Let's Discuss Zoe
Zoe seems to be one of the most hated champions right now, and for multiple reasons. Most of the complaints center around her Q and E, and for good reason. Let's take a bit more of an in-depth look.
Passive - More Sparkles! After casting an ability, Zoe's next basic attack or bubble within 5 seconds deals 17 - 140 (based on level) (+25% of ability power) bonus magic damage.
She gets a free
just for existing. The damage seems to be toned down and relatively balanced for early game, however since the passive and Lich Bane will stack, she becomes a monster late game. I've personally seen Zoe's take multiple towers and inhibs solo before with this trick.
Q - Paddle Star Range: 800 Cooldown: 7.5 / 7 / 6.75 / 6.5 / 6.25 Cost: 50 / 55 / 60 / 65 / 70 Zoe flings a star in a direction that will explode on the first enemy hit. If it doesn't collide with an enemy, then Zoe can recast the spell to redirect the star.
Dealing up to 150% damage depending on the distance traveled, and having a massive range, this spell is easily the "bread and butter" of her kit. It's up entirely too frequently, and both the initial cast, and recast will allow her to proc her passive, which ties into the above
W - Spell Thief Cooldown: .25 at all ranks
Passive - Summoner Specialist: Casting Spell Thief or one of her own summoner spells grants Zoe a burst of movement speed, also summoning 3 bubbles that will damage nearby enemies (priorities current target)
Passive - Spell Thief: When enemy champions cast summoner spells or use active item effects, they leave behind a Spell Shard, which Zoe can then pick up and slot it into this spell's active slot. Additionally, minions will randomly carry a balloon. If Zoe kills the minion, it will drop a random Spell Shard. (minions won't carry some spell shards, like Hextech Gunblade)
Active: Zoe mimics the exact effects of the Spell Shard in the current "active" slot of Spell Thief
This spell provides Zoe with... well a lot. Early game, she can pop balloons on minions that your enemy can't see, and get a free Gunblade or Protobelt active, providing her even more utility and a large chunk of damage that can be detrimental to the early game. It also can drop a random Redemption, allowing Zoe to help her top or bottom lane for free. However, the RNG factor in this does provide some sense of counterplay, and the fact that you can see what spell shard she picks up allows you to determine your next moves.
E - Sleepy Trouble Bubble Range: 800 Cooldown: Cooldown: 16 / 15.5 / 15 / 14.5 / 14 Cost: 80 Zoe tosses a bubble in a direction that increases in range if launched through a wall. The first target hit becomes "drowsy," receiving a gradually increasing slow until they fall "asleep," stunning them for 2 seconds or until hit with a damaging spell or attack. While asleep, any damaging spell or attack will wake the target up, dealing increased damage. If the spell hits no targets, it leaves an aoe trap that is used on the first target hit. If Sleepy Trouble Bubble hits a champion, refund 10 / 15 / 20 / 25 / 30% of the cooldown.
The main problem people have with this spell is its unique interactions with spell shields. Once you're hit, you're slowed, then after a delay you "fall asleep," which is essentially a stun that causes the next damaging ability to hit you to deal more damage. The range is increased when shot through walls Putting champions to sleep refunds the cooldown AND if it doesn't hit a champion, it leaves a trap on the ground that can apply the sleep effect anyway!!! The only thing that could balance this out is reduce the overall damage of the ability, or swap this with her ultimate and give it a much higher cooldown.
R - Portal Jump Range: 575 Cooldown: 11 / 8 / 5 Cost: 50 Zoe creates a portal and blinks to the target location. After 1 second, she falls back through the portal and blinks back to her original location. She can attack and cast spells during Portal Jump, but cannot move.
A very lackluster "pseudo mobility" ability that allows her to guarantee max damage on her q, or to trick your brain into thinking she's escaped, only for her to proc q while teleporting and bring it back to you for max damage. It doesn't do much on its own, just lets her be creative with her Q spamming.
In short? 2 balance changes could bring her to a healthy standpoint.
- Reduce the bonus damage on her Q to 125%. 150% is too one-shotty, and gives her an unfair advantage coupled with it's spammability and lack of punishment if she misses.
- I'd also like to have the target hit with the spell receive full damage, while those hit with the explosion only receiving 75% ish percent. Makes more sense right?
- Remove the cooldown reduction OR the bonus damage from her E. Both together make the ability too spammy and too rewarding with little to no punishment.
Everything else on her kit seems relatively balanced, to the point where she might need a little work, but wouldn't receive permaban status as she does now. However, this is my personal insight, and has nothing to reflect on the thoughts of riot games.
If I've mixed up any numbers or there are other edits you'd like to see, let me know down below^
(EDIT: Edits for clarity ) (EDIT 2: Added a detail I'd forgotten)
are all pretty good for self protection against her
though I do see this one getting built vs her sometimes.
legit perfect time protect Zoe skill shot.