Zelly, the Master of the Arrow

Stacona·9/25/2015, 9:20:57 PM·2 votes·367 views

Zelly [zehl - ley] is a hyper marksman that is the slowest champion in the game, and her goal is manipulating her arrow by guiding its shot and gaining bonus range with flat movement speed and % movement speed. With the right champions on her team she can get insane range to her basic attacks with certain movement speed abilities. Another identity she will be is the anti-mobility marksman, even though Zelly is easily vulnerable and heavily punished when she miss-positions, but when played to a mastery level she is devastatingly strong and can prevent from being mauled down by those dashes, jumps, and instant teleports (and a certain infinite hopping champion's greatest enemy).


Base Basic Attack Range: 550 units Base Movement Speed: 325 units per second


Strengthened Bow (Passive): Zelly gains +2 units bonus range to her basic attacks and abilities' maximum travel distance for every +1 movement she would have gained. Percentage movement speed increases are based on her base basic attack range by that percent value.

Zelly's movement speed is capped at 400 units per second.

Guided Arrow (Q): Cooldown: 10/8/6/4/2 seconds; Cost: 40 Mana; Max Travel: 1000+basic attack range units Zelly fires an arrow that follows the mouse cursor to deal 0/5/10/15/20% increased damage than her normal basic attack to the first enemy struck.

Precision Eyes (W): Cooldown: 60/50/40/30/20 seconds; Cost: 30 Mana Passive: Zelly permanently gains 4/8/12/16/20% increased vision radius.

Active: For the next 12 seconds Zelly can see past terrain and see into nearby brush.

While this effect is in play Guided Arrow no longer deals increased damage, but will damage all enemies it passes through, as long as the enemies are within Zelly's vision radius.

Paralyzing Arrow (E): Cooldown: 16/15/14/13/12 seconds; Cost: 75 Mana Passive: Zelly's basic attacks apply a debuff to enemy champions on-hit for 0.5/0.75/1/1.25/1.5 seconds that prevents dash, jump, and instant teleport effects from getting used. If one of Zelly's basic attacks strike an enemy in the middle of a dash or jump it will stop it instantly upon impact.

Active: For the next 6 seconds every 3 basic attacks on-hit on enemies will stun its target for 1.25 seconds, stun duration is diminished against enemies already stunned within the last 6 seconds from Paralyzing Arrow.

During this duration, Guided Arrow and The Grand Arrow deals 8/10/12/14/16%(+1% per 50AP) of the target's maximum health as bonus magic damage against debuff enemies from Paralyzing Arrow or against enemies stunned from any source.

The Grand Arrow (R): Cooldown: 20/15/10 seconds; Cost: 75 Mana; Max Travel: 3000+basic attack range units Zelly fires a giant grand arrow in the target direction that follows the mouse cursor even better than Guided Arrow to deal guaranteed critical strike damage to all enemies struck.

Activating The Grand Arrow again while it is in mid flight will cause it to explode as a firework to deal 20/25/30% of struck enemies' missing health as physical damage (deals 600/900/1200 true damage against epic monsters).


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