Welcome future magicians and Battlerite players to my Zander guide.
My name is Kaninen and I reached Grand Champion with Zander in EA and currently in champ 3 and climbing in season 1. I stream somewhat regularly on Twitch.tv. If you have any questions about Zander after you have read the guide you are more than welcome to ask them during one of my streams. This guide is a reflection of my playstyle with Zander and how I believe how he should be played.
Passive – Hearts Great buff that decreases damage taken by 15%
Passive – Arcane Catalyst The great debuff that increases damage taken by 10%
M1 – Trick Shot With the m1 you want to try to keep your buff on your teammates up as much as possible. The 15% reduced damage taken might not sound too amazing but it’s much more potent than you might think. Since after you take 40 damage you start taking true damage (HP you can’t heal back up) the 15% reduced damage can help a lot against high damage combos.
Another thing to keep in mind is that when people duel the first person to get a slight advantage will often have a snowball effect as the mental pressure from losing in trades stacks on. So that 15% reduced damage taken can easily turn the game in your favor.
Grand Conjuration The damage output from this spell is decent but most importantly it puts an amazing debuff on the opponent and has great combo potential with your teammates.
It has a long cast time of 1 second and you stand completely still when you use it. So be careful where you use it and be ready to cancel it if necessary.
The visual effect during the cast time of this spell is one of the biggest in the game. The disadvantage of this it’s easily noticed and hard to be sneaky with. The advantage is that is great for fake casting because people will often instantly recognize the threat and use an escape ability.
Space – Mirror Image The greatest and most important spell for Zander. Mirror Image has three uses: Heal, Damage and Escape. During the time when your clone is in the world, Zander goes from low healing/damage champion to a high healing/damage dealer allowing you to trade well with most champions in hearts the game. (18 damage and 15 heal)
Space can also be used as an escape, a way to heal yourself quickly and applying Hearts too yourself . (Healing yourself can be done by targeting between yourself and the clone hitting both of you, 9 heal).
Hint: Together with the must pick battlerite Stacked Deck you can burst heal your teammate 25 or do 30 damage to your opponent with your first m1 attack. Or heal yourself for 16.
Portal – Q A “get out of jail free” card and one of the biggest reasons why people claim Zander is op.
Can be used to save your teammates, help them chase and saving yourself. Personally, I try to minimize the amount I use this spell on myself.
Sheep Trick – E Great ability for forcing abilities on your opponent’s team. Great against slow targets like pearl, lucie and canceling spells like jade snipe.
Rabbit Form – R
Might not seem like the greatest spell at first glance but if you are trying to minimize the amount of portals you use on yourself this is an ability you want to master.
The knockback is small but if timed correctly with running away in the opposite direction you can avoid for example Sirius and Freyas space m1 combo.
It is also good for repositioning.
Spotlight – EX M2 Zander lacks in self-healing and this is something you will have to rely on if you need fast self-heal and don’t want to use space. AOE healing so can get some great value if more than one person stands in it. Small knockback that if timed correctly can save you from melee bursts.
Removes all debuffs (except for ulti debuffs). If you or your teammates stands in the spotlight and fights they will most likely trade extremely well.
Mind Game – EX Space Great for applying Great Catalyst and doing burst damage. Once you used this ability you will have one less ability to save yourself so be careful. If timed correctly with other champions it is easy to burst over a 100 damage together.
Creates a clone which was covered in Mirror Image.
Hint: Together with the must pick battlerite Stacked Deck and Arcane Conductor you can do a 46 damage burst if you hit your ex space and your first m1 attack.
The Prestige Quite a lacklust spell. Not something you should be saving to use but if you have the energy available feel free to use it. The ulty is quite showy and most people will quickly retreat once it’s cast.
The increased radius on Sheep Trick is large enough so that if you throw it right underneath your opponent the only way for them to avoid it is by using a spell. After the sheep, you will hopefully have an easier time hitting your M2. Both you and your ulti clone will channel the M2 and can do some great damage.
During your ulti you will have double M1 healing and damage output so it’s great for quick healing or damage if people stay close enough to the clone.
Fun hint: If you M2 quickly after the ulti is cast there is time to pick up the clone with the teleport, hold it till the M2 is back up and double M2 again with the clone. You can reposition your clone by recasting your teleport.
3. Battlerite Overview
Heart Restoration I recommend picking this battlerite if you are playing 3s because it will roughly heal around 100-200 during a game if you are able to keep it up constantly on your teammates during a game. It will also make it easier to heal yourself.
Ace up the Sleeve Personally I am not a big fan of this battlerite since I try not to use the portal for myself and would rather save it for my teammates for when they are in need. Which reduces the value from this battlerite greatly for me.
If you like to use the portal on yourself this battlerite will allow you do some great M2 damage with your ulty as you can do double M2 in a small intervall. It will also allow you to do a lot more Spotlights for healing yourself and your teammates.
Arcane Conductor This is a must take battlerite for me. Not only does it increase the debuff but also greatly increases the duration of the debuff. It will increase the amount of time your opponents have to be careful of taking fights and increase your combo damage potential.
Arcane Shenanigans Just like the name implies this allows some really fun and interesting plays. I normally only take this when I am facing double ranged or expect a slow paced game where poking will be a big part of the game.
Phantasmagoria This is an interesting battlerite. It will roughly allow you to M1 two more times with your clone. So roughly an increase of 10 heal or 12 damage. And as I said earlier in the guide the clone turns Zander from a low heal/dmg champ into an high heal/dmg one. So on paper it looks pretty great. But it has a weakness against champions with counters as they can stand next to your clone and wait for you to M1 and make you hit their counter. More M1 in the air also makes it easier to hit counters. The increased health on your clone will allow champions to farm more stacks of your clone/ heal of it if they have lifesteal.
Poof! It has some interesting combo potential but in general to unreliant as you would most likely have to use your teleport to pick your clone up and drop it on the target. Which makes you use on of your best spells for a 15 damage and 0.75 sec stun. The teleport also adds a second to the duration on your clone which is enough for the opponent to just run away.
Stacked Deck A must pick battlerite without doubt. Gives you amazing burst with EX Space and great heal and damage with normal space.
Around the world A very popular battlerite will make it easier to disengage or engage. The extra cast range makes it easier to help your teammates if they are aggressive and likes to go deep. Like a shifu or a croak.
Late to the Show This battlerite feels like a weaker Around the world. Its useable on small maps where the extra cast range and range on portal isn’t as important. The fading haste should help getting better trades and can catch your opponents off guard.
Showdown In a similar situation to Late to the Show, it will allow you yourself and your teammates to take easier trades after teleport. Around the world is most likely the better pick most of the time. This is a battlerite i use quite often though.
Lasting Form If you want to cc someone of the game and let them do nothing this is a nice battlerite. But in my experience the sheep is often broken quite early from combos and stray damage. So it’s not really a battlerite i take.
Lead Astray This is a must take battlerite in my opinion. One of my goals as a Zander is to keep my debuff up on my opponents as much as possible and this makes it so much easier.
Transformation Sickness This isn’t really something I often take as I like to think i can hit the sheep often enough that I wouldn’t get to much value from it. But for a team that aiming isn’t the best this battlerite can have some nice potential.
Bunny Hop A fun battlerite but nothing I would recommend. You can do some cool combos and stop spells which is nice. On smaller maps this is quite nice it also gives you another jump which i think is an i-frame.
Three of a Kind If people didn’t run away from you when you ulted and Zander needs to spam EX abilities this battlerite could have been great. Otherwise it allows for some great m1 damage and heal. If you spam heal someone they will most likely be unkillable.
Must picks are:
Recommendation for the fifth battlerite depends on what your teammates and your opponents play;
Around The World
Must picks are:
5. How to Play (in general)
Zander is a versatile champion and can be played in many different ways. My preferred play style is quite laid back.
Focusing on being everywhere and ensuring my teammates are winning their fights. I do my best to keep my buff and debuff up as much as possible.
I am constantly observing my teammates to see if they will need my Teleport,Spotlight or burst heal from my Mirror Image.
If someone sets up a combo I will do my best to join it with either my M2, ex space, or sheep. Maybe all of them.
I try to avoid using teleport for myself in case my teammates are in danger
I usually stay somewhere in between my teammates which usually means I am in a position to contest for the orb. A good way to secure the orb is by spacing and then using the 30 damage from Stacked Deck to take the orb. The fastest way to take the orb is by EX Space 12 damage, M1 for 30 damage then M1 again for 18. 12+30+18 = 60. Three of a Kind