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Who Wins
- Pre-6, Zeri outpaces you in skirmish mobility and Neeko's E root makes extended trades dangerous for you since you have no escape; you lose most 2v2 all-ins before 6 unless Seraphine lands a full W+E combo first.
- Post-6, your R gives you a global execute threat and your Q Fishbones range advantage starts to matter more, but Zeri's R makes her nearly unkillable in extended fights, so you still don't cleanly win the 2v2 post-6 without a significant lead.
Synergy & Trading
- Your best pattern is to poke with Fishbones Q from max range while Seraphine applies W slow, forcing Zeri to either take free damage or dash in aggressively — if she dashes in, Seraphine E stuns and you switch to Minigun Q for sustained DPS.
- Never initiate yourself; let Seraphine's CC create the window, then stack your passive attack speed to punish.
Wave Control/Roaming
- You want a slow push into a freeze near your tower, denying Zeri the space to dash freely and reducing Neeko's ability to safely poke you with Q; a frozen wave also punishes Zeri's tendency to over-extend for CS.
- Avoid hard shoving unless you have vision control, because Zeri and Neeko have strong dive and engage potential when the wave is near your tower.
Mistakes to Avoid
- Do not get baited into chasing Zeri — her mobility means she can kite you indefinitely and turn the fight once you're overextended and your passive drops.
- Staying still to maximize your attack speed steroid is your win condition, but it also makes you an easy target for Neeko's R, so always position with an escape path in mind.
Created on 06/25/2026
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