Skill Order
Q W E R
Time Bomb
Rewind
Time Warp
Chronoshift
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

The master of time, Zilean is powerful mage with devastating AoE damage, unmatched mobility control, and an ultimate that never ceases to piss off the entire enemy team. Zilean is my top played champion. I have over 1,000 matches played as Zilean. I love Zil so much I own every skin, and rotate all 5 each match. Except as ADC, it doesn't get any better than Old Saint Zil ADC. Keep in mind as you read this guide about the term \"meta\". It describes the most socially accepted format to play League of Legends as generally seen in championship matches, or which makes sense to the \"majority\" of players. You may find my runes or my items to be a bit odd, you may even find my opinion that Zilean is a great ADC to be odd. However, you will never be a great player if you blindly follow the majority accepted way to play League of Legends without eventually feeling comfortable enough to try new items or new styles of play for yourself. The thing that stands out about Zil is his mobility. With the ability to run at a speed of about 500 for an infinite amount of time, he can send his teammates in full speed to initiate fights, chase down anyone attempting to retreat, or even help a specific teammate get kills by giving them the speed to chase down an enemy. His mobility is so grandiose that Zil excels not only in middle lane and support, but as an ADC as well. Speeding away from a surprise attack, or speeding in to attack by surprise himself. With practice, a skilled Zilean can easily dominate melee champions such as [img=champ/yasuo.png] [b]Yasuo[/b], [img=champ/renekton.png] [b]Renekton[/b], by slowing them infinitely he can move out of their attack range and destroy them for a free kill. I recommend Zil to all beginner players of League of Legends because becoming familiar with Zilean teaches a very important skill, the art of staying in motion while in a fight, to move around between each of his attacks on order to stay out, or in, of enemy attack range. [b]Pros:[/b] -Global Experience passive helps team -Grows more powerful with levels as he reaches his infamous mobility control -High (600) ranged auto attack -Infinite speed boost / Slow / Even at the same time come late game -Revive ult is game changing -Provides a teammate the ability to engage at high speed [b]Cons:[/b] -Mana STARVING throughout match -No stuns This guide includes my ideas for APC, ADC, and Support. So be sure to check out each tab. And please support this guide by commenting below any likes, dislikes, ideas, or even \"spellchecks\" or displaced format you would like to mention/submit.

[b]EARLY GAME MID LANE[/b] Zilean has issues with mana all game, this is especially true early game, so practice control of your mana use. Until you have 3 points in your bomb, just sit back, relax, and get as many minion kills as you can. Make the decision of wether or not you want to do some damage with a double bomb combo, [img=skills/zilean/q.png]+[img=skills/zilean/w.png]+[img=skills/zilean/q.png], or if you want to save mana by not using the 50 mana cost of [b]Rewind[/b]. Whether you want to play aggressive or safe, one thing is for sure, as Zilean's mobility grows, you can deal tons of damage easier and with less fear of taking damage. [b]EARLY GAME ADC[/b] Zilean's early ADC is a bit difficult, but if you practice learning to last hit minions, especially when your tower begins to attack them, then you will be a successful ADC Zilean. Refer to this guide's chapter title \"Tower Farming\" to learn how to farm under your tower. Farming under your tower does a few things in your favor. -90% of other ADC I pay with don't seem to have this skill, which makes me very angry when I support for them. Not knowing how to tower farm, they seem to assume you don't know either, so instead of last hitting their minions, there only focus on pushing the lane so that you lose out on minion kills. What ends up happening 100% of the time is I get twice as many minion kills as them. - They over extend making it easy for your jungler to attack them from behind. - If they want to attack you, you're now underneath your tower which protects you. Just focus on minion kills in the early game. The benefit of Zilean in this situation is that when your jungler comes in to attack, you have a powerful slow to prevent the escape of the leading ADC. Also if the enemy sees you low on health and tries to kill you under your tower, you can use your ultimate on yourself or your support, put a slow on the enemy champion, and watch as they run at half speed as they try to move out of range of your tower which will now be attacking them. [b]EARLY GAME SUPPORT LANE[/b] Zilean has issues with mana all game, this is especially true early game, so practice control of your mana use. Until you have 3 points in your bomb, just sit back, relax. You should be harassing both the opposing ADC and support as much as possible without taking too much damage on return. Throw a [img=skills/zilean/q.png] [b]Time Bomb[/b] here and there on either champion while maintaining caution to not steal your own ADC's minion kills. Your auto attacks are just as deadly as your Time Bombs early game, and with Zilean's 600 attack range you need to harass the event as much as possible. Keep an eye on your own minions' health, as this will tell you that the opposing ADC is preparing to last hit them. It requires no skill to place a time bomb on someone, so use this opportunity to throw out a free auto attack for each minion the ADC is preparing to kill. But harass is not the only necessary job of a support, you need to keep an awareness of the enemy jungler and protect your lane from being snuck up on by the jungler. Until you get your first main item, [b]Sightstone[/b], you should carry a couple [b]Stealth Wards[/b] in your inventory to place either in the bush that sits in the river or the river itself, possibly near Dragon. Another location to consider placing a ward is in the \"Tri bush\" which sits on the south edge of the river bank. When you start a match you want to buy your items as quickly as possible and head into your jungle to place a ward down at one location and head to another location to stand guard. This prevents the enemy team from invading your jungle right away and stealing the needed buff from your jungler. On the map below I have 2 routes depicted in blue, for middle lane role, and in green, for ADC and support role. [IMG]http://i.imgur.com/hpy7DFj.jpg?1[/IMG] Along those paths, you need to use the [img=items/warding-totem.png] [b]Warding Totem[/b] you picked up for free from the store, and place it in the bush located at the yellow dot, positioned on the outside of red buff. The maps are complete replicas of each other on opposite sides of the rivers with the difference that on the north half of the map, the red buff is on the left side of the map. After placing the [b]Warding Totem[/b] there, proceed along the path to the final destination, a bush that gives vision of the river for possible invading enemies. -BEWARE: If the enemy team has a [b]Blitzcrank[/b], they will most likely approach your side of the map and randomly use his grab ability looking to grab you for a free kill. [b]Blitzcrank[/b] will also try to invade your jungle and try to grab the golem from the other side of the wall in order to steal the buff from the jungler, or grab the jungler himself for a free kill. During the first 15 minutes of the match, I've marked down various positions you may consider placing a ward. For ADC, you will rotate with support in placing your [b]Warding Totem[/b] in the bush marked with an \"F\". For support, you will rotate with ADC in placing your [b]Warding Totem[/b] in the bush marked with an \"F\". You will also place a [b]Stealth Ward[/b] in the locations numbered 1-3, which are numbered in order of importance. \"1\" being of the greatest importance. Number 2 is another location of great importance as it allows you an earlier warning of possible jungler ganking, as well as giving vision of the b[/Dragon[/b] to prevent the opposing team from killing it. However, if the opposing jungler has the ability to jump over walls and avoid being seen in the river, then the optimal warding location skips number 2 and becomes numbers 1 and 3. If you are on the team spawning on the north side of the map, then after several minutes into the match, when you and your ADC are low on health, you should consider placing a ward in the golden \"4\" to watch out for a blind side gank from the enemy jungler. For middle lane, I do not push my lane far from my tower, so the safest place for me to ward is in one of the two white \"X\"s, while standing on the opposite end from where I placed a ward. If the enemy jungler has the ability to jump over walls, there is no telling where they might gank from, and the most optimal place to ward in this case is at one of the bushes at the 2 blue \"X\"s, because I can always stand near my tower, running from one side of the lane to the other for maximum vision of the lanes with the white \"X\"s.

[b]MID GAME MID LANE DOWN BY THE MID SHORE[/b] At this point, you should have enough mana to lay down a ton of damage, provide a good support of mobility control and resurrections for team fights, and maybe grab several kills before going back to base to recover that wittel bit of mana you call a mana pool. You're still going to be mana starved but at least now, you'll be killing minions, even pushing your lane like a boss. By now, 1 bomb should suffice at killing the back row of mage minions. Maybe an auto attack per minion before placing a bomb on them will be enough. The melee minions, about 2 auto attacks worth of damage on each of them along with 1 bomb will be enough to wipe them out. Your Time Bombs should be doing about 25% of your opponents health about now, so start double bombing them and prepare grab free kills, just remember, the biggest cause of lost games is a player thinking their too pro at the game to play safe. 99% of the time, if you continue to play safe near your tower you're going to win every fight that comes along, unless one of your teammates is giving up a lot of kills, then, I wish you luck. -Your role in team fights at this point is to speed yourself or a teammate in or out of combat, place a couple bombs down, back out, and watch the fireworks from a safe distance. There's nothing wrong with being at a safe distance, in fact one of the most beneficial things about Zilean is his ability to speed up teammates or slow down enemys, as well as watching your team to place a resurrection. [b]MID GAME SUPPORT[/b] At this point you should have your Archangel's Staff and a couple points in [img=skills/zilean/w.png] [b]Rewind[/b], so start spamming Rewind whenever you can to charge up Archangel's Staff as fast as you can. Start warding the area in front of the dragon to help your team keep tabs on whether or not the opposing team is trying to kill it. If your tower is destroyed, or their tower is destroyed, then all you want to do at bottom lane is allow your ADC to keep your lane from being too far pushed toward your next tower, and notion to your ADC that it's time to begin roaming. It's time to leave your lane and look for trouble elsewhere. Because if you and your ADC stay in that lane and push the lane to the enemy's tower then you're not going to have the safety of a tower a couple seconds behind you to protect you from the enemy jungler from attacking. You might consider roaming the map instead, particularly middle lane, as you don't want to stray too far from bottom lane giving the opposing champions breathing room to take a tower from you. -Your role in team fights at this point is to speed your teammates, more specifically your ADC, or slow enemies headed toward your ADC. Lay down bombs on whoever you can whole looking for opportunities to bomb enemy carries. [b]MID GAME ADC[/b] If your tower is destroyed, or their tower is destroyed, then all you want to do at bottom lane is to keep your lane from being too far pushed toward your next tower, and begin roaming. It's time to leave your lane and look for trouble elsewhere. Because if you stay in that lane and push the lane to the enemy's tower then you're not going to have the safety of a tower a couple seconds behind you to protect you from the enemy jungler from attacking. You might consider roaming the map instead, particularly middle lane, as you don't want to stray too far from bottom lane giving the opposing champions breathing room to take a tower from you. -Your role in team fights at this point is to stay in the back line, speeding yourself or slowing any pursuing enemy. After the tankier enemies are no longer a threat, look for opportunities to damage enemy carries. During the later times of the match, I've marked down various positions you may consider placing a ward. [IMG]http://i.imgur.com/DfzyHDH.jpg[/IMG] At around 22 minutes into the game, you'll want to begin warding the location across from where b[/Baron[/b] spawns

[b]LATE GAME MID[/b] Push your lane as well as any other lane that needs a quick push, but only push to as far as river. Your main focus should be on your enemies' locations and your team's locations. Continue to fight as before, placing bombs from a distance and controlling fight mobility of either your team or the enemy. - Baron will be a high priority late game. Stick with your team and don't get ambushed. If enough of either team's members die, this may give reason to initiate a baron fight, and you don't want to be the reason they scored baron because you were off on your own and got caught. [b]LATE GAME SUPPORT[/b] Allow your team to get most of the minion kills, but if they're not paying attention to a collection of minions gathering closer to one of your towers in another lane, then head over to clear them out along with one more wave behind them, but don't push the lane more than that. Head back to your team and prepare for any engagements. - Baron will be a high priority late game. Keep a ward on it at all times. Stick with your team and don't get ambushed. If enough of either team's members die, this may give reason to initiate a baron fight, and you don't want to be the reason they scored baron because you were off on your own and got caught. [b]LATE GAME ADC[/b] Push your lane as well as any other lane that needs a quick push, but only push to as far as river. Your main focus should be on your enemies' locations and your team's locations. Continue to fight as before, staying behind your teammates staying as safe as possible but taking advantage off any damage you can put on enemy carries without taking too much damage and controlling fight mobility of either your team or the enemy. - Baron will be a high priority late game. Stick with your team and don't get ambushed. If enough of either team's members die, this may give reason to initiate a baron fight, and you don't want to be the reason they scored baron because you were off on your own and got caught.

Melee: Approx: 2 tower hits and last hit Ranged: Approx: 1 auto attack, 1 tower hit, last hit Tank: Kill it with everything you've got I Suggest you play a custom match and learn to tower farm. You will never be ganked from over extending yourself past your tower, your jungler will be able to gank mid and bot more. Most baffling to me, pushers for some reason are more focused on pushing their lane because they themselves have problems killing when the tower is attacking the minions, and they think your gonna lose minion farm under tower as well. They end up only getting 3/6 minions per wave, over extending past their tower and getting ganked by your jungler, all the while you will be getting twice as many minion kills as them. I don't understand this logic? The best tip I can give you to increase your skill is to become friends with the \"S\" key, aka \"stop\". This is the most used key in the game for me. It's not something that requires any effort or focus on to use, it just happens. When your focus is to last hit every minion you can, to not push your lane, or to follow the equation I laid out for you to farm underneath your tower, the \"S\" key easily becomes a natural part of League of Legends. For supports, it may even prevent you from auto attacking and kill stealing minions, as well as champion kills from your ADC or other more important damage dealing roles.

Even as a support, you will be able to kill an enemy carry with 3 bombs. With an initiation of [img=skills/zilean/q.png]+[img=skills/zilean/w.png]+[img=skills/zilean/q.png] your [img=skills/zilean/w.png] will have around a 4 sec CD or lower for you to [img=skills/zilean/e.png] out of range and zoom back in for a third [img=skills/zilean/q.png] If the enemy has some sort of heals, or shields, or trickiness, you can expect to lay down a 4th or 5th [img=skills/zilean/q.png] Armor Ratios don't degrade. So having 10 armor increases your health by 10%. If you have 1,000 health and 200 armor and magic resist, your opponent will have to deal 3,000 damage to kill you. To compare health to armor and magic resist in terms of item cost goes approximately like this: [img=items/ruby-crystal.png] [b]Ruby Crystal[/b] - 180 health points for 400g [img=items/cloth-armor.png] [b]Cloth Armor[/b] - 15 armor for 300g If you currently have 2,000hp, choosing the cheaper item with 15 armor will increase your health by 15%, 300hp. As oppose to choosing a [b]Ruby Crystal[/b] which costs 100g more and gives you 120 less health points. So you can see the importance of armor or magic resist compared to health.

[b]Yasuo[/b] is my [b]nubcake[/b]. When [b]Renekton[/b] attacks middle tower, I tell him to back off so I can gimp [b]Yasuo[/b] out of the match via lack of gold from minion kills that I let the tower kill instead. http://www.leaguereplays.com/replays/match/4115038/ More videos to come soon. 9/11/14 SW in da club

I like Zil so much, I would go as far as to place him as a top laner on the basis of comparing him to [img=champ/jarvaniv.png] [b]Jarvan IV[/b]top. [b]Jarvan IV's[/b] [img=skills/jarvaniv/q.png] [b]Dragon Strike[/b] does not do nearly as much damage Zil, [b]Jarvan IV[/b] provides a little shield. Zil as a top lane tank will ulty, every 30seconds for a resurrection of 2k hp. [b]Jarvan IV[/b] knocks up as a form of initiation as well, Zil slows indefinitely and speeds up APC to use their ability as initiation. [b]Jarvan IV[/b] has the ability [img=skills/jarvaniv/r.png] [b]Cataclysm[/b] which puts up a circle of impassible terrain for a few seconds and dealing 500 damage to a target champion. Zil's [b]Time Bomb[/b] covers all the damage [b]Jarvan IV[/b] could possibly do, and more, and there's nothing better than speeding in and out of combat dropping bombs before deciding to engage team fights. Zil Tank Build: [img=items/seraphs-embrace.png] [b]Seraph's Embrace[/b], [img=items/rod-of-ages.png] [b]Rod of Ages[/b], [img=items/rabadons-deathcap.png] [b]Rabadon's Deathcap[/b], Defensive [img=items/randuins-omen.png] [b]Randuin's Omen[/b] or [img=items/banshees-veil.png] [b]Banshee's Veil[/b], Defensive item again, possibly [img=items/thornmail.png] [b]Thornmail[/b] depending on enemy team composition. Consider a [img=items/quicksilver-sash.png] [b]Quicksilver Sash[/b]. With being able to resurrect teammates every 30 seconds and providing a big presence in the match, I see nothing wrong with tanking a tower with a teammate, resurrecting yourself with 2k hp, and continuing to take the tower. Zilean actually would destroy a top laner like [b]Jarvan IV[/b], but top lane isn't about who kills who, it's about having a good kit of abilities to control the fates of others during team fights. Whats so good about a damage dealing champion like [b]Jax[/b] or [b]Yasuo[/b] when they can barley move. I've seen your death, HOLLLAAA!!!

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