[Champion Concept] Zero, the Primal Pursuant (Version 3.0)
Core Statistics Health: 400 (+80) Health Regeneration: 4.5 (+0.7) Mana: 220 (+45) Mana Regeneration: 5.9 (+0.6)
Offensive Statistics Attack Range: 125 (Melee) Attack Damage: 51 (+2.7) Attack Speed: 0.659 (+1.75%)
Defensive Statistics Armor Rating: 19 (+3.5) Magic Resistance: 30 (+1.25) Movement Speed: 345
#Abilities Passive: Spark Engineering Zero is constantly modifying his own systems. Upon defeating or assisting in the defeat of an enemy champion, Zero reduces the remaining cooldown of all his abilities by 10/15/20%.
Q Ability: Polarizing Punch Type: Single-Target Linear Dash Cost: 60/70/80/90/100 Mana Range: 675 Cooldown: 10/9.5/9/8.5/8 Seconds ACTIVE: Zero sprints to target enemy unit, dealing 70/100/130/160/190 (+50% bonus Attack Damage) physical damage to them and silencing them for 0.75/1/1.25/1.5/1.75 seconds.
W Ability: Multiplicity Transducer Type: Point-Blank Self Buff Cost: 80 Mana Range: Self Cooldown: 17.5 Seconds PASSIVE: Zero gains 10/15/20/25/30% increased movement speed while outside of combat. After leaving combat for 5 seconds, the movement speed increase returns. ACTIVE: Zero channels his powercells' energy to his defensive systems, granting him a shield that absorbs 90/150/210/270/330 (+50% Ability Power) damage that lasts for 4 seconds.
E Ability: Cortical Matrix Type: Self Auto-Attacking Buff Cost: 50 Mana per Second Range: Self Cooldown: 22 Seconds TOGGLED OFF: Zero executes minions below 100 health instantly. TOGGLED ON: Zero's basic attack range increases to 150 and he gains 10/15/20/25/30% increased Attack Speed while toggled on.
Ultimate: Circuit Breaker Type: Point-Blank Area-of-Effect Cost: 100 Mana Range: Self (600 Radius) Cooldown: 90 Seconds ACTIVE: Zero rewires his primary defenses and transfer damage from his frame to his direct power cells. For 5 seconds, all damage taken by Zero is reduced by 20/30/40%, and all damage received is reduced from his Mana instead of his health. After 5 seconds, he releases a burst of energy outward, dealing 150/250/350 (+80% of Damage Received)(+50% Ability Power) true damage to all nearby enemies.
#Suggested Items
Starting Items
This is a simple and traditional start for damage oriented champions, and it suits Zero perfectly. Additional health never hurts, spell vamp is nice, and the attack damage is instrumental. However, against a heavier AD team, I'd suggest Doran's Shield or a Cloth Shirt; Doran's Blade may be switched out for a Long Sword if you'd like a bit more damage.
Early Game
Boots of Speed provide a good, solid amount of movement speed and build into several great boots for Zero later on. Vampiric Scepter provides some Attack Damage and more Spell Vamp, which is always a good thing, and builds into a core item in the late game. However, once you buy the B.F. Sword, you'll notice a sudden snowball effect. You'll be dealing much more damage and shredding your lane opponents to bits.
Core Items
Personally, these three items provide Zero with plenty of sustain and item bonuses to make him a tremendous duelist. With the Iceborn Gauntlet, he will be getting a lot of Mana and Armor, and will have some Ability Power to ramp up his other abilities. As a bonus, the slow and basic attack boost will help Zero pick up a quick kill with minimal effort. Blade of the Ruined king is a great item, especially in Season 4. Providing Life Steal, quite a bit of Attack Damage, and a lot of Attack Speed, it ramps up Zero's killing power noticeably. The active is very nice and helps Zero execute enemy champions quickly. Lastly, we have the Infinity Edge, which provides an immense boost to Zero's offensive stats, and increases his killing power. Enough said!
#Essential & Optional Items
Boot Options
Above are your boot options; personally I would pick one of these for Zero, depending on what you're up against. For even more killing power, I would roll with a pair of Berserker's Greaves, as they increase your Attack Speed by a large amount. Against a heavy Attack Damage team, or running Zero as a pseudo-tank, I'd recommend a pair of Ninja Tabi as they provide a lot of defensive bonuses and help you with survivability. Lastly, we have Mercury's Treads. I'd pick these up with you're against heavy AP champions, or those with stuns or slows, such as Morgana or Lux. They can be very annoying!
Offensive Items
or
Above are solid offensive items that can benefit Zero, especially if he is playing a top or bottom lane champion. First and foremost, Last Whisper provides an insane amount of physical damage boost, and renders enemy defenses useless. Getting it after your Infinity Edge will have your opponents fleeing in fear of your robotic might. The Bloodthirster provides a boatload of Attack Damage and enhances your Spell Vamp to unearthly levels. It also allows you to overheal and stores it in the form of a shield. If you're allowed to take advantage of empty lanes or have plenty of minions and neutral monsters to hunt, this is a must buy. Lastly, we have a choice here of either the Black Cleaver or Youmuu's Ghostblade. Personally, I don't think you need both of them as they both serve somewhat of the same purpose. Black Cleaver provides you with a hefty amount of health and benefits Zero in duels, as striking the same target repeatedly lowers their armor. Youmuu's, however, provides him with more mobility, speed, and assassin potential. Both are insanely glorious weapons in the right hands.
Defensive Items
Above are good items against heavy AP champions or enemy champions with a lot of crowd control. Maw of Malmortius provides you with a lot of Magic Resistance and even more Attack Damage, and lets you be a bit aggressive, even at low health. It also provides you with an excellent shield when low on health, letting you deal the killing blow to enemy champions or flee when in danger or being ganked. Zephyr could possibly replace your boot choice, as it provides you with mobility in its own right. In addition to this, it provides Zero with Attack Damage, Speed, more movement speed and cooldown reduction, and even grants tenacity. Lastly, we have Wit's End. I usually would pick this item as one of the last ones in the build. It does provide a lot of Attack Speed and Magic Resistance, and even deals bonus magic damage on basic attack hits. Perhaps it's best and most unique feature is the stealing of Magic Resistance from your targets, thus providing you with more defense and offense simultaneously.
or
Lastly, we have our defensive options. Thornmail is ideal against an enemy team of mostly Attack Damage oriented champions, and provides one of the highest increases to armor in the current game. Spirit Visage and Banshee's Veil are extremely similar items. However, I'd suggest choosing one depending on the status of the game. Spirit Visage increases your health and sustain in-game, allowing you to play longer and push your designated role more often. Banshee's Veil does the same, but additionally increases magic resistance and provides a damage-blocking shield that slowly repairs over time.