Zilean

The Chronokeeper

How this differs from the live game

  • Time Bomb (Q) is point and click
  • Heightened Learning (P) grants experience to his entire team

Build

Mid lane
Summoners
FlashIgnite
Start470g
Doran's RingHealth Potion2Yellow Trinket
Core7,000g
Tear of the Goddess1Ionian Boots of Lucidity2Archangel's Staff3Rabadon's Deathcap4
Full build15,455g
Ionian Boots of LucidityArchangel's StaffRabadon's DeathcapVoid StaffZhonya's HourglassRylai's Crystal Scepter
Situational
MorellonomiconAbyssal ScepterBanshee's VeilMercury's TreadsDeathfire Grasp

Runes and masteries

Runes
  • x9Mark of Magic PenetrationMark
  • x9Seal of ArmorSeal
  • x9Glyph of Magic ResistGlyph
  • x3Quintessence of Ability PowerQuint
  • Ability Power +15.00
  • Magic Penetration +9.00
  • Armor +9.00
  • Magic Resist +12.60

Magic penetration marks are for Time Bomb, which is Zilean's real lane damage and scales as magic damage with 90% AP. Armor seals cover autos and minion damage while flat MR glyphs handle the usual Season 3 AP mid matchup; AP quints strengthen both Q poke and Chronoshift's heal.

Rune page

Mid lane

Statistics

  • Ability Power+15.00
  • Magic Penetration+9.00
  • Armor+9.00
  • Magic Resist+12.60
Masteries30 points21 / 0 / 9
Offense21
1/1
0/4
4/4
0/2
0/4
4/4
0/1
3/3
0/1
1/1
0/2
0/2
3/3
0/1
0/1
0/3
4/4
1/1
Defense0
0/1
0/3
0/4
0/2
0/3
0/3
0/1
0/2
0/2
0/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility9
1/1
0/3
3/3
0/1
0/1
3/3
1/3
0/2
0/4
1/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

Standard 21/0/9 AP mid page: offense supplies CDR, AP, magic penetration and execute damage for Q trades. The utility points give Flash value, mana sustain, summoner cooldowns, and Runic Affinity for longer blue buff.

Skill order

ultimate at 6, 11 and 16

Heightened Learning

Time BombQ
RewindW
Time WarpE
ChronoshiftR
  • Time Bomb (Q) takes points at levels 1, 3, 5, 7, 9.
  • Rewind (W) takes points at levels 2, 8, 10, 12, 13.
  • Time Warp (E) takes points at levels 4, 14, 15, 17, 18.
  • Chronoshift (R) takes points at levels 6, 11, 16.

Max Q first for waveclear and point-click harass, then W so double-bomb windows and Chronoshift uptime come faster. One early E point gives gank setup, escape, and roam speed before it is maxed last.

Alternative — Max E second instead of W when your team needs stronger mid-game pick setup and kiting more than repeated bomb cooldowns.

Why these items

Openingsall within the 475 starting gold

  • Doran's RingHealth Potion2Yellow Trinket

    Doran's Ring startDefault into most AP mids: it gives AP, health, mana sustain on last hits, two potions, and the free ward trinket.

  • Crystalline FlaskHealth Potion3Yellow Trinket

    Flask sustain startUse into heavy poke or lanes where you expect to spend mana constantly clearing and trading before first recall.

  • Boots of SpeedHealth Potion4Yellow Trinket

    Boots refill startUse when dodging skillshots or avoiding early jungle pressure is more important than Doran's combat stats.

Corein buy order

  • 1

    Tear of the Goddess700gTear of the Goddess fixes Zilean's high mana spending from Q-W-Q patterns and stacks naturally through constant spell casts.

  • 2

    Ionian Boots of Lucidity1,000gIonian Boots of Lucidity give cheap cooldown reduction so Rewind, Time Bomb and Chronoshift are available more often.

  • 3

    Archangel's Staff2,700gArchangel's Staff converts the stacked mana into AP while keeping Zilean casting through long sieges.

  • 4

    Rabadon's Deathcap3,300gRabadon's Deathcap multiplies Zilean's AP, heavily increasing both Time Bomb damage and Chronoshift's 200% AP heal.

Situationalonly when the game asks for it

  • Morellonomicon2,200gBuy Morellonomicon when you need early CDR and mana regen, especially against sustain champions where Grievous Wounds matters.

  • Abyssal Scepter2,560gBuy Abyssal Scepter against double AP or short-range magic-heavy teams where you can stand close enough for the MR-reduction aura.

  • Banshee's Veil2,750gBuy Banshee's Veil when one long-range engage or pick spell is stopping you from safely casting Chronoshift.

  • Mercury's Treads1,200gBuy Mercury's Treads instead of Ionian Boots when crowd control or magic burst is the main reason you are dying.

  • Deathfire Grasp3,100gBuy Deathfire Grasp when ahead and playing for single-target pick burst with Q-W-Q rather than a safer scaling mana build.

Build

Support
Summoners
FlashExhaust
Start475g
Faerie CharmSight Ward3Health Potion2Yellow Trinket
Core3,900g
Philosopher's Stone1Sightstone2Shurelya's Reverie3Ionian Boots of Lucidity4
Full build12,450g
Ionian Boots of LucidityRuby SightstoneShurelya's ReverieMikael's CrucibleRunic BulwarkMorellonomicon
Situational
Locket of the Iron SolariTwin ShadowsFrozen HeartZhonya's HourglassVoid Staff

Runes and masteries

Runes
  • x9Mark of Magic PenetrationMark
  • x9Seal of ArmorSeal
  • x9Glyph of Magic ResistGlyph
  • x3Quintessence of GoldQuint
  • Magic Penetration +9.00
  • Armor +9.00
  • Magic Resist +12.60
  • Gold +3.00 / 10s

Magic penetration marks are for Time Bomb, which is Zilean's reliable point-and-click magic damage and has a 90% AP ratio. Armor seals and MR glyphs keep him alive in bottom lane, while gold quints fit Season 3 support income.

Rune page

Support

Statistics

  • Magic Penetration+9.00
  • Armor+9.00
  • Magic Resist+12.60
  • Gold+3.00 / 10s
Masteries30 points0 / 9 / 21
Offense0
0/1
0/4
0/4
0/2
0/4
0/4
0/1
0/3
0/1
0/1
0/2
0/2
0/3
0/1
0/1
0/3
0/4
0/1
Defense9
0/1
0/3
4/4
0/2
3/3
2/3
0/1
0/2
0/2
0/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility21
1/1
0/3
3/3
0/1
1/1
3/3
0/3
0/2
4/4
0/1
0/3
1/1
2/2
2/4
0/3
1/1
1/1
1/3
1/1

This is a 0/9/21 support page: defense covers lane durability, while utility gives ward value, gold, summoner cooldowns, mana sustain, Pickpocket, and movement speed.

Skill order

ultimate at 6, 11 and 16

Heightened Learning

Time BombQ
RewindW
Time WarpE
ChronoshiftR
  • Time Bomb (Q) takes points at levels 1, 3, 5, 7, 9.
  • Rewind (W) takes points at levels 2, 14, 15, 17, 18.
  • Time Warp (E) takes points at levels 4, 8, 10, 12, 13.
  • Chronoshift (R) takes points at levels 6, 11, 16.

Max Q first for lane poke and wave control, then E for the stronger speed-up/slow in fights, leaving W for later once base cooldowns and CDR make repeated casts matter more. Early W enables double-bomb pressure and more frequent Time Warp setups.

Alternative — Max Q then W when your team is built around repeated Chronoshift and Time Warp casts rather than lane chasing, especially in slower protect-the-carry games.

Why these items

Openingsall within the 475 starting gold

  • Faerie CharmSight Ward3Health Potion2Yellow Trinket

    Faerie ward startDefault support opening: Faerie Charm builds toward Philosopher's Stone while three wards cover river, tri-brush, and lane brush.

  • Crystalline FlaskSight WardHealth PotionYellow Trinket

    Flask sustain startUse into heavy poke lanes where repeated health and mana sustain matters more than rushing gold generation immediately.

Corein buy order

  • 1

    Philosopher's Stone700gPhilosopher's Stone was the standard Season 3 support income item and gives Zilean the mana regen to keep bombing and speeding allies.

  • 2

    Sightstone800gSightstone turns limited support gold into repeatable vision control without constantly buying only wards.

  • 3

    Shurelya's Reverie2,100gShurelya's Reverie upgrades the gold item into health, CDR, regen, and a team engage or disengage active that stacks well with Time Warp.

  • 4

    Ionian Boots of Lucidity1,000gIonian Boots of Lucidity help reach high cooldown reduction so Rewind, Time Warp, and Chronoshift are available more often.

Situationalonly when the game asks for it

  • Locket of the Iron Solari2,225gBuy Locket of the Iron Solari when the enemy team has strong area damage or your team needs a mid-game defensive aura and shield.

  • Twin Shadows1,900gBuy Twin Shadows when your team needs catch potential, scouting, or help starting fights before objectives.

  • Frozen Heart2,900gBuy Frozen Heart against fed attack-speed carries or double-AD compositions when you can stand close enough for the aura.

  • Zhonya's Hourglass3,260gBuy Zhonya's Hourglass if assassins are diving you before you can cast Chronoshift or after you have already used it on an ally.

  • Void Staff2,295gBuy Void Staff only in rare high-gold games where you are transitioning into damage and enemies are stacking magic resist.

One build, written by a player. Newest first.

Write a Zilean build
The Chronokeeper: A Zilean Bibleby iSparklezWritten by a player, not generated · its own page

Build

Mid lane
Summoners
FlashIgnite
Start380g
Crystalline FlaskHealth Potion
Core12,680g
Ionian Boots of Lucidity1Sorcerer's Shoes2Chalice of Harmony3Rabadon's Deathcap4Rylai's Crystal Scepter5Tear of the Goddess6Rod of Ages7
Full build15,415g
Sorcerer's ShoesRabadon's DeathcapRylai's Crystal ScepterVoid StaffZhonya's HourglassAbyssal Scepter
Situational
Void StaffLiandry's Torment

Runes and masteries

Runes
  • x9Mark of Magic PenetrationMark
  • x9Seal of ArmorSeal
  • x9Glyph of Magic ResistGlyph
  • x3Quintessence of Ability PowerQuint
  • Ability Power +15.00
  • Magic Penetration +9.00
  • Armor +9.00
  • Magic Resist +12.60

Rune page

Mid lane

Statistics

  • Ability Power+15.00
  • Magic Penetration+9.00
  • Armor+9.00
  • Magic Resist+12.60
Masteries30 points21 / 0 / 9
Offense21
1/1
0/4
4/4
0/2
0/4
4/4
0/1
3/3
0/1
1/1
0/2
0/2
3/3
1/1
0/1
0/3
3/4
1/1
Defense0
0/1
0/3
0/4
0/2
0/3
0/3
0/1
0/2
0/2
0/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility9
1/1
0/3
3/3
0/1
0/1
3/3
2/3
0/2
0/4
0/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

Not the author's. A 21/0/9 AP caster page fits the author's magic penetration marks, AP quints, Sorcerer's Shoes, Rabadon's Deathcap, Void Staff, and Abyssal Scepter. The Utility points support Flash, mana needs from Chalice/Tear/Rod of Ages, and shorter summoner cooldowns for mid lane. Inferred from the build and text they did publish.

Skill order

ultimate at 6, 11 and 16

Heightened Learning

Time BombQ
RewindW
Time WarpE
ChronoshiftR
  • Time Bomb (Q) takes points at levels 1, 3, 5, 7, 9.
  • Rewind (W) takes points at levels 2, 8, 10, 12, 13.
  • Time Warp (E) takes points at levels 4, 14, 15, 17, 18.
  • Chronoshift (R) takes points at levels 6, 11, 16.

Why these items

Openingsall within the 475 starting gold

  • Crystalline FlaskHealth Potion

    Starting ItemsThe opening as the guide publishes it.

Corein buy order

  • 1

    Ionian Boots of Lucidity1,000g

  • 2

    Sorcerer's Shoes1,100g

  • 3

    Chalice of Harmony880g

  • 4

    Rabadon's Deathcap3,300g

  • 5

    Rylai's Crystal Scepter2,900g

  • 6

    Tear of the Goddess700g

  • 7

    Rod of Ages2,800g

Situationalonly when the game asks for it

  • Void Staff2,295g

  • Liandry's Torment2,900g

Notes

the author's own words

The Chronokeeper: A Zilean Bible — rated 8/10 from 34 votes on MOBAFire.

Build by iSparklez, written in Season 3 and transcribed from [MOBAFire's League Classic library](https://www.mobafire.com/league-of-legends/build/the-chronokeeper-a-zilean-bible-305782).

Abilities

per rank
P

Heightened Learning

Zilean and his allies gain additional experience.

Q

Time Bomb5 ranks

Zilean places a time bomb on his target, which damages nearby enemies once it expires.

Damage
90 / 145 / 200 / 260 / 320 + 90% AP
Cooldown
10s
Cost
70 / 85 / 100 / 115 / 130 Mana
Range
650
W

Rewind5 ranks

Zilean reduces all of his other cooldowns.

Cooldown
18 / 15 / 12 / 9 / 6s
Cost
50 Mana
Range
600
E

Time Warp5 ranks

Zilean increases an allied Champion's movement speed or slows an enemy champion.

Cooldown
20s
Cost
80 Mana
Range
550
R

Chronoshift3 ranks

Zilean marks himself or an allied champion with a protective time rune. If they would take lethal damage, they are instead transported back in time and healed.

Heal
600 / 850 / 1100 + 200% AP
Cooldown
180s
Cost
125 / 150 / 175 Mana
Range
900

Matchup against

62 champions, one-on-one
  • Ahri

    AhriUnfavoured

    Ahri wins the straight duel because Charm and Spirit Rush let her choose the all-in while Zilean's delayed Time Bomb damage is easy for her to dodge or disengage from.

    Watch for Charm: if it lands, it removes your spacing and gives Ahri a full Orb of Deception, Fox-Fire, and Spirit Rush burst window before Chronoshift can become comfortable.

    How to beat

    Hold outside Charm range and play around minions so she has to expose herself to tag you. Use Time Warp defensively until Charm is down, then double-bomb with Rewind and kite away rather than chasing through Spirit Rush charges.

    Later Ahri remains the better side-lane duelist and can force Zilean out if she catches him alone. In teamfights, Zilean matters more by speeding carries out of Charm angles and saving the target Ahri commits Spirit Rush onto.

    • Do not cast Time Warp aggressively while Charm is available; you need it to break the follow-up angle.
    • Bomb her after she uses Spirit Rush forward, not before she has dashes to reset spacing.
    • A minion wave between you and Ahri is worth more than a small poke lead.
    • Chronoshift early if Charm lands and she still has multiple Spirit Rush charges.
    BuyBanshee's VeilMercury's TreadsMikael's Crucible
  • Akali

    AkaliUnfavoured

    Akali's repeated Shadow Dance access and Twilight Shroud make the duel miserable because Zilean cannot reliably keep her targetable long enough to win with bombs.

    Watch for Shadow Dance: it erases the gap Zilean creates with Time Warp and lets Akali cash in Mark of the Assassin before he can kite her out.

    How to beat

    Stay at maximum bomb range and never walk close enough for Akali to start with Mark of the Assassin for free. If she spends Shadow Dance to enter, slow her immediately, bomb, Rewind, bomb again, and retreat out of Twilight Shroud instead of fighting inside it.

    Later Akali is still favored in a side lane because she can force repeated short trades and deny target access with shroud. Zilean's job in teamfights is stronger: speed the marked carry away, reveal her approach with wards, and Chronoshift the first target she commits to.

    • Do not chase into Twilight Shroud to wait for a bomb detonation; leave the zone and make her exit first.
    • Save Time Warp for after Shadow Dance, not before it.
    • If she marks you, back up until the mark expires before re-entering bomb range.
    • Chronoshift before the second Shadow Dance hit if she has already stuck to you.
    BuyBanshee's VeilMercury's TreadsSightstone
  • Alistar

    AlistarFavoured

    Alistar is hard to kill through Unbreakable Will but he usually cannot finish Zilean alone unless Zilean walks into the Pulverize and Headbutt combo.

    Watch for Pulverize: it is the only window where Alistar can hold you in place long enough to chain Headbutt and Trample damage.

    How to beat

    Hold 600 range and make Alistar spend Headbutt or Pulverize defensively before you commit to double bombs. If he activates Unbreakable Will, stop investing damage and use Time Warp to reset until the damage reduction ends.

    Later Alistar still does not want a long side-lane duel with Zilean, but he is much better in grouped fights because his combo starts fights cleanly. Zilean should sit outside Pulverize range, speed allies around his engage, and save Chronoshift for the Headbutt target.

    • Do not double-bomb into Unbreakable Will unless it secures the kill after the buff ends.
    • If Alistar walks at you without Headbutt range, slow him and keep spacing instead of panicking.
    • A bomb on Alistar before he engages can punish his return path into your team.
    • Respect flash-Pulverize even when the normal lane range looks safe.
    BuyMercury's TreadsMikael's Crucible
  • Amumu

    AmumuEven

    Zilean can kite Amumu forever if Bandage Toss misses, but one hit lets Amumu keep him in Despair range and win the close fight.

    Watch for Bandage Toss: it stuns you and gives Amumu the only gap close he needs to force Despair and Curse of the Sad Mummy range.

    How to beat

    Stand behind minions or at an angle where Bandage Toss has to be predicted, then punish the miss with double bombs and a slow. If he connects, use Chronoshift early enough that Curse of the Sad Mummy cannot delay it past lethal damage.

    Later Amumu is more valuable in teamfights because Curse of the Sad Mummy can decide an entire fight, while Zilean is safer in side lanes if he keeps vision and distance. Zilean should speed teammates out of Amumu's engage radius and revive the carry caught by the ultimate.

    • Bomb him after Bandage Toss misses; before that, he can use the dash to carry the bomb onto you.
    • Do not stand near your own carries when Amumu is looking for Curse of the Sad Mummy.
    • Time Warp's slow is strongest after he has already committed Bandage Toss.
    • Banshee's Veil can turn the duel by blocking the one spell that starts it.
    BuyBanshee's VeilMercury's TreadsMikael's Crucible
  • Anivia

    AniviaUnfavoured

    Anivia out-controls the duel with Flash Frost, Crystallize, and Rebirth, forcing Zilean to spend too much to secure a kill while she can burst him on a stun.

    Watch for Flash Frost: the stun enables Frostbite's doubled threat pattern and gives Anivia time to wall off Zilean's escape.

    How to beat

    Keep lateral movement at max range and never walk in a straight line after placing a bomb. Bait Flash Frost first; once it is down, use Time Warp to close briefly for double bomb poke, then leave before Glacial Storm and Crystallize trap you.

    Later Anivia wins most side-lane standoffs because Zilean struggles to kill through Rebirth and wave control. In teamfights, Zilean should avoid being boxed by Crystallize and use Chronoshift on whoever gets stunned before Frostbite lands.

    • Do not spend both bombs to trigger Rebirth unless you can also kill the egg.
    • If Crystallize cuts your retreat, Time Warp yourself immediately rather than trying to walk around it slowly.
    • Her 600 range matches yours, so bomb trades are not free.
    • Chronoshift before Frostbite if Flash Frost has already stunned the target.
    BuyBanshee's VeilMercury's TreadsMikael's Crucible
  • Annie

    AnnieUnfavoured

    Annie's longer attack range and Pyromania burst give her a cleaner kill window than Zilean's delayed bomb pattern.

    Watch for Pyromania stun: it turns Disintegrate or Summon: Tibbers into a guaranteed burst sequence that can kill before Zilean gets a second spell cycle.

    How to beat

    Track her stun count and give ground when she is at four stacks or holding the stun. Trade only after she spends Pyromania on a minion or misses the Tibbers angle, then use Time Warp to exit before her next Disintegrate comes back.

    Later Annie is more dangerous in grouped fights because flash-Tibbers can stun multiple targets, while Zilean is not favored alone if she has stun ready. Zilean should stay outside Tibbers engage range and Chronoshift the carry Annie commits her stun combo onto.

    • Her 625 attack range outranges your autos and spells, so do not fish for small trades into stun threat.
    • A visible stun changes the lane completely; wait it out or force her to use it elsewhere.
    • Chronoshift preemptively when she flashes forward with Pyromania ready.
    • Mikael's helps teammates after the stun, but it will not save you if you are the one instantly bursted alone.
    BuyBanshee's VeilMercury's TreadsMikael's Crucible
  • Ashe

    AsheEven

    Ashe can run Zilean down with Frost Shot if she ever starts attacking, but Zilean's Time Warp and double bombs let him win if he avoids Enchanted Crystal Arrow.

    Watch for Enchanted Crystal Arrow: it removes your ability to kite and gives Ashe enough time to stack Frost Shot autos before Chronoshift feels efficient.

    How to beat

    Hold bomb range without giving her a straight arrow line, and use Time Warp on yourself before Frost Shot autos start chaining. If Enchanted Crystal Arrow is down, slow Ashe, double-bomb, and disengage before she can turn the fight into a long auto-attack chase.

    Later Ashe is the better sustained side-lane threat if she has room to chase, but Zilean has stronger teamfight denial against her pick pattern. Speed allies out of Volley and save Chronoshift for the arrow target or the carry she is free-hitting.

    • Do not walk down the lane centerline when her ultimate is available.
    • If Ashe activates Frost Shot and you have no Time Warp, stop trading and reset.
    • Bombing her during Volley windup is reliable because she slows her own movement to aim.
    • Boots of Swiftness specifically reduce the danger of Frost Shot chase patterns.
    BuyBoots of SwiftnessNinja TabiMikael's Crucible
  • Blitzcrank

    BlitzcrankEven

    Zilean wins the space game if Rocket Grab misses, but Blitzcrank wins hard when a hook pulls Zilean into Power Fist and Static Field range.

    Watch for Rocket Grab: it deletes your range advantage and starts Blitzcrank's full knockup and silence sequence.

    How to beat

    Stand behind minions and punish every missed Rocket Grab with double bombs while his main threat is down. If he uses Overdrive to run at you, slow him after the speed burst begins and keep enough distance that Power Fist cannot connect.

    Later Blitzcrank is not a reliable side-lane duelist unless he lands hook, but his teamfight pick threat stays decisive. Zilean should play behind the front line, speed hooked allies away if they survive the pull, and Chronoshift the target Blitzcrank isolates.

    • Do not bomb-walk forward when the minion wave thins; that is Blitzcrank's hook timing.
    • A bomb on Blitzcrank before he hooks can punish him for dragging himself into your team, but it does not save you alone.
    • Banshee's Veil is excellent because blocking Rocket Grab removes most of his duel threat.
    • Mikael's can clean up the knockup follow-up for allies after the grab.
    BuyBanshee's VeilMikael's CrucibleMercury's Treads
  • Brand

    BrandUnfavoured

    Brand's spell damage is faster and less conditional than Zilean's, and Blaze punishes Zilean for taking any extended trade.

    Watch for Sear: when Brand lands it on a Blazed target, the stun guarantees Pillar of Flame and Pyroclasm damage before Zilean can reset spacing.

    How to beat

    Stay away from your minion wave and avoid letting Conflagration mark you for an easy Sear stun. Trade after Pillar of Flame is down, use Time Warp to dodge sideways, and never remain close enough for Pyroclasm to bounce repeatedly.

    Later Brand is still favored in direct damage fights and is more threatening in clustered teamfights. Zilean should spread from allies, speed carries out of Pillar of Flame zones, and Chronoshift whoever Brand locks down with Sear.

    • Do not stand near minions after Conflagration; it sets up easy Blaze spread angles.
    • Pyroclasm is much weaker if you are isolated from allies and minions.
    • Time Warp yourself to dodge Pillar of Flame rather than using it aggressively for poke.
    • Magic resist matters more here than extra health because Brand's passive punishes large health pools too.
    BuyBanshee's VeilMercury's TreadsRunic Bulwark
  • Cho'Gath

    Cho'GathEven

    Zilean can kite Cho'Gath and punish his slow cast times, but Rupture into Feral Scream and Feast gives Cho'Gath a lethal close-range window.

    Watch for Feral Scream: the silence prevents Rewind, Time Warp, and Chronoshift timing, letting Cho'Gath walk into Feast range.

    How to beat

    Keep max range and move unpredictably so Rupture has to be guessed. If Rupture misses, slow Cho'Gath and double-bomb him, but back out before he reaches Feral Scream range because silence can stop your defensive sequence.

    Later Cho'Gath becomes harder to kill in side lanes as Feast stacks and tank items pile up, while Zilean becomes more valuable grouped. In teamfights, Zilean should avoid cone silence angles and ult the ally Cho'Gath is about to finish with Feast.

    • Do not wait to Chronoshift at very low health if Feral Scream is about to land.
    • Rupture's delay makes self-speed better than enemy slow when dodging it.
    • Bombing Cho'Gath is safe only while Feral Scream cannot reach you.
    • Liandry's is one of the few item choices that meaningfully improves your damage into his health stacking.
    BuyLiandry's TormentBanshee's VeilMercury's Treads
  • Corki

    CorkiUnfavoured

    Corki beats Zilean in a straight duel through constant missile poke, stronger autos, and Valkyrie to escape or force the final gap.

    Watch for Valkyrie: it either dodges your delayed bomb finish or carries Corki through your slow to keep attacking.

    How to beat

    Play at the edge of Time Bomb range and avoid long trades where Hextech Shrapnel Shells and Missile Barrage add up. Bait Valkyrie before committing both bombs; once it is down, slow him and take the short burst trade, then leave before Gatling Gun shreds you.

    Later Corki is the stronger side-lane duelist and objective skirmisher, while Zilean's teamfight value comes from denying Corki's burst target. Speed allies out of Valkyrie paths and Chronoshift the carry Corki focuses with missiles and autos.

    • Do not chase through Valkyrie's fire trail to wait for a bomb detonation.
    • Minions can eat Missile Barrage splash angles, but Corki can still tag you around the wave.
    • If Gatling Gun is already running on you, disengage instead of trading autos.
    • Armor helps more than it looks because much of Corki's duel pressure is repeated attacks.
    BuyNinja TabiGlacial ShroudLocket of the Iron Solari
  • Dr. Mundo

    Dr. MundoEven

    Zilean can kite Dr. Mundo with Time Warp, but Mundo's regeneration and cleaver slows make actually finishing him difficult without anti-heal.

    Watch for Infected Cleaver: the slow lets Mundo keep re-entering Burning Agony and Masochism range, turning a won kite into a chase you cannot escape.

    How to beat

    Stay behind minions so cleavers cannot start the fight for free, then poke with bombs while saving Time Warp to answer the first landed cleaver. Commit only when Sadism is down or when you can apply Grievous Wounds through Morellonomicon before his healing takes over.

    Later Mundo usually owns the side lane if Zilean cannot cut his healing, but he is much less precise in teamfights than Zilean. Zilean should speed carries away from cleaver chains and use Chronoshift on the target Mundo zones rather than trying to burn Mundo first.

    • Do not double-bomb into Sadism unless Morellonomicon is ready to apply Grievous Wounds.
    • A minion wave is your best defense against Infected Cleaver.
    • Time Warp yourself after a cleaver hit; slowing Mundo often is not enough if he is already close.
    • Boots of Swiftness specifically help against repeated cleaver slows.
    BuyMorellonomiconBoots of SwiftnessLiandry's Torment
  • Evelynn

    EvelynnUnfavoured

    Evelynn's camouflage approach and burst combo deny Zilean the long visible runway he needs to kite a melee assassin.

    Watch for Shadow Walk: it lets Evelynn choose the first contact, forcing Zilean to react after Ravage and Agony's Embrace are already in range.

    How to beat

    Do not stand in isolated areas without Sightstone coverage, because the duel starts on Evelynn's terms when she is unseen. Once she appears, Time Warp yourself immediately, double-bomb while moving away, and use Chronoshift before Agony's Embrace plus Hate Spike spam finishes you.

    Later Evelynn remains much scarier in side lanes and fog, but Zilean has better grouped counterplay if he keeps vision lines controlled. In teamfights, revive her first target and use speed to pull carries out after she spends Agony's Embrace.

    • Pink-style true sight is the real counterplay, so Sightstone coverage matters more than greedy combat stats.
    • Do not use Time Warp to chase an unseen Evelynn; save it for the reveal.
    • If she opens with Agony's Embrace, leave the slow field before trying to finish your bomb combo.
    • Banshee's Veil can block the first spell after she appears and buy the cast time for Chronoshift.
    BuySightstoneBanshee's VeilMercury's Treads
  • Ezreal

    EzrealEven

    Ezreal can outpoke and blink away from bombs, but Zilean can win if Arcane Shift is forced before the double-bomb commit.

    Watch for Arcane Shift: it dodges the decisive bomb timing or repositions Ezreal into a clean Mystic Shot chase angle.

    How to beat

    Use minions to block Mystic Shot and hold Time Bomb until Ezreal has to Arcane Shift defensively or aggressively. After Arcane Shift is down, slow him, double-bomb, and back away so he cannot stack Rising Spell Force into a long auto trade.

    Later Ezreal is better in side-lane poke patterns, while Zilean becomes stronger when fights revolve around saving the target of Ezreal's burst. In teamfights, speed allies out of Mystic Shot lanes and Chronoshift whoever gets finished by Arcane Shift and Trueshot Barrage.

    • Do not throw both bombs while Arcane Shift is available unless you are forcing the blink, not expecting the kill.
    • Standing behind minions denies Mystic Shot cooldown resets on you.
    • Essence Flux matters less to Zilean than Mystic Shot, so dodge Q first.
    • Chronoshift earlier if Trueshot Barrage is being lined up through a crowd-control chain.
    BuyBanshee's VeilMercury's Treads
  • Fiddlesticks

    FiddlesticksUnfavoured

    Fiddlesticks beats Zilean if he gets Terrify or Drain range, because fear and silence interrupt the spacing and spell cycling Zilean depends on.

    Watch for Terrify: it prevents Zilean from casting Time Warp or Chronoshift on time and sets up uninterrupted Drain or Crowstorm damage.

    How to beat

    Stay outside Terrify range and use bombs to interrupt his positioning rather than walking up for autos. If Drain starts, break range immediately with Time Warp; if Crowstorm channels from fog, disengage first and only re-enter after the initial burst zone is gone.

    Later Fiddlesticks is more threatening from fog in teamfights, while Zilean is safer in visible, controlled fights. Zilean should ward flank angles, keep Mikael's or Chronoshift ready for the feared carry, and avoid clustering for Dark Wind bounces.

    • Do not stand near minions or allies when Dark Wind can bounce into a silence chain.
    • Breaking Drain range is more important than landing a second bomb.
    • A visible Fiddlesticks is manageable; an unseen Crowstorm angle is the real loss condition.
    • Mikael's is specifically valuable because Terrify denies the target's own escape.
    BuyMikael's CrucibleBanshee's VeilMercury's Treads
  • Gangplank

    GangplankEven

    Gangplank's Parrrley poke and Remove Scurvy cleanse make the duel hard to lock down, but Zilean can kite him if he does not eat repeated pistol trades.

    Watch for Remove Scurvy: it clears Time Warp's slow and heals through your bomb setup, ruining the normal kite-and-burst pattern.

    How to beat

    Do not rely on one slow to hold him; bait Remove Scurvy with the first Time Warp or bomb pressure, then use Rewind for the second round. Keep enough distance that Parrrley is his only damage, and disengage when Raise Morale lets him close faster than your cooldowns return.

    Later Gangplank is usually the better side-lane champion once his crit and utility items are done, but Zilean's Chronoshift is more reliable in structured teamfights. Zilean should speed allies out of Cannon Barrage and revive the carry Gangplank tries to finish with Parrrley.

    • If Remove Scurvy is ready, your slow is a cooldown tax, not a guaranteed escape.
    • Do not stand inside Cannon Barrage waiting for bombs to expire; leave first.
    • Parrrley makes short poke trades favor Gangplank unless you answer with both bombs.
    • Armor boots meaningfully reduce his repeated Parrrley and attack damage threat.
    BuyNinja TabiGlacial ShroudLocket of the Iron Solari
  • Garen

    GarenFavoured

    Zilean wins if he keeps Garen outside melee range, because Time Warp and repeated Time Bombs deny Perseverance and make Garen spend his only engage just to approach.

    Watch for Decisive Strike breaks your slow and gives Garen the only window to reach silence range.

    How to beat

    Hold just outside Decisive Strike range and tag him with Time Bomb whenever Perseverance is about to restart. Save Time Warp until after Decisive Strike cleanses your first slow, then kite back and double-bomb while Judgment falls short. Commit only when Demacian Justice cannot finish through Chronoshift.

    Later Garen becomes harder to kill in a side lane, but he still struggles to force Zilean alone without flank fog. In teamfights, Chronoshift beats his execute pattern; keep bombs on him to stop passive resets and speed your carry away from Decisive Strike.

    • Do not open with Time Warp if Decisive Strike is ready; he removes it for free.
    • A single Time Bomb keeps Perseverance down, so refresh poke before backing off.
    • Chronoshift early if you are low enough for Demacian Justice; late casting can be locked by silence.
    BuyBoots of SwiftnessKindlegem
  • Gragas

    GragasUnfavoured

    Gragas wins the clean duel because Body Slam and Explosive Cask force contact or displacement through Zilean's kite pattern while his sustain softens bomb poke.

    Watch for Body Slam closes the gap, slows you, and sets up Barrel Roll or Explosive Cask before you can reset spacing.

    How to beat

    Stand behind minions or at max bomb range so Body Slam cannot be used as a clean starter. Bait Body Slam first, then slow him with Time Warp and punish the cooldown with Q-W-Q. Do not chase into a primed Barrel Roll, because Gragas wants you moving through its zone.

    Later Gragas is stronger in side-lane picks and can break your positioning with Explosive Cask. Zilean matters more in grouped fights by speeding allies out of barrels and ulting whoever Gragas knocks into his team.

    • Body Slam hitting a minion still creates a bad trade zone; don't stand beside the wave edge.
    • Time Warp after Body Slam lands, not before, or he crosses the slow anyway.
    • Explosive Cask can knock you away from your revived ally, so cast Chronoshift before the burst lands.
    BuyBanshee's VeilMercury's TreadsTwin Shadows
  • Heimerdinger

    HeimerdingerUnfavoured

    Heimerdinger wins if the fight happens inside his turret nest, while Zilean only wins by refusing the setup and poking from outside turret focus.

    Watch for H-28G Evolution Turret turns a short bomb trade into sustained damage that Zilean cannot match in place.

    How to beat

    Do not duel him in prepared turrets; clear or bomb from the edge and make him move first. Hold Time Warp for disengaging after CH-1 Concussion Grenade misses or is thrown, then step in for a double-bomb trade. If he has multiple turrets already firing, leave instead of trying to out-DPS them.

    Later Heimerdinger controls static side-lane space better, but Zilean is better at rotating and resetting fights. In teamfights, speed allies around his turret zone and save Chronoshift for the target caught by Grenade into rockets.

    • Bombing Heimerdinger while he stands beside turrets makes the explosion hit his setup too.
    • Never walk straight at him through turret range just to land the second bomb.
    • If CH-1 Concussion Grenade is down, he has much less power to keep you inside turret fire.
    BuyBanshee's VeilMercury's TreadsForce of Nature
  • Janna

    JannaEven

    Neither support kills the other easily, with Zilean having better poke pressure and Janna having enough shield, speed, and disengage to deny a full commit.

    Watch for Eye Of The Storm absorbs your bomb trade and lets Janna retaliate with empowered attacks instead of losing the exchange.

    How to beat

    Use Time Bomb to pressure her shield cooldown, then wait before spending Rewind so the second bomb does not disappear into Eye Of The Storm as well. Keep 600 range and do not chase through a charged Howling Gale. Commit only when Eye Of The Storm is down and Monsoon cannot reset your damage.

    Later Neither wants a side-lane duel; Janna peels harder, while Zilean offers better revive tempo and speed engages. In teamfights, force her shield onto poke, then Chronoshift the ally she cannot peel twice.

    • Double-bombing into Eye Of The Storm usually loses value; split the bombs around shield timing.
    • Time Warp can match Zephyr speed, but Monsoon still ends your all-in.
    • Charged Howling Gale is easiest to dodge sideways after you slow yourself by turning to cast.
  • Jarvan IV

    Jarvan IVUnfavoured

    Jarvan IV wins if he lands the engage because Cataclysm removes the space Zilean needs to kite and forces Chronoshift defensively.

    Watch for Cataclysm traps you in melee range and turns your movement speed advantage into a short arena fight.

    How to beat

    Stay beyond flag-and-drag range and keep minions or terrain between you and Demacian Standard into Dragon Strike angles. If he misses the knockup, slow him immediately and punish with Q-W-Q while retreating. Save Chronoshift for Cataclysm burst, because flashing or speeding too early still leaves you inside the wall.

    Later Jarvan side-lanes and starts fights better, while Zilean is stronger when he can stand behind his front line. In teamfights, track Cataclysm and pre-position to ult the trapped carry rather than trying to duel Jarvan himself.

    • Time Warp does not get you out of Cataclysm's wall; plan for the arena.
    • If Dragon Strike misses, Jarvan has to walk through your slow to continue.
    • Bombing Jarvan before he dives makes his own engage carry damage into your team.
    BuyNinja TabiGlacial ShroudLocket of the Iron Solari
  • Jax

    JaxUnfavoured

    Jax wins once he reaches Zilean because Leap Strike ignores most spacing and his sustained melee damage outlasts bomb cooldowns.

    Watch for Leap Strike puts Jax directly on you and lets him start Empower and Counter Strike pressure without walking through your poke.

    How to beat

    Hold maximum range and make Jax spend Leap Strike before you use Time Warp aggressively. After he jumps, slow him and move away from Counter Strike rather than trying to auto through it. Your only winning window is after Leap Strike and Counter Strike are both down, when double bombs can land while he has no stick.

    Later Jax dominates side lane and will eventually force Zilean away from towers or isolated farm. In teamfights, Zilean should not duel him; speed carries out of Leap Strike range and Chronoshift the target Jax commits onto.

    • Do not waste autos into Counter Strike; use the time to create distance.
    • A pre-placed Time Bomb on yourself can punish Leap Strike, but it does not stop the follow-up.
    • If Jax holds Leap Strike, you hold Time Warp; whoever spends first loses control.
    BuyNinja TabiRanduin's OmenFrozen Heart
  • Karthus

    KarthusEven

    Zilean can dodge Lay Waste and poke him down, but Karthus can force damage in close range and still cast after death, making the duel execution-heavy.

    Watch for Death Defied lets Karthus finish the trade after dying, so killing him in low health melee range can still lose the duel.

    How to beat

    Fight at the edge of Time Bomb range and keep moving unpredictably so Lay Waste does not get isolated hits. Use Time Warp on yourself to exit Wall of Pain rather than slowing Karthus unless you are sure you can finish. If you kill him, leave Death Defied range immediately and save Chronoshift for Requiem or the final Lay Waste chain.

    Later Karthus scales into stronger raw teamfight damage, while Zilean changes who gets to survive that damage. In side lanes, avoid extended close fights; in 5v5, hold Chronoshift for Requiem follow-up or the ally forced to stand in Defile.

    • Do not stand still to cast the second bomb; isolated Lay Waste punishes predictable pauses.
    • Killing Karthus is not the end of the duel, so kite before celebrating the trade.
    • Chronoshift can cover Requiem, but only if you cast before the channel completes.
    BuyBanshee's VeilMercury's TreadsForce of Nature
  • Kassadin

    KassadinUnfavoured

    Kassadin beats Zilean because Null Sphere disrupts spell timing and Riftwalk repeatedly crosses the range Zilean needs to maintain.

    Watch for Null Sphere silences you, stopping Time Warp or Chronoshift during Kassadin's burst window.

    How to beat

    Before level 6, punish him from max range when Null Sphere is down, but do not stand close enough for repeated trades. After Riftwalk, keep Time Warp for his second jump, not the first, and cast Chronoshift before you are in silence kill range. You win only by forcing him to overstack Riftwalk mana and disengaging between jumps.

    Later Kassadin becomes the better side-lane duelist and pick champion, especially against an isolated Zilean. In teamfights, stay far behind carries, speed them away after the first Riftwalk, and pre-ult targets before Null Sphere can deny the cast.

    • A late Chronoshift can be silenced; cast it earlier than feels natural.
    • Do not chase Kassadin after he Riftwalks away, because the cooldown becomes the next engage.
    • His magic damage reduction makes bomb-only trades less decisive than they look.
    BuyBanshee's VeilMercury's TreadsMikael's Crucible
  • Katarina

    KatarinaEven

    Zilean can kite and revive through her all-in, but if Shunpo gets her into Death Lotus range while Time Warp is down she can kill through his poke.

    Watch for Death Lotus forces immediate distance or Chronoshift and punishes Zilean if he has already spent Time Warp.

    How to beat

    Keep 600 range and do not let Bouncing Blade mark you into a free Shunpo trade. Save Time Warp for after Shunpo, then walk out of Death Lotus range while bombs tick. Commit after Shunpo is down, because she has no reliable way to avoid Q-W-Q if she cannot reset onto you.

    Later Katarina is more dangerous in chaotic teamfights with resets, while Zilean is better at denying the first reset with Chronoshift. In side lane the duel stays playable if you keep space, but grouped fights are about speeding allies away from Death Lotus and ulting her first target.

    • Do not cast both bombs before Shunpo; she can wait, jump, and force your escape cooldown.
    • Time Warp on yourself is usually better than slowing Katarina during Death Lotus.
    • Chronoshift denies Voracity value if it prevents the first takedown.
    BuyBanshee's VeilMercury's TreadsZhonya's Hourglass
  • Kayle

    KayleUnfavoured

    Kayle wins extended duels because Righteous Fury gives sustained ranged damage and Intervention negates Zilean's best burst window.

    Watch for Intervention blanks your double-bomb finish and lets Kayle keep attacking while your cooldowns are spent.

    How to beat

    Do not trade during Righteous Fury uptime if you can kite back; force her to spend it clearing space. Use Time Warp defensively after Reckoning lands, because its slow makes her ranged attacks stick. Bait Intervention with one bomb or low-commit pressure, then use Q-W-Q after it ends.

    Later Kayle outscales Zilean in side-lane DPS and can protect herself through burst. In teamfights, Zilean should answer Intervention by reviving the target Kayle's team commits onto, creating a second defensive layer rather than dueling her.

    • If you double-bomb into Intervention, Kayle wins the cooldown trade hard.
    • Reckoning into Righteous Fury is her chase pattern; save Time Warp for that moment.
    • Her ranged attacks during Righteous Fury outrange your comfort zone, so reset until it drops.
    BuyMercury's TreadsBanshee's VeilNinja Tabi
  • Kennen

    KennenUnfavoured

    Kennen's ranged poke and stun threat make the duel difficult, and Lightning Rush plus Slicing Maelstrom can force Zilean into a fight he cannot fully kite.

    Watch for Slicing Maelstrom stacks Mark of the Storm quickly and can stun you before you cast the escape or revive you wanted.

    How to beat

    Stay outside his Lightning Rush engage line and sidestep Thundering Shuriken instead of trading every time Time Bomb is up. If he uses Lightning Rush forward, slow him after the rush starts and back out before the third mark. Commit only after Slicing Maelstrom is down or when you can keep him at bomb range without entering storm radius.

    Later Kennen brings stronger flank teamfights, while Zilean brings better single-target save and speed control. In side lane Kennen has more kill pressure; in 5v5, ward flanks and Chronoshift the carry he marks with Slicing Maelstrom.

    • Track Mark of the Storm count; two marks means your next mistake becomes a stun.
    • Do not stand near minions if Electrical Surge can tag you after a shuriken mark.
    • Time Warp can pull you out of Slicing Maelstrom, but only before the stun lands.
    BuyMercury's TreadsBanshee's VeilMikael's Crucible
  • Kog'Maw

    Kog'MawEven

    Zilean can punish Kog'Maw's lack of mobility, but Bio-Arcane Barrage gives Kog'Maw enough range and sustained damage to win if Zilean cannot disengage cleanly.

    Watch for Bio-Arcane Barrage extends Kog'Maw's attack range and turns your retreat into repeated percent-health hits.

    How to beat

    Fight around Bio-Arcane Barrage downtime, using Time Bomb to force him back before he can stand and auto. If he activates W, speed yourself away rather than slowing him through Void Ooze. Commit with double bomb only when Void Ooze is missed or unavailable, because its slow lets him keep firing.

    Later Kog'Maw becomes the better finished-item DPS threat, especially with protection, while Zilean remains a save-and-speed champion. Side-lane duels are risky if Bio-Arcane Barrage is up; teamfights revolve around speeding divers onto Kog'Maw or reviving the ally he melts first.

    • Do not chase low-health Kog'Maw in a straight line; Icathian Surprise can trade the kill back.
    • Void Ooze on your escape path is more dangerous than the initial damage.
    • When Bio-Arcane Barrage ends, Kog'Maw is much easier to bomb and zone.
    BuyNinja TabiRanduin's OmenFrozen Heart
  • Lee Sin

    Lee SinUnfavoured

    Lee Sin wins if Sonic Wave connects because Resonating Strike and Dragon's Rage force a melee burst sequence that Zilean cannot outfight.

    Watch for Sonic Wave / Resonating Strike marks you from range and gives Lee Sin a guaranteed gap close into execute damage.

    How to beat

    Stay behind minions and keep lateral movement so Sonic Wave cannot start the duel. If Q misses, immediately slow Lee Sin and punish with Q-W-Q while he lacks a clean entry. Save Chronoshift for the second half of his burst, especially if Dragon's Rage can kick you back into his follow-up.

    Later Lee Sin remains stronger at picks and side-lane skirmishes, while Zilean scales into better teamfight insurance. In grouped fights, keep wards and minions between you and Q, then ult the ally he kicks into danger.

    • A missed Sonic Wave is your real trading window; before that, play evasive.
    • Time Warp after Resonating Strike lands can deny his autos, but it will not prevent the gap close.
    • Do not stand with your back to his team when Dragon's Rage is available.
    BuyNinja TabiGlacial ShroudLocket of the Iron Solari
  • Leona

    LeonaFavoured

    Zilean wins the isolated duel because Leona lacks enough solo damage without allies and can be kited after her engage cooldowns are spent.

    Watch for Zenith Blade starts her only real catch pattern and pulls her into Shield of Daybreak stun range.

    How to beat

    Hold max range and punish her every time she walks up without Zenith Blade. If Zenith Blade misses, slow her and double-bomb while backing away from Shield of Daybreak. If she lands the engage, use Chronoshift only if Solar Flare follow-up will actually kill; otherwise kite once the stuns end.

    Later Leona is not a side-lane duelist, but she is much more dangerous in teamfights because allies trigger Sunlight and add damage to her lockdown. Zilean should stay out of Zenith Blade lines, speed carries away from Solar Flare, and ult the target she hard-engages.

    • Solo Leona cannot fully cash in Sunlight, so do not panic after the first spell lands.
    • Stand behind minions to make Zenith Blade harder to connect cleanly.
    • Once Zenith Blade is down, she has to walk through Time Warp to keep fighting.
    BuyMercury's TreadsMikael's CrucibleShurelya's Reverie
  • Lulu

    LuluEven

    Lulu can shield, slow, and Polymorph Zilean's commit, while Zilean has longer-range revive pressure and can win if he times bombs around her defensive cooldowns.

    Watch for Whimsy denies your cast or chase window by disabling you or speeding Lulu out of bomb pressure.

    How to beat

    Trade at the edge of Time Bomb range and avoid standing in a line where Glitterlance from Lulu and Pix both hit. Bait Help, Pix! before using Rewind for the second bomb, then wait out Whimsy before committing with Time Warp. If Wild Growth is available, treat it like a second health bar and disengage after forcing it.

    Later Lulu is stronger at protecting a carry, while Zilean is stronger at undoing a single lethal burst. In side lane neither kills easily, but in teamfights Zilean should force Lulu cooldowns with poke and save Chronoshift for whoever she cannot Wild Growth in time.

    • Do not double-bomb into Help, Pix! unless you are also hitting Lulu's shielded target.
    • Whimsy can stop the escape cast you were relying on, so leave earlier when it is up.
    • Wild Growth's knockup punishes standing too close after Shun-style speed engages from allies.
    BuyMercury's TreadsMikael's Crucible
  • Lux

    LuxEven

    Lux outranges and bursts harder if Light Binding lands, but Zilean can dodge her skillshots, punish cooldowns, and revive through the finishing beam.

    Watch for Light Binding roots you long enough for Lucent Singularity and Finales Funkeln to land together.

    How to beat

    Keep minions between you and Light Binding, and do not stop moving after casting Time Bomb. Once Light Binding misses, speed forward or slow Lux to land Q-W-Q before it comes back. Hold Chronoshift for the beam combo rather than early poke, because Lux's kill pressure is concentrated in one rotation.

    Later Lux is stronger at long-range siege and pick setup, while Zilean is better once fights become committed around a carry. In side lane, whoever lands the first key spell controls the trade; in teamfights, revive the target caught by Binding and use speed to cross her artillery zones.

    • Never cast Rewind while standing still in Lux's binding lane.
    • Lucent Singularity's slow makes the second skillshot easier; leave the field before trading back.
    • Chronoshift can turn Finales Funkeln into a wasted finisher if you cast before the beam lands.
    BuyBanshee's VeilMercury's TreadsTwin Shadows
  • Malphite

    MalphiteEven

    Zilean can kite and bomb Malphite forever until Unstoppable Force gives Malphite one clean all-in window.

    Watch for Unstoppable Force: it ignores your spacing, knocks you up, and lets Malphite layer Seismic Shard and Ground Slam before you can Time Warp away.

    How to beat

    Stay just outside Seismic Shard range when your bomb is ticking so he cannot steal your speed and force the trade. Hold Time Warp for after Unstoppable Force lands, then slow him and walk out while Chronoshift covers the burst window. Commit only when Granite Shield is down and his ultimate is unavailable.

    Later Malphite is more valuable in grouped fights because Unstoppable Force starts fights Zilean cannot prevent. In side lane Zilean can stall him but rarely kills through tank items, so play to deny his engage angle and Chronoshift the target he ultimates.

    • Break Granite Shield with a bomb before spending a second bomb rotation.
    • Do not Time Warp forward unless Unstoppable Force is down.
    • Chronoshift before the follow-up damage, not after Ground Slam has already left you low.
    BuyBanshee's VeilMercury's TreadsRunic Bulwark
  • Malzahar

    MalzaharUnfavoured

    Malzahar's point-and-click suppression and damage-over-time trade pattern beat Zilean unless Zilean has a cleanse answer or keeps him permanently out of range.

    Watch for Nether Grasp: it suppresses you in place long enough for Null Zone and Malefic Visions to finish the kill through your normal kiting.

    How to beat

    Play outside Nether Grasp range and use bombs to punish Malzahar when he steps up to refresh Malefic Visions. If he commits Call of the Void first, you can speed forward for a short trade, but never spend Time Warp aggressively while his ultimate is ready. Chronoshift yourself before the suppression if you are forced into range.

    Later Malzahar wins isolated picks much more reliably, while Zilean is better when grouped because Chronoshift can undo his single-target lockdown. Buy cleanse or spell-shield tools and position behind the first line so Nether Grasp hits someone you can revive instead of you.

    • Voidlings can turn a bombed target into extra splash damage if Malzahar stands near them.
    • Do not stand in Null Zone to finish a bomb trade; the percent damage wins extended trades.
    • If Quicksilver Sash is ready, bait Nether Grasp and immediately Time Warp out.
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  • Master Yi

    Master YiUnfavoured

    Highlander removes Zilean's slow as a real answer, and Alpha Strike lets Master Yi dodge bomb timing while closing the gap.

    Watch for Highlander: it makes Yi immune to Time Warp's slow and gives him the speed to stay on you through your kite pattern.

    How to beat

    Hold bombs until after Alpha Strike if possible, because he can disappear during the detonation timing. When Highlander starts, speed yourself instead of trying to slow him and kite toward terrain or allies. Commit only when Highlander and Meditate are down, or when you can force him to hit into Chronoshift and waste the reset window.

    Later Yi wins the side lane if he reaches you alone, but Zilean can ruin his teamfight resets with Chronoshift on the first target Yi commits to. Your job is to pre-speed carries and deny the first kill rather than duel him straight up.

    • Time Warp as a slow does nothing during Highlander; cast it on yourself instead.
    • Bomb after Alpha Strike lands so he cannot dodge the explosion with untargetability.
    • Save a second bomb for Meditate if he uses it to soak the first one.
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  • Miss Fortune

    Miss FortuneEven

    Zilean outranges Miss Fortune with bombs and movement control, but she can win if Double Up poke or Bullet Time catches him without speed or revive.

    Watch for Bullet Time: it punishes any straight-line retreat and can burn through Chronoshift if you are slowed by Make It Rain first.

    How to beat

    Stay away from low-health minions so Double Up cannot bounce into you for free damage. Use Time Warp to step sideways out of Make It Rain and Bullet Time rather than running directly backward. Trade after she loses Strut or channels Bullet Time, when she cannot reposition quickly.

    Later Miss Fortune is the stronger raw teamfight damage source, but Zilean can invalidate her best channel by speeding allies out or reviving the target caught in it. In side lane, neither wants a long duel; Zilean stalls and looks to punish her immobility with repeated bombs.

    • Do not stand behind minions when she has Double Up ready.
    • A bomb hit removes Strut and makes the next Time Warp slow much stronger.
    • If she channels Bullet Time, speed sideways before deciding whether Chronoshift is needed.
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  • Morgana

    MorganaEven

    Morgana blocks Zilean's magic damage and slow with Black Shield, but if Zilean baits it out he can kite her short range and avoid the binding lane.

    Watch for Black Shield: it absorbs your bomb damage and prevents Time Warp's slow, removing your usual trade and disengage at once.

    How to beat

    Keep enough range that Dark Binding must be aimed through open space, not cast point-blank after Soul Shackles. Bomb once to force Black Shield, then wait it out before using Time Warp as the real punish. If Soul Shackles attaches, speed yourself out immediately rather than trying to finish the trade.

    Later Morgana is better at denying picks and protecting a carry, while Zilean is better at reversing the first death. In side lane the duel is slow and shield-dependent, so save cooldowns for when Black Shield is down and avoid fighting inside Tormented Soil.

    • Do not double-spell into Black Shield unless breaking it guarantees a kill.
    • Time Warp yourself out of Soul Shackles before the second hit stuns.
    • Her 425 range means bomb trades are good when Dark Binding is on cooldown.
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  • Nasus

    NasusEven

    Zilean can kite Nasus before Wither sticks, but Nasus wins if he survives the poke and reaches melee during Fury of the Sands.

    Watch for Wither: it ramps up until your spacing collapses, letting Nasus walk into Siphoning Strike range despite Time Warp.

    How to beat

    Hold 600 range and bomb him when he walks up for last hits or Siphoning Strike stacks. If Wither lands, Time Warp yourself immediately before the slow ramps too far, then disengage until it ends. Commit only after Wither or Fury of the Sands is down, because standing near his ultimate turns the duel into his fight.

    Later Nasus wins the side lane once stacked and tanky, while Zilean contributes more by enabling carries and reviving whoever Nasus Withers. Do not match him alone late unless the goal is waveclear and delay; bring teammates or force fights elsewhere.

    • Early bombs should punish Siphoning Strike attempts, not his full-health bar.
    • Do not slow Nasus if Wither is already on you and you need self-speed to escape.
    • Chronoshift before his empowered Siphoning Strike lands when Fury of the Sands is active.
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  • Nidalee

    NidaleeEven

    The duel is decided by spear accuracy: Zilean controls short trades, but a long-range Javelin Toss into cougar follow-up can kill him before he resets space.

    Watch for Javelin Toss: a long-range hit takes enough health that Nidalee can pounce in and force Chronoshift immediately.

    How to beat

    Fight behind minions or at angles where Javelin Toss cannot travel full distance. Use bombs to break her heal tempo, then Time Warp her after she changes to cougar so Pounce does not chain into Takedown range. Commit only after a missed spear or after she uses Primal Surge defensively.

    Later Nidalee has better poke and side-lane mobility, while Zilean has stronger grouped insurance with Chronoshift. In late fights, keep vision on flank spears and speed wounded allies out before cougar form can execute them.

    • A missed long spear is your best window to speed forward and bomb.
    • Do not chase through brush; Prowl lets her reset spacing too easily.
    • If Bushwhack tags you, back off until the resistance shred expires.
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  • Nunu & Willump

    Nunu & WillumpEven

    Nunu is hard for Zilean to kill because of Consume sustain and Ice Blast, but he also struggles to finish Zilean through Time Warp and Chronoshift.

    Watch for Ice Blast: it slows your movement and attack speed, making it much easier for Nunu to stay close enough to channel Absolute Zero.

    How to beat

    Do not spend mana trying to burst him while Consume targets are nearby, because he will heal through it. Stay at bomb range, keep Time Warp for Ice Blast trades, and walk out of Absolute Zero as soon as the channel begins. Commit only when Consume is unavailable or the fight is away from minions and monsters.

    Later Nunu is mostly a teamfight and objective support, not a clean duelist, while Zilean has the better save button. In grouped fights, speed allies out of Absolute Zero and Chronoshift the carry Nunu's team is trying to lock down.

    • Fight away from minions so Consume cannot erase your poke.
    • Absolute Zero is only scary if Ice Blast or terrain keeps you in it.
    • Blood Boil makes chasing him awkward; use Time Warp defensively first.
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  • Olaf

    OlafUnfavoured

    Ragnarok removes Zilean's slow-based peel, and Undertow gives Olaf repeated chances to force melee where Reckless Swing wins.

    Watch for Ragnarok: it ignores Time Warp's slow and lets Olaf run directly through your control to land true damage.

    How to beat

    Before Ragnarok, dodge Undertow laterally and punish axe pickups with bombs. Once Ragnarok is active, speed yourself and kite away; do not waste Time Warp as a slow until it ends. Commit only if he is low after throwing an axe away from his chase path and Reckless Swing cannot immediately finish you.

    Later Olaf wins side-lane all-ins against Zilean, especially with defensive items, but Zilean is valuable in teamfights because Chronoshift denies Olaf's first backline kill. Pre-speed the carry Olaf targets and force him to overextend after Ragnarok expires.

    • Never stand on Olaf's axe pickup line; it refreshes his chase.
    • Time Warp him after Ragnarok ends, not during it.
    • Chronoshift early against Reckless Swing because the true damage is predictable.
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  • Pantheon

    PantheonUnfavoured

    Pantheon's targeted stun and early physical burst give Zilean very little room to kite once Aegis of Zeonia is in range.

    Watch for Aegis of Zeonia: it point-click stuns you and guarantees Heartseeker Strike damage before Time Warp can create distance.

    How to beat

    Stay outside stun range and use bombs only when Pantheon is walking through the wave or after he spends Spear Shot. If he jumps, Time Warp yourself as the stun ends and do not turn until Heartseeker Strike is finished. Commit when Aegis Protection is down and Aegis of Zeonia is unavailable.

    Later Pantheon's side-lane threat falls off compared with true duelists, but he can still kill Zilean if he finds fog-of-war Grand Skyfall or stun range. Zilean is stronger in 5v5 if he denies Pantheon's first execute target with Chronoshift.

    • Do not auto to remove Aegis Protection if it costs you stun range.
    • Move sideways after the stun so Heartseeker Strike does not get full value.
    • Chronoshift before his final Spear Shot if you are below execute range.
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  • Rammus

    RammusEven

    Rammus can force contact with Powerball and Taunt, but Zilean's magic damage and speed control make it difficult for him to finish a clean duel alone.

    Watch for Puncturing Taunt: it locks you into attacking Rammus during Defensive Ball Curl and removes the spacing Zilean needs.

    How to beat

    Keep minions between you and Powerball angles, then bomb him when he has to slow down or turn. If Taunt lands, Time Warp yourself as soon as it ends and disengage before Tremors keeps ticking. Commit after Defensive Ball Curl ends, since his resistances drop and your bombs matter again.

    Later Rammus is more useful as hard engage and anti-carry lockdown, while Zilean is stronger at undoing that first pick. In side lane, Zilean can stall him but should not chase into taunt range without vision.

    • Bomb damage is poor during Defensive Ball Curl; wait it out if possible.
    • Powerball is easier to dodge around minion waves and narrow turns.
    • Chronoshift the ally Rammus taunts, not necessarily yourself.
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  • Ryze

    RyzeUnfavoured

    Ryze's targeted Rune Prison and rapid spell rotation beat Zilean in a close-range mage duel unless Zilean keeps perfect spacing.

    Watch for Rune Prison: it roots you long enough for Ryze to unload Overload, Spell Flux, and Desperate Power damage inside his preferred range.

    How to beat

    Stay outside 550 range and force Ryze to walk into bombs before he can cast Rune Prison. If he uses Rune Prison defensively or on a minion wave fight, speed forward briefly, land your damage, then leave before his passive rotation comes back. Do not fight him during Desperate Power unless Chronoshift is already covering the burst.

    Later Ryze wins side-lane duels once tanky and mana-stacked, while Zilean is better as a backline enabler in grouped fights. Keep distance, save Chronoshift for the target rooted by Rune Prison, and avoid giving Ryze short-range resets.

    • Your 600 range only matters if you respect his 550 spell range exactly.
    • Do not stand near minions when Desperate Power makes his spells splash.
    • Banshee's Veil blocking Rune Prison can flip the first rotation.
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  • Shaco

    ShacoUnfavoured

    Shaco's invisible engage, fear boxes, and clone confusion attack Zilean's biggest weakness: needing predictable spacing to kite.

    Watch for Deceive: it bypasses your bomb range and lets Shaco appear behind you for Backstab before you can slow the real target.

    How to beat

    Ward flanks and avoid walking through box-controlled paths, because Jack In The Box turns your escape route into his burst window. When Shaco appears, Time Warp yourself first, then bomb after you identify whether Hallucinate has been used. Commit only when Deceive is down and you are not fighting into boxes.

    Later Shaco remains better at side-lane picks and fog-of-war kills, but he hates grouped fights where Zilean can revive the target he commits on. Stay with allies, keep vision deep, and use Chronoshift to deny his assassination rather than chasing the clone.

    • A bomb placed before Hallucinate helps reveal which Shaco was the original.
    • Do not follow him into brush unless you know where Jack In The Box is.
    • Time Warp as self-speed is safer than guessing a slow on the clone.
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  • Shen

    ShenEven

    Zilean can kite Shen's melee damage, but Shadow Dash gives Shen one taunt window and his shields make the duel slow.

    Watch for Shadow Dash: it closes the gap, taunts you, and lets Shen force Vorpal Blade and Ki Strike damage before you can reposition.

    How to beat

    Stand at max bomb range and move laterally so Shadow Dash has to be aimed, not guaranteed. Bomb after Feint is used or expiring, then Time Warp him when he misses taunt. Commit only if Shadow Dash is down; otherwise keep the fight short and reset.

    Later Shen is the better side-lane map champion because Stand United can join fights while Zilean must already be there. In teamfights, interrupt his backline access with slows and use Chronoshift on the ally he taunts.

    • Do not waste your full bomb trade into Feint.
    • Punish missed Shadow Dash immediately; that is his only real catch tool.
    • If Shen channels Stand United nearby, save Time Warp for the fight he is joining, not the duel.
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  • Singed

    SingedEven

    Zilean can stay out of Poison Trail and kite Singed, but one Mega Adhesive into Fling can reverse the entire fight.

    Watch for Fling: it throws you behind Singed into Poison Trail and breaks the spacing that makes Zilean safe.

    How to beat

    Hold max range and never chase directly behind him through Poison Trail. Save Time Warp for after Mega Adhesive or Fling positioning, then create distance before he can keep you in poison. Commit when Insanity Potion is down and he has used Fling without reaching you.

    Later Singed is the stronger side-lane nuisance and can ignore Zilean to pressure waves, while Zilean is better at protecting carries from the fling engage. Grouped, speed allies away from his path and revive whoever gets displaced into the enemy team.

    • Do not chase Singed just because a bomb is ticking; Poison Trail wins that trade.
    • Mega Adhesive plus Fling is the danger, not either spell alone.
    • Chronoshift early if Fling puts you into his team or turret path.
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  • Sion

    SionUnfavoured

    Sion's point-click stun and shield burst force close-range trades that Zilean cannot reliably win if Sion reaches him.

    Watch for Cryptic Gaze: it stuns you on target and gives Sion time to detonate Death's Caress or start lifestealing with Cannibalism.

    How to beat

    Stay outside Cryptic Gaze range and use bombs to chip Death's Caress before it detonates. If he stuns you, Time Warp yourself as soon as control ends and leave before Cannibalism turns the trade into sustain. Commit only after Death's Caress is broken or down and Cryptic Gaze cannot catch you.

    Later Sion is more threatening in isolated melee range, especially with lifesteal active, while Zilean is better in teamfights where Chronoshift denies Sion's first burst or reset attempt. Kite around his stun range and force him to spend shield defensively before your team commits.

    • Breaking Death's Caress denies both shield value and detonation damage.
    • Do not trade autos during Cannibalism; he wants time in melee.
    • Mercury's Treads reduce the stun window enough to self-speed out.
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  • Sivir

    SivirEven

    Zilean can outrange and kite Sivir, but Spell Shield can blank the bomb that makes his trade worth taking.

    Watch for Spell Shield blocks Time Bomb and can turn Zilean's poke window into a free Sivir chase.

    How to beat

    Hold just outside Sivir's 425 attack range and tag her after she uses Boomerang Blade or Spell Shield. Bait Spell Shield with Time Warp when possible, then double-cast Time Bomb with Rewind while she has no block. If she uses On The Hunt to run you down, speed yourself instead of trying to finish through her autos.

    Later Sivir is stronger in grouped fights because On The Hunt starts fights Zilean cannot stop alone. Zilean should save Chronoshift for the first carry hit by her engage and use bombs to punish her short range when she steps forward to Ricochet.

    • Do not throw Time Bomb into an obvious Spell Shield wind-up.
    • Sivir's short range lets you bomb her when she last-hits, but Fleet of Foot helps her disengage after one auto.
    • If Boomerang Blade misses both passes, that is your cleanest trade window.
    • Time Warp can break her chase even during On The Hunt if you cast it before she is in auto range.
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  • Skarner

    SkarnerUnfavoured

    Zilean can stall Skarner for a while, but if Skarner reaches him with shield speed or Impale, the duel becomes a dragged-out melee fight Zilean cannot win.

    Watch for Impale suppresses Zilean and pulls him through his own spacing, often forcing Chronoshift before Skarner has spent much else.

    How to beat

    Keep maximum bomb range and save Time Warp for Skarner, not yourself, once Crystalline Exoskeleton is active. Do not stand close enough for repeated Crystal Slash resets; bomb, Rewind, bomb, then retreat while his shield is down. If he flashes or reaches Impale range, cast Chronoshift early because suppression can deny your response window.

    Later Skarner wins the side lane if he can force contact, while Zilean is more valuable in teamfights by denying the pick Impale is meant to create. Build and play around cleansing or shielding the carry he grabs rather than trying to duel him later.

    • Breaking Crystalline Exoskeleton removes Skarner's speed and attack speed steroid.
    • Do not Time Warp yourself too early; slowing Skarner after W is usually stronger.
    • Chronoshift must be used before or immediately after Impale starts, not after you are already low.
    • Kite away from minions so Skarner cannot keep Energize value while chasing.
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  • Sona

    SonaEven

    Both champions are fragile ranged supports, so the duel is decided by whether Zilean dodges Crescendo and lands bombs through Sona's sustain windows.

    Watch for Crescendo locks Zilean in place long enough for Sona to land Power Chord and reset the trade before Chronoshift matters.

    How to beat

    Play at 600 range and force Sona to walk into Time Bomb range before she can tag you with Hymn of Valor or Power Chord. Track her spell count; back off when Power Chord is ready unless you are committing with double bomb. After Crescendo is down, she lacks the hard control to stop Time Warp kiting.

    Later Sona is usually better in grouped aura fights, while Zilean is better at saving one high-value target from a burst engage. Do not waste bombs poking tanks if Sona still has Crescendo; stand spread and hold Chronoshift for the ally she catches.

    • Count Sona's third spell before trading; Power Chord changes the damage race.
    • Her 550 range is just short enough that Zilean can start trades first.
    • If she uses Aria of Perseverance after the first bomb, Rewind and wait out the defensive aura before the second.
    • Do not clump near allies when Crescendo is available.
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  • Soraka

    SorakaEven

    Zilean has better pick and burst pattern, but Soraka's Infuse and repeated healing can stall him out if he spends cooldowns into silence.

    Watch for Infuse silences Zilean during his Rewind chain, stopping the second Time Bomb or emergency Chronoshift timing.

    How to beat

    Open from max range and do not commit until Infuse is used or you are outside its range. Short bomb trades are better than standing in Starcall stacks, because each Starcall lowers your magic resist for the next one. If she holds Wish, force it with one bomb cycle and re-engage when Rewind gives you another.

    Later Soraka does not want a side-lane duel, but she can make teamfights hard to finish with Wish and Astral Blessing. Zilean should target whoever Soraka cannot instantly save, and Chronoshift the carry threatened while her silence is aimed elsewhere.

    • Infuse can interrupt the bomb-Rewind-bomb rhythm; wait it out before committing.
    • Never stand in repeated Starcall range just to auto attack.
    • Wish means your first lethal attempt often only buys her global heal cooldown.
    • Morellonomicon is unusually valuable if your team needs Zilean to cut her heals.
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  • Taric

    TaricFavoured

    Taric is dangerous only if he lands Dazzle, but Zilean's range and Time Warp make it hard for him to ever start the melee trade.

    Watch for Dazzle stuns Zilean and lets Taric close for Shatter and Radiance damage.

    How to beat

    Stay near max Time Bomb range and slow Taric the moment he walks up for Dazzle. If he misses or spends Dazzle defensively, double bomb and kite straight back so he cannot heal through repeated trades with Imbue. Do not fight him inside brush where the stun travel time is harder to read.

    Later Taric is not a real side-lane threat to Zilean unless he has help, but his armor aura and stun matter in grouped fights. Zilean should stay outside Dazzle range and use Chronoshift on the ally Taric's team tries to lock down after the stun.

    • Dazzle deals more damage when Taric is close, so spacing reduces both control and burst.
    • Time Warp turns his melee follow-up into a failed engage.
    • Bombing after Shatter is better than before, since he loses his armor aura when he casts it.
    • Do not chase through Radiance; let bombs finish while you kite.
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  • Teemo

    TeemoEven

    Zilean outranges Teemo and ignores blind better than most champions, but mushrooms and poison punish any sloppy chase.

    Watch for Noxious Trap controls the ground Zilean needs for kiting and can turn a winning chase into lethal poison damage.

    How to beat

    Trade from 600 range and avoid extended auto fights where Toxic Shot gets full value. Use Time Bomb to break Move Quick before committing with Time Warp, then chase only through paths you know are clear. If Teemo disappears, do not face-check for Camouflage; bomb likely exits and wait for him to show.

    Later Teemo wins setup-heavy side lanes with mushrooms, while Zilean is more useful in grouped fights if he keeps carries alive through poke and picks. Buy vision and use movement speed to rotate around trapped zones instead of forcing through them.

    • Blinding Dart does not stop Time Bomb, so do not panic-trade autos into blind.
    • A bomb hit removes Move Quick's passive speed and makes the next slow stronger.
    • Do not chase low-health Teemo through unwarded lane edges.
    • Chronoshift can be wasted if poison is still ticking after the revive; account for the last Toxic Shot ticks.
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  • Tristana

    TristanaUnfavoured

    Tristana can outrange Zilean as levels rise and has enough jump, slow, and knockback to control when the duel happens.

    Watch for Rocket Jump lets Tristana cross Zilean's spacing, apply a slow, and force him into Rapid Fire autos.

    How to beat

    Punish Tristana before her range scales, especially when Rocket Jump is down after waveclear or repositioning. Keep Time Warp ready for her landing, then bomb and retreat rather than chasing into Buster Shot. If she saves Rocket Jump, do not overcommit; make her choose between farming and holding her escape.

    Later Tristana wins the side-lane duel once her range and attack speed are online, while Zilean's job becomes denying her first reset or saving the carry she jumps on. In teamfights, bomb her when she steps up and Chronoshift whoever she focuses during Rapid Fire.

    • Her passive range scaling eventually removes Zilean's poke advantage.
    • Time Warp after Rocket Jump lands is better than casting it before she jumps.
    • Buster Shot can knock you out of bomb follow-up range.
    • Armor items matter more than magic resist in the finished duel.
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  • Tryndamere

    TryndamereUnfavoured

    Zilean can kite Tryndamere before contact, but Undying Rage beats Zilean's burst and forces him to survive a long melee chase.

    Watch for Undying Rage denies the kill during Zilean's double-bomb window and lets Tryndamere keep hitting through Chronoshift timing.

    How to beat

    Hold max range and never spend Time Warp before Spinning Slash unless you are certain he cannot reach you. Bomb him down gradually, then save the slow for after he spins or after Undying Rage starts. When his ultimate is active, stop trying to finish and use speed plus terrain to run out the duration.

    Later Tryndamere dominates side lanes if he can force the all-in, while Zilean is far better grouped where allies can layer control during Undying Rage. Chronoshift should protect the target Tryndamere commits to, then Time Warp him as his ultimate expires.

    • Do not double bomb into full Fury and Undying Rage unless your escape is guaranteed.
    • Mocking Shout can slow you only when your back is turned; watch your retreat timing.
    • Time Warp after Spinning Slash is the key cooldown exchange.
    • Chronoshift does not win if Tryndamere can wait beside the revive and crit again.
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  • Twisted Fate

    Twisted FateEven

    Zilean has stronger direct kiting, but Twisted Fate's Gold Card and long-range poke can punish predictable bomb approaches.

    Watch for Pick A Card Gold Card stuns Zilean and gives Twisted Fate a guaranteed Wild Cards follow-up.

    How to beat

    Watch the card cycle and back away when Gold Card is locked rather than trading into it. Step sideways after every bomb cast so Wild Cards cannot answer your fixed path. If Gold Card is down, Time Warp lets you force a short double-bomb trade before he can reset Pick A Card.

    Later Twisted Fate is more dangerous on the map with Gate and Destiny, while Zilean is stronger at denying the actual pick once teams arrive. Match him by warding flanks and saving Chronoshift for the ally hit by Gold Card, not for poke damage.

    • Do not walk up while Gold Card is visibly held.
    • Destiny's slow can make your escape timing worse even before he appears.
    • Your 600 range lets you tag him before his 525 auto range if Pick A Card is not ready.
    • Bombing his arrival point after Gate can punish greedy teleports.
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  • Twitch

    TwitchUnfavoured

    Twitch's stealth opener and stacked Expunge burst make the duel dangerous before Zilean can establish spacing.

    Watch for Ambush gives Twitch the first hit from invisibility and enough attack speed positioning to stack Deadly Venom before Zilean responds.

    How to beat

    Do not stand alone in unwarded lanes; the duel is much easier if Ambush is revealed before Twitch starts attacking. If he opens, immediately Time Warp him and move perpendicular to Spray and Pray while placing bombs during the retreat. Commit only after Expunge is used or when he has no Ambush reset to dodge the second bomb.

    Later Twitch wins isolated catches and side-lane ambushes, but Zilean can decide teamfights by reviving the carry hit by Spray and Pray. Keep vision on flank paths and hold bombs for when Twitch reveals instead of wasting them on the frontline.

    • A revealed Twitch is much easier than an Ambush opener; vision changes the matchup.
    • Move sideways during Spray and Pray so fewer bolts line up through you and allies.
    • Expunge is the damage check; after it is spent, his poison stacks are much less threatening.
    • Do not chase into fog after Chronoshift revives you.
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  • Vayne

    VayneUnfavoured

    Vayne can dodge bomb follow-up with Tumble, punish walls with Condemn, and outduel Zilean once Final Hour is active.

    Watch for Condemn knocks Zilean into terrain for a stun, removing the spacing he needs to kite Vayne.

    How to beat

    Fight in open space and keep away from walls before using Time Warp aggressively. Wait for Tumble before throwing the second bomb, because a good Vayne will use it to break your chase angle. If Final Hour starts, slow her after she reappears from Tumble and disengage unless she is already low enough for bomb detonation to finish.

    Later Vayne wins the side lane and scales harder in direct duels, while Zilean is valuable for denying her first kill in teamfights. Chronoshift the target she commits to, then chain slows and bombs after her Condemn is down.

    • Open ground matters; walls turn Condemn from peel into lethal crowd control.
    • Do not throw both bombs before Tumble is used.
    • Final Hour invisibility can waste your follow-up if you cast too early.
    • Armor and attack-speed reduction are the best item answers if she is the main threat.
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  • Veigar

    VeigarUnfavoured

    Veigar's stun cage and AP-scaling ultimate punish Zilean for building damage and can kill him before Chronoshift is cast.

    Watch for Event Horizon traps or stuns Zilean, setting up Dark Matter and Primordial Burst before he can kite out.

    How to beat

    Stay outside Event Horizon cast range whenever possible and poke with Time Bomb only when Veigar steps forward for Baleful Strike. If the cage appears, do not cross the edge; speed yourself and dodge Dark Matter inside the ring if needed. Cast Chronoshift early when Primordial Burst is available, because waiting for low health is risky against his burst.

    Later Veigar becomes more threatening in both side lanes and teamfights because Primordial Burst scales especially hard into AP targets like Zilean. Zilean should build magic resistance, avoid being the cage target, and save Chronoshift for the teammate Veigar commits his combo onto.

    • Never walk through Event Horizon's edge unless the alternative is guaranteed death.
    • Your own AP increases Primordial Burst's damage, so defensive MR is not optional if he is fed.
    • Dark Matter is dodgeable if you do not panic after the cage appears.
    • Banshee's Veil can block the spell that starts his kill pattern.
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  • Warwick

    WarwickUnfavoured

    Warwick's sustain and suppression make him hard for Zilean to kill, and once he reaches Infinite Duress range the duel swings heavily against Zilean.

    Watch for Infinite Duress suppresses Zilean through his kiting window and lets Warwick heal while dealing guaranteed damage.

    How to beat

    Kite at max range and use Time Warp only after Warwick commits forward, not while he is still outside ultimate range. Avoid low-health baiting, because Blood Scent helps him keep contact once you are weakened. If Infinite Duress is available, cast Chronoshift before you drop into execute range or rely on Quicksilver-style answers.

    Later Warwick wins isolated duels through sustain and lockdown, but Zilean is strong in teamfights if he denies Warwick's first suppression target. Stand behind the carry line, keep cleanse tools ready, and bomb Warwick after his ultimate ends when he has no gap closer left.

    • Blood Scent makes low-health kiting much worse than normal.
    • Do not spend both bombs into his Hungering Strike sustain unless you can disengage afterward.
    • Infinite Duress is the fight's real cooldown; track it before stepping into side lanes.
    • Grievous Wounds helps if your team needs to actually kill him through Q and passive healing.
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  • Wukong

    WukongUnfavoured

    Wukong's dash, invisibility, and knockup give him reliable access to Zilean, while Zilean must guess correctly around Decoy to land damage.

    Watch for Cyclone knocks Zilean up after Nimbus Strike, preventing clean kiting and often forcing Chronoshift during Wukong's all-in.

    How to beat

    Stay behind minions only if it does not give Nimbus Strike a bridge onto you, and save Time Warp until after Wukong dashes. When he uses Decoy, stop committing bombs into the clone and move away from his last real path. If Cyclone is down, you can kite him with slow plus double bomb; if it is up, treat every dash range as lethal.

    Later Wukong is stronger in flank fights and side-lane all-ins, while Zilean's teamfight value is in reviving the carry hit by Cyclone's engage. Ward flank angles and keep distance so Wukong must use Nimbus Strike before he can start the knockup.

    • Nimbus Strike can use nearby minions to close distance, so minion waves are not always safe.
    • Wait out Decoy before throwing the second bomb.
    • Time Warp after his dash gives more distance than slowing him before he commits.
    • Chronoshift should go on the Cyclone target early, before the follow-up damage lands.
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18
Attack damage
102.6
Ability power
735.54
Armor
138.15
Magic resist
42.6
Attack speed
0.851
Cooldown reduction
19%
Critical strike chance
0%
Move speed
380
Yellow Trinket
18

Click an item to leave it out of the numbers.

Resources

Health
2,158
Health regen
13.6 / 5s
Mana
1,662
Resource regen
31.65 / 5s

Offense

Attack range
600
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
9
Magic pen, percent
43%

Ability damage

at this build's ranks
  • Q

    Time Bombrank 5/5

    Damage
    1,002
  • R

    Chronoshiftrank 3/3

    Heal
    2,571

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second89.1
Attacks per second
0.851
Average hit
104.7
Normal hit
104.7
Critical hit
209.3
Armor after penetration
0
Magic resist after penetration
0
Damage increase
+2%
Time to kill
11.2s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
102.6
Ability power
75
Armor
114.15
Magic resist
116.6
Attack speed
0.851
Cooldown reduction
40%
Critical strike chance
0%
Move speed
391.4
Yellow Trinket
18

Click an item to leave it out of the numbers.

Resources

Health
2,696
Health regen
30.6 / 5s
Mana
1,340
Resource regen
61.65 / 5s

Offense

Attack range
600
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
9
Magic pen, percent
0%

Ability damage

at this build's ranks
  • Q

    Time Bombrank 5/5

    Damage
    388
  • R

    Chronoshiftrank 3/3

    Heal
    1,250

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second87.3
Attacks per second
0.851
Average hit
102.6
Normal hit
102.6
Critical hit
205.2
Armor after penetration
0
Magic resist after penetration
0
Time to kill
11.4s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
102.6
Ability power
0
Armor
79.15
Magic resist
30
Attack speed
0.851
Cooldown reduction
0%
Critical strike chance
0%
Move speed
335
18

Resources

Health
1,658
Health regen
13.6 / 5s
Mana
1,340
Resource regen
18.65 / 5s

Offense

Attack range
600
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
0
Magic pen, percent
0%

Ability damage

at max rank
  • Q

    Time Bombrank 5/5

    Damage
    320
  • R

    Chronoshiftrank 3/3

    Heal
    1,100

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second87.3
Attacks per second
0.851
Average hit
102.6
Normal hit
102.6
Critical hit
205.2
Armor after penetration
0
Magic resist after penetration
0
Time to kill
11.4s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
102.6
Ability power
673.03
Armor
138.15
Magic resist
87.6
Attack speed
0.851
Cooldown reduction
4%
Critical strike chance
0%
Move speed
380
18

Click an item to leave it out of the numbers.

Resources

Health
2,158
Health regen
13.6 / 5s
Mana
1,466
Resource regen
21.65 / 5s

Offense

Attack range
600
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
24
Magic pen, percent
43%

Ability damage

at this build's ranks
  • Q

    Time Bombrank 5/5

    Damage
    944
  • R

    Chronoshiftrank 3/3

    Heal
    2,446

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second118.3
Attacks per second
0.851
Average hit
139
Normal hit
139
Critical hit
243.6
On-hit damage
34.3
Armor after penetration
0
Magic resist after penetration
0
Damage increase
+2%
Time to kill
8.5s

On-hit

  • Spellsword34.3

    5% of ability power · magic damage

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.