Zeru -- The Demigod of the Skies

Duck Farius Dunk·6/26/2018, 6:35:09 PM·1 votes·986 views

Zeru


Lore: Zeru is a demigod that roams Runeterra above ground, hardly on foot. When he does land on the ground, however, strange things happen (This lore is actually practical in the game, so don't forget about it).


Passive: Zeru was born with natural reflexes and has been rewarded by divine beings for this; every time Zeru successfully dodges a skill-shot, he is refunded the cool down of his Q - Air strikes ##Acceptable range to refund cool down of Air Strike: 35 units (less than half a yordle size)


Q - Air strikes: Zeru strikes the air with his palm, creating a fairly fast-moving pulse towards a target area; small-ish hit box, fast projectile speed. ##Damage per second - (20/50/70/100/150 magic damage) for ranks (1/2/3/4/5) ##Cool down - (10/8.5/6.5/5.5/4.5 seconds) for ranks (1/2/3/4/5)


W - Gravity slam: Zeru slams at the ground, leaving his flight and altering gravity in a large area around him (area range scales per rank, and is never global, not even near). All nearby enemies AND ally champions are lifted into the air, become invulnerable and cannot take any action. Zeru can cancel this early, or wait the duration of the ability. During this time, Zeru's Q - Air Strikes have 100% cool down, and he can move enemies with this ability, little by little. ##Cool down - (45/38/28/25/22) for ranks (1/2/3/4/5) ##No mana cost ##Duration - (3/4/5/7/8 seconds) for ranks (1/2/3/4/5) ##Distance moved per Air Strike - (15/15/25/28/35 units) for ranks (1/2/3/4/5)


E - Dash of the winds: Zeru dashes a very short distance towards a target area. Hitting Zeru's Q - Air Strikes will reduce the cooldown of this ability. ##Mana cost - (30/45/55/65/75 mana) for ranks (1/2/3/4/5) ##Cool down - (20/18/15/12/10 seconds) for ranks (1/2/3/4/5) ##Distance of dash - 80 units ##Cool down reduction per Air Strike hit - (1/2/3 seconds) for summoner levels (1/6/11)


R - Transcendence: Zeru transcends, increasing the hit box, range, and damage of his Q - Air Strikes. The hit box of his PASSIVE is also slightly increased, allowing more space between himself and any enemy projectiles in order to utilize his passive. ##Mana cost - 100 mana at all levels ##Cool down - (150/120/80 seconds) at ranks (1/2/3) ##Enhanced hit box of Air Strikes - 15 units at all ranks ##Enhanced range of Air Strikes - (10/15/30 units) at ranks (1/2/3) ##Enhanced range of PASSIVE - 20 units at all ranks


**Tips and gameplay: **

  1. His main kit is rather self explanatory as it is a cycle: Dodge skill shot, Hit Q, Dash; Dodge skill shot, Hit Q, Dash. Good for chasing and sticking to a target.
  2. Can also be utilized another way: Dodge skill shot with **Dash of the winds **, then hurl an Air Strike. Good poking technique.
  3. Main build would be Tear or Rod of Ages (Unless they changed those items' functions--haven't played in a while). If these two items still provide a lot of mana like I remember it, then would allow Zeru to spam a lot. Also CDR in case the player isn't able to dodge a skill shot.
  4. Use Gravity Slam when your team needs to disengage from a team fight. Also can be used offensively if your team has global ults. such as Jinx Rocket, because remember--only units within range are held up in the air.
  5. For good wave clear, get a ludens going into mid-game

Thanks for reading. If it was interesting, feel free to comment!

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