)1,850G
- Bonus magic damage (level-scaling component, assumed max travel distance)641G
Combat only: 50%At most once per 8sSkill ranks from level- Magic damage (missiles, on casting this or any spell)814G
Combat only: 50%At most once per 8sSkill ranks from level- Magic damage625G
Combat only: 50%Damage valued like healingSkill ranks from levelThis ability is only a dash, so it is counted in Mobility as a dash.
Gold values with nothing equipped. Ratios such as AP grow with your build in the Build Lab. Tap a row to see the formula.
Assumptions
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Damage valued like healing
Damage to an enemy is valued like healing yourself the same amount, priced with the health regen rate.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
| Lv 15 | Zoe | Min | Median | Max |
|---|---|---|---|---|
| HP | 2,422 | 1,832 | 2,422 | 2,732 |
| Armor | 97 | 34 | 104 | 127 |
| Magic Resist | 53 | 45 | 60 | 80 |
| Attack | 103 | 50 | 109.5 | 147 |
| Attack Speed | 0.934 | 0.735 | 0.951 | 1.252 |
| Move Speed | 360 | 335 | 350 | 360 |
| HP regen | 16 | 14 | 19 | 29 |
| MP | 1,120 | 802 | 1,080 | 1,390 |
| MP regen | 23 | 16 | 25 | 36 |
Rank and min to max are among all 142 champions. Mana stats are among the 119 champions that use mana.




