3 Zeri combos explained key by key: in which order to cast the abilities, when to use them and what each step does. The main combo is Q › W › Q. Further down: every ability's cooldown, cost and range, and the skill max order measured over ranked games.
When: An enemy is within range.
Burst Fire fires 7 bullets that deal your attack damage to the first enemy hit; Ultrashock Laser slows, then fire Burst Fire again.
When: You want to engage or flee.
Spark Surge dashes you, empowers Burst Fire so it pierces, and makes you leap over obstacles.
When: A team fight starts.
Lightning Crash triggers a nova and overcharges you: a stacking attack speed bonus on each champion hit and Burst Fire becomes a triple shot with a chain of lightning.
A combo only comes back once its abilities are off cooldown: these values (rank 1 to max rank, in seconds) tell how long to wait between two combos. Source: Data Dragon 16.19.1.
| Ability | Cooldown (s) | Cost | Range |
|---|---|---|---|
| 0 | — | 700 | |
| 12/11/10/9/8 | 50/60/70/80/90 Mana | 1150 | |
| 24/22.5/21/19.5/18 | 90/85/80/75/70 Mana | — | |
| 80/75/70 | 100 Mana | 800 |
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ● | ● | ● | ● | ||||||||||||
| ● | ● | ● | ● | ||||||||||||
| ● | ● | ● | ● | ● | |||||||||||
| ● | ● |
The order shows which abilities reach rank 5 first; the grid shows the most-played level-up sequence with that order (measured over 117 games).
Harassment: Q › W › Q. An enemy is within range. Burst Fire fires 7 bullets that deal your attack damage to the first enemy hit; Ultrashock Laser slows, then fire Burst Fire again.
The most-played max order is E > W > Q (20 games, 55.0% win rate).
Lightning Crash has a 80/75/70 second cooldown depending on its rank.
Build, runes and counters: full Zeri guide · every champion's combos · tier list