- Seviye
- T3
- Sıra
- #90
- Kazanma oranı
- 49.10%
- Seçilme oranı
- 0.18%
Olaf mevcut ARAM Mayhem verilerinde T3 olarak listelenir. Şampiyon rehberini gör

Zilean mevcut ARAM Mayhem verilerinde T3 olarak listelenir.
Zilean the Chronokeeper
Zilean is best played as a control support who can still punish clumped enemies with Time Bombs. If your team already has reliable damage, focus on speed, peel, and clean revives; if your team lacks threat, build enough ability power to make double-bomb stuns hurt. The tradeoff is that full damage Zilean has less room for mistakes when divers reach him.
Your main job is to decide who gets to play the fight at full speed and who gets denied by bombs. If an ally is about to engage or kite backward, speed them up before the key contact happens. If an enemy diver commits, double-bomb their landing zone and force them to either eat the stun or abandon the play.
Use Time Bomb to punish predictable movement, not just to poke randomly. If enemies are walking through a narrow lane, hiding behind minions, or chasing your carry, place the bomb where they must step next. The tradeoff is mana and tempo: missed bombs give the enemy a window to walk forward before your next setup.
Go for the double-bomb when the target is slowed, crowd controlled, stuck in minions, or already committed to a dash path. If you throw both bombs at a fresh target with full space, they can often sidestep and punish your downtime. A safer play is bombing an ally, minion, or frontliner who is about to collide with the enemy team.
Use Chronoshift on the champion whose survival changes the fight, not automatically on the lowest health ally. If your fed carry is being focused, save them; if your tank is baiting multiple ultimates and your damage dealers are untouched, reviving the tank can still win the fight. The tradeoff is timing: casting too early may cause enemies to wait it out, while casting too late loses the target.
Watch enemy burst patterns and cast when the target is truly committed to dying, not when they only took light poke. If your ally can still Flash, Snowball out, or kite with your speed boost, hold the ultimate and use Time Warp first. The punish window is obvious: once Chronoshift is down, enemies can force again while your team lacks its biggest safety net.
Speed allies when your team needs to start, escape, or reposition through dangerous ground. Slow enemies when they have already overextended or when your bombs are ready to land. The tradeoff is target priority: speeding a carry can prevent damage entirely, while slowing a diver can secure a stun and turn them into a free kill.
Snowball can be useful, but only if you are using it to deliver bombs or follow a guaranteed fight, not to start alone. If you mark a safe target near your front line, you can attach pressure and create a double-bomb angle. The tradeoff is risk: taking Snowball into multiple enemies without Chronoshift or backup usually turns you into the revive target instead of the savior.
Zilean likes augments that improve repeated spell casting, ability haste, utility, survivability, or safe poke. If an augment helps you cast more bombs, protect a carry longer, or reposition without dying, it usually fits his game plan. Avoid choices that only reward standing still or brawling in melee unless your team can reliably protect you.
With melee teammates, treat them as bomb delivery systems. Speed the engager before they commit, place a bomb on them as they enter, then look for the second bomb when enemies collapse. The tradeoff is that your melee ally may go too deep, so keep Chronoshift ready if their engage is winning the fight rather than just feeding into five players.
With poke teammates, play slower and protect the spacing advantage. Use bombs to punish enemies who step up to dodge skillshots, and use Time Warp to pull your carries out when divers look for the all-in. The tradeoff is that your team may lack hard engage, so do not burn every spell on poke if the enemy still has a strong engage window.
Zilean struggles into champions who can reach him repeatedly, ignore his spacing, or force Chronoshift before the real fight starts. If the enemy has multiple divers, stand behind your carry rather than beside your frontline, because your peel is strongest when enemies must run through bombs to reach you. The tradeoff is lower poke uptime, but staying alive matters more than landing one extra bomb.
Good enemies spread out, bait Chronoshift, and re-engage after it expires or after the revived target lands in a bad spot. They also punish Zilean when his double-bomb misses, because that is when his immediate threat drops. Your answer is to play around terrain, keep one spell rotation for peel, and avoid using ultimate on targets who are already safely disengaging.
The biggest mistake is throwing bombs on cooldown with no plan for the second bomb, the speed follow-up, or the revive target. If your poke misses and your team gets engaged on, you may have no stun ready for the diver. Slow down, hold spells when the enemy is looking to force, and make each bomb either zone space, set a stun, or protect a teammate.
You carry by making the enemy waste their best engage, then reviving or speeding the ally who turns the fight. If your carry lives through the first burst and your bombs split the enemy formation, your team gets a second chance while theirs has already spent key tools. The tradeoff is low personal highlight value, but clean Zilean wins fights by making the enemy’s best play fail.