96%
votes
27
Dislike

ZED BUILD GUIDE: Embrace the Shadow ~ Mid Lane by DeadInternal

by DeadInternal (last updated 1 week ago)

Featured1,090,944 Views 6 Comments
9
Greater Mark of Armor Penetration(+11.52 armor penetration)
4
Greater Seal of Armor(+5.64 armor)
9
Greater Glyph of Magic Resist(+12.06 magic resist)
3
Greater Quintessence of Attack Damage(+6.75 attack damage)
5
Greater Seal of Health(+26.75 health)
View Rune Details
Summoner Spells
View Summoner Details

Starting

Full Item Build

View Item Details
21
9
0
mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 0/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 1/1
mastery 2 3/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Contempt for the Weak
QRazor Shuriken
WLiving Shadow
EShadow Slash
RDeath Mark
View Skill Order Details

Introduction

[http://i.imgur.com/AVGfPtw.jpg]

Zed is an extremely mobile, high skillcap assassin. He has a lot of potential to outplay his opponents and has very high damage, but he requires practice and misplaying on him will likely produce very bad results. I've played Zed since his released and mained him for quite some time. He's always been a strong pick in my opinion. Even after consistent nerfs, he's managed to find his way into competitive play. I hope to teach you guys about how to play Zed mid on Summoner's Rift and how to avoid making crucial mistakes on him.

Here's an example of a incredible outplay by none other than SKT1 K's Faker featuring KTB's Ryu. This is a perfect example of Zed's potential to outplay.





Pros and Cons of Playing Zed


Pros:
  • Very fun to play
  • Easy to farm with
  • Uses energy instead of mana
  • Amazing laugh
  • Lots of potential to outplay
  • High mobility
  • Decent AOE damage to go along with ridiculous single target damage
  • Strong split pusher

Cons:
  • Melee mid laner
  • His ult can be removed with and is completely countered by
  • Have no CC aside from a slow
  • High skillcap.
  • Item dependent
  • High energy costs


Base Stats
Heath: 445 (+80)
Heath Regen: 6.0 (+0.65)
Energy: 200
Energy Regen: 50
Range: 125 (Melee)
Attack Damage: 49 (+3.4)
Attack Speed: 0.658 (+3.1%)
Armor: 17 (+3.5)
Magic Resist: 30 (+1.25)
Movement Speed: 345

Link to his Wiki Page: http://leagueoflegends.wikia.com/wiki/Zed/

Runes

I run this rune page pretty much every game. To the left are 3 other rune pages. In each page I'll explain the changes in that page in comparison to this page and why or why you shouldn't use that page.

NOTE: Runes are personal preference! Although there are some things that would be dumb not to take, there can be a lot of variation between runes. Try different pages out and see what fits you.

Flat AD Quints

Flat AD works well with Zed since it works with his W passive and his scaling is relatively high. The only other truly viable options are Armor Pen and Lifesteal quints. I haven't been able to test armor pen quints but I personally think Zed needs some AD to go along with armor pen which is why I run this page. As for lifesteal quints, I don't think that Zed autoattacks enough early on to benefit from the lifesteal quints. You get lifesteal pretty early on Zed anyways, so I prefer the additional AD to help you poke and last hit.

Flat Armor Pen Marks:

Armor pen works well in combination with the AD quints since now he has some pen to go with the additional damage on his spells. I believe that armor pen on Zed is very powerful. A full set of armor pen marks gives you 12 armor pen which tears through almost all of the 13 armor that armor seals give you. If your opponent isn't running armor seals then you'll be dealing nearly true damage to them early on. In fact, in some cases you will be doing true damage for the first few levels if they're not running armor runes.

Seals

Read the Patch 4.5 Seals section to the left.

Flat Magic Resist Glyphs

There are only 3 real options for Glyphs. Flat MR, scaling MR, and cooldown reduction. I prefer flat MR over scaling MR because you always run the chance of getting hit by some magic damage very early on and scaling MR doesn't help very much against this. Flat MR is very useful and I will run this in place of scaling MR every game as long as I'm up against a AP champion. Cooldown reduction is used only when you're up against a team with almost all AD, however, I do not recommend running cooldown reduction. Zed's energy costs are very high and CDR won't help very much since you'll just be out of energy when your spells come off cooldown. It's not worth taking CDR on Zed in my opinion.


Masteries

mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 0/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 1/1
mastery 2 3/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
This is basically the most effective page for a Zed player to run. I would always recommend this page.

Offensive Tree:

  • Double Edged Sword: This point gives you more damage at the cost of you taking more as well, however, as a melee, you gain more damage than you take. Every other mastery point isn't really worth is on Zed at this level.
  • Sorcery: 5% CDR is very useful in every aspect and there's also nothing else that's worth taking. CDR is much more valuable than attack speed on Zed.
  • Brute Force: Nothing else to take. All you skills scale off your AD.
  • Martial Mastery: 5 free AD.
  • Executioner: This functions well with your passive and allows you to assassinate a low target much quicker. The other option is to put these points into Fury which is shown on the second page.
  • Spell Weaving: Works well with your ult.
  • Blade Weaving: Zed can stack this very quickly with a standard combo. Works well when you're all inning someone.
  • Warlord: Works with your W passive giving you 30% extra AD for all the bonus AD you have.
  • Devastating Strikes: 6% armor pen is a lot considering these are free. The magic pen also works with your passive.
  • Havoc: 3% overall damage increase and the last point in the mastery tree. It'd be silly not to take this.

Defensive Tree:

The defensive tree is actually pretty powerful. It allows you to survive a bit longer and sustain through the earlier game better. I have the same defensive tree for all of my Zed pages.

  • Block: This is actually a really strong mastery. In combination with a doran's shield, you block a total of 10 autoattack damage.
  • Recovery: The only other options here is Enchanted Armor, which is really bad if you do the math, or Tough Skin, which only works on jungle creeps. Pretty self explanatory.
  • Unyielding: You now block 12 autoattack damage, assuming you started Doran's Shield. This is really strong.
  • Veteran Scars: A good chunk of health at level 1. This is basically 1 autoattack worth of health if the enemy mid laner has 50 AD.
  • Juggernaut: The best mastery choice out of all the available choices. Zed has around 1900 health at level 18(Rounding to make math easier) so this will give him a bonus 57 health at level 18.

VS


I see a LOT of people run enchanted armor, and I really do NOT like enchanted armor. 5% of bonus armor and magic resistance is very little. You get 5 armor/magic resist every 100 armor/magic resist you have. Zed barely gets over the 100 armor/mr mark with a defensive item. The most you would benefit off this mastery is MAYBE 7 armor and that's late game. Having 9 points into a certain mastery tree means that's for your early game. The regen is much more beneficial during the early game.

Utility Tree:

Zed simply benefits more from 9 points in the defensive tree than the utility tree.

Summoner Sets

Standard
Flash and Ignite are the standard summoners for a Zed player. Please note that I can only explain so much through text and that summoner usage will always rely on your own judgement. I can tell you why you should bring said summoners, but when to use them will come with experience.

Flash is necessary on almost every champion on the game and is an incredibly powerful summoner spell. Zed's W cooldown is not short enough and it's energy cost is not low enough to justify not running flash. It can be used to run away, chase, and outplay the enemy. Most of your enemies will bring this summoner as well so you'll probably get used to dealing with it. The use of flash depends heavily on your decision making as well as reaction time. This cooldown of this spell is 5 minutes, so if you pointlessly use it, the enemy jungler may simply decide to camp your lane with the knowledge that your flash is down. This being said, using flash to secure a kill is usually worth it since you should be able to snowball off of that kill. When getting ganked, try not to waste flash unless necessary. Lots of jungle ganks turn into wasted time for the enemy jungler if you simply dodge a skillshot or two. If they blow your flash, they likely will try and come back before your flash is up. Flash can also be used to outplay the enemy opponent(e.g dodging a skillshot with flash, faking disengages with flash before teleporting back to a shadow near them) but you have to be confident when doing so, otherwise you may just end up wasting it. Flash is a extremely important cooldown because of the fact that if the enemy laner has flash and you don't, you will have a much harder time escaping them or catching them. Be cautious when using this summoner and remember that it's very important to think before you use this spell.

Ignite is the preferred secondary summoner on Zed because of the kill potential it brings with it. It deals true damage and also applies on healing debuff. The healing debuff is extremely useful when dealing with mages who heal a lot(e.g , , etc). In lower elo's, this is a summoner that people often don't pay enough attention to. If the enemy laner doesn't take ignite, their kill potential is very low when compared to yourself. Ignite has three primary uses. The first way is pretty simple. It's used as extra damage in an all-in. The true damage that ignite deals can be very significant in a fight. When planning to all-in, try and make sure that your ignite is up when you decide to go, just to secure the kill. The second way this summoner can be used is no longer very common, but it can drastically affect laning phase if used properly. If your opponent takes heavy damage in a trade(70% or more of the HP), you can "randomly" ignite them afterwards to make sure they're forced out of lane due to the bonus damage they take from ignite. This gives you an XP advantage and a CS advantage but it uses a 3 and 1/2 minute cooldown. This form of ignite usage is usually used very early on(levels 1 through 3) so that you can hit 6 early and attempt to kill them at 6. The final way is used in a situation that you should hope to not be forced into and that is being forced to use ignite defensively. The defensive use of ignite means that you're usually bluffing because if you don't, you'll either sustain very heavy damage or be killed. Ignite is very dangerous and usually when an opponent sees they've been ignite, they will usually back off if there is a chance that they'll die in the exchange. Defensively using ignite can be used to save your life or grant you a kill in return(e.g they tower dive you and you ignite them so it's a 1 for 1). Unfortunately, if they see through your bluff and kill you without dying in return, you're now down a summoner. Be warned that if your ignite is down and theirs is up, you may have serious trouble in a straight up 1v1 due to the power ignite brings, unless you have a big advantage on them(e.g you're level 6 and they're 5).

To read more about these summoner spells, use these links

Flash: http://leagueoflegends.wikia.com/wiki/Flash
Ignite: http://leagueoflegends.wikia.com/wiki/Ignite
Barrier & Teleport
Disclaimer: This section explains 2 commonly ran summoners and why you should or should not use them. You still always run flash.

Barrier is a extremely annoying summoner to deal with. As a Zed player, you usually won't take this because you don't need it. Barrier is used as a defensive summoner, and Zed doesn't use defensive summoners very effectively in comparison to offensive summoners. This being said, a lot of players will run Barrier against Zed to try and survive his burst. Do not underestimate this summoner. It's pretty annoying to deal with barrier because it means it's harder to 100 to 0 them. Against someone running this spell, make sure to finish the job. It's a common mistake for Zed players to just leave their target running away with 100 or 200 health with the Zed ult proc on them only to have them barrier it at the last second and survive.

Teleport is a summoner that is viable on Zed and one that you may see on your enemies occasionally. Teleport in place of Ignite or Barrier means your laning phase becomes a bit harder but in return, you can now apply global pressure whenever this summoner is up. I would not take this summoner unless you're planning to roam a lot. Taking Teleport when you know you're going to be in a hard lane is not a bad idea. When you're facing a teleport, understand they they have no dueling summoners. This means that you can for sure 1v1 them, unless it's a really bad matchup. To counter this summoner, try to take their tower as soon as they teleport and call MIA as soon as you notice they've disappeared.

As of right now, you cannot ult onto teleporting targets to follow them. Instead, if you do it properly, it won't put your ult on cooldown but you now have a permanent shadow that doesn't do anything except act like a ward. A example of this is in Tips and Tricks section.

To read more about these summoner spells, use these links

Barrier: http://leagueoflegends.wikia.com/wiki/Barrier
Teleport: http://leagueoflegends.wikia.com/wiki/Teleport
Exhaust & Cleanse
Disclaimer: This section explains 2 commonly ran summoners and why you should or should not use them. You still always run flash.

Exhaust is not a summoner that you usually take on Zed. Although this summoner gives a lot of chasing and dualing potential, it doesn't really count as a offensive summoner. Ignite works better than exhaust for Zed. When dealing with Exhaust, be extremely cautious. Once you get exhausted, your damage will drop along with your movement speed and attack speed. Do not attempt to pursue a kill while exhausted unless you are 100% sure you can get it or you know you're going to die anyways. Quicksilver Sash(Upgrades into Mercurial Scimitar) is a very helpful item if you're getting exhausted constantly and is explained in the Situational Items section.

Cleanse is a summoner that isn't too hard to deal with and one that you usually do not take. You do not take this because, like barrier, it is a defensive summoner. Once again, you use offensive summoners much more effectively. Cleanse will be occasionally seen in other roles and isn't too annoying. For you, all it will do is remove your slows, remove ignite's damage if you applied it, and knock you back slightly if you're standing next to the target that cleanses. You can deal with it by applying another slow or saving your slow until after they've cleansed.

To read more about these summoner spells, use these links

Exhaust: http://leagueoflegends.wikia.com/wiki/Exhaust
Cleanse: http://leagueoflegends.wikia.com/wiki/Cleanse
Ghost & Heal
Disclaimer: This section explains 2 commonly ran summoners and why you should or should not use them. You still always run flash.

Ghostis a summoner that some people argue is viable on Zed. I disagree because Flash is there to let you make massive outplays. Although Ghost could be considered a viable escape/chase tool for Zed, Flash is extremely powerful in 1v1 scenarios.

Healis a summoner that was made pretty popular as of patch 4.5. Zed will not run heal for the same reason he doesn't run barrier, however, this summoner is EXTREMELY common now. It heals 2 people and provides a movement speed buff to everyone around the person who used heal. Heal's cooldown is longer than most standard summoners by 30 seconds, so if you can abuse that, go for it. Be wary of heal baits and also this summoner makes teamfighting quite a bit harder.

Item Builds

Starting Build(s)
Standard
VS Melee
Build 4
Build 4
3
Note: My usual starts are either long sword + 3 pots or dorans + 1 pot. Everything else is pretty weak.

Long sword + 3 pots is a pretty standard start, but note you don't have much health due to the lack of a dorans item. This can be a fairly risky start, but there aren't many other options of Zed.

Doran's Blade + 1 pot is a pretty strong start but I would honestly only recommend it against melees. Against a range champion, you'll likely be forced to farm with Q. The long sword start is much better with the additional health pots against ranged champions.

Red Pot + 3 pots is no longer viable in my opinion. Early kill gold is reduce significantly now, and the respawn timers early on are reduce by quite a bit. If you do manage to kill the enemy laner, they'll be back in lane very fast and they'll likely lose very little. The kill you got will only pay back the gold that the Red Pot costed in the first place. I don't like this start and do not recommend it.

Doran's shield is STILL viable, HOWEVER, Zed usually plays fairly aggressive after the first few levels. Doran's shield does not give you any offensive capabilities, therefore I rarely run this.

As for Trinkets, I personally feel like that solo laner should always go with the warding totem. Make sure to note the cooldown and the length of your ward though. There's not much to say here.
Final Build(s)
Standard Final Items
This is my standard build, with Boots of Speed upgrading into , , , or depending on the situation. Use your own judgement for this because the uses are pretty self explanatory.

Blade of the Ruined King and Last Whisper are ALWAYS in my build. With these two items alone, you have insane amounts of kill potential until the enemy team begins to start itemizing against you. Blade of the Ruined King works with your ult, and it also gives you a lot of chase potential. This item is often called the DFG for Zed because it amplifies your damage by a ridiculous amount whenever it's up and it's used with your ult. As for Last Whisper, there's not much to explain. 35% armor pen along with 40 AD. A extremely powerful item and a necessity since people will just stack armor against you.

Black Cleaver is interchangeable with Youmuu's. There is a section below in the Situational Items section that explains this.

Ravenous Hydra is a item of personal preference. I'll explain why I choose this versus bloodthirster in the situational item section.

Guardian angel is a placeholder item. Building it isn't bad, but once it's popped, you always swap it out with another item. Basically your sixth item is a defensive item. There are some defensive items listed in the Situational Items section.

Laners usually stick with the Warding Totem until the game progresses out of laning phase. You can then decide to either replace it with a Sweeping Lens or leave it be. This is usually the last item you upgrade, unless you're up against a matchup where you need pink wards, in which case you should upgrade to the Greater Vision Totem.
Build Order
This build order is very generalized but is basically the order that I build my items.

Bilgewater VS Brutalizer VS Hexdrinker


These three items cost around the same amount of gold, Brutalizer costing 1337, Hexdrinker costnig 1350, and Bilgewater Cutlass costing 1400. In a lot of situations, I don't actually build brutalizer until after my last whisper just because I'm getting ahead and a early would be extremely beneficial. If you're going even in lane, I would go for a brutalizer. It gives you a pretty big early to midgame power spike and will help you win lane, but if you're planning ahead for when you roam, I would get the bilgewater and work towards Blade of the Ruined King as soon as possible. I almost always rush a BOTRK.

Hexdrinker is more of a defensive item. In hard lanes where you're taking a lot of damage and are dying or getting close to dying, this item is great. It provides a pretty cost efficient means to stay alive as well as some bonus damage. Build this when you see it fit. Please note that Hexdrinker is NOT a core item in comparison to the other two. It's simply a early option in case lane gets rough.

Hydra VS Black Cleaver


I love Hydra as an item on Zed. It allows you to split push without wasting cooldowns and energy and its active is basically a autoattack reset for when you ult. I build depending on the situation. If I'm going to split push I usually go for a Hydra as soon as I'm done with Last Whisper. If I plan on teamfighting, Black Cleaver is super powerful since it works as a AOE armor shred tool.

Defensive Item


I fit a defensive item wherever I feel it's necessary. If it's right after Last Whisper, then I build it right after Last Whisper. Of course, this is rarely the case and I'm usually able to build a defensive item last.

Warding Totem VS Sweeping Lens


Always start warding totem. There's no arguing this, a free ward for lane is way too important to give up. So why even bring up sweeping lens? Sweeping lens is extremely powerful. In the current meta, the ability to deny vision is extremely powerful. So why would you want it? It's simple. Get a sweeping lens, clear wards in a bush, camp the bush and kill whoever walks into it. This is really good if you need to make a pick happen or you want to help snowball a game. Use your own judgement on which is more useful in your current situation.

Situational Items

Youmuu's Ghostblade
Youmuu's Ghostblade is a alternative to Black Cleaver since they both build out of Brutalizer. This item is very useful on Zed and makes his chase potential incredible, however, it's uses in a teamfight can be very limited. I like this item but I would only build it if I know that I'm only going to split push. Black Cleaver is much more useful in a straight out 5 on 5.
The Bloodthirster
Bloodthirster is a alternative to Hydra. Bloodthirster Zed hits really hard with his spells, but the problem with this is that it needs to be stacked. Hydra provides you with a autoattack reset and the ability to push waves without using up energy. Bloodthirster just gives you more overall damage but you need to get some stacks on it. There's really no specific situations where you want to build one or the other. Hydra and Bloodthirster are all personal preference. I've built both and I like both, but I usually end up choosing Hydra simply due to the instant power and waveclear that it gives you.
Maw of Malmortius
Maw builds out of Hexdrinker. This usually ends up as your defensive item. I don't actually upgrade Hexdrinker most of the time. I leave it be until late game where I can usually upgrade it into a Spirit Visage or Mercurial Scimitar. If you feel like you don't need too many defenses, this works well as a offensive item that provides some defense at the same time. Note that building no real defense is incredibly risky and you have to be very confident when using this as your "defensive" item.
Randuin's Omen
Randuins is a excellent item. It allows you to slow everyone around you which allows you to stick on your target longer. It also provides a good amount of armor and health. If you're planning to dive a ADC than this item makes it impossible for them to kite you. It's the best armor item you can get on Zed in my opinion since it provides health and armor along with a slow.
Spirit Visage
Spirit Visage is one of my favorite items. It gives you bonus healing along with MR, 20% CDR, and health. The bonus healing lets you lifesteal insane amounts and the bonus CDR lets you spam a bit more. The defensive stats are also really nice. I get this item pretty often and the only reason I wouldn't get this against a AP heavy team is if I'm getting CC locked. If I'm getting CC locked than I usually build Mercurial Scimitar instead, which is explained below.
Mercurial Scimitar
Mercurial Scimitar is built out of QSS. It removes any CC that's on you along with any debuffs. It's a incredibly powerful item but takes some getting used to. It requires quick reaction time and a lot of thinking since it's an active that has a long cooldown. Make sure to QSS something important instead of, for example, a weak slow. The only issue building this is that if you go for a build like Youmuu's, Hydra, BOTRK, and LW you'll end up with four active items which can be a pretty big hassle to manage. Be careful with what you build.
Guardian Angel
GA is a very good item overall, but once its active is popped, I would sell it and buy a new defensive item. It gives you armor and magic resist, along with a revive passive. The revive passive has a long cooldown, so in a lategame scenario where your GA is popped, selling it for a new defensive item and then buying it again once the passive is back up is a very common strategy.

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Contempt for the Weak
QRazor Shuriken
WLiving Shadow
EShadow Slash
RDeath Mark
NOTE: Do not level anything at level 1 until you HAVE to. If you level Q immediately, then what happens if they invade? It's must better to level W first than to have to blow flash so early on.

This is the most common skill order for Zed players. This is also my typical skill order.

Level 1-3
Leveling Q at rank 1 is the most ideal start because you'll be harrassed too heavily if you try to just last hit with autoattacks. Level 1 Q will allow you to farm from a range and perhaps get poke off. Level 2 W opens up many more opportunities. Landing double shuriken does massive amounts of damage at level 2. This means you now have a escape along with much more powerful poke. E at level 3 is because the utility E gives you is nice. It gives you a slow or a lowered cooldown on your W depending on how you use it. This also means you have all 3 skills at this point, which means you can shove the wave and avoid getting pushed into tower now.

Q First

Mid lane Zed will always max Q first. There's no reason to max your E first. The damage from double shuriken is much too valuable to give up. Some may argue that against melees your E gives your more consistent damage, however, although this may be true, you very rarely get into prolonged fights mid lane. Maxing Q allows you to do quick trades, poke, and have a better shot at 100 to 0ing the enemy mid laner, which is what you usually do mid lane. Q's cooldown is only 2 seconds longer than your E at all ranks. All of this makes Q more valuable in mid lane than E.

E Second

This is the most common skill to rank second. If you want to know about maxing W second, please view the second skill order page that's on the left. Maxing E second is powerful because it not only increases your damage, but it also increases your slow. You have the possibility of landing a 60% slow on the enemy, and that's without your . Your W harrass combo becomes much more powerful because the increased slow allows you to hit your Q without much trouble.

Skills

Contempt for the Weak
DISCLAIMER

This is not the section to read if you want to learn how to properly use each skill. Visit the Tips and Tricks section to learn the many uses and combinations for Zed's abilities. I highly recommend that you read that section.

Passive: Contempt for the Weak

Zed's basic attacks against targets below 50% health deal 6/8/10 of the target's maximum health as bonus magic damage. This effect can only occur once every 10 seconds on the same target.


Explanation:

Aside from being the best passive to last hit with in the game, it deals a relatively high amount of damage for a passive. It is often underestimated and can be used to punish the enemy mid laner. It also deals magic damage, so the armor they most likely will build will be ineffective against this passive. The cooldown on this passive is something that you shouldn't worry too much about since you hardly get the chance to all in the same target every 10 seconds. Overall I feel like this is a very powerful and extremely underrated passive.

Here's a example video to show how easy last hitting with his passive is.

Razor Shuriken
Q : Razor Shuriken

ACTIVE: Zed throws his spinning blades forward, dealing physical damage to the first enemy they pass through and 60% damage to enemies thereafter.

LIVING SHADOW: Active shadows will also throw a shuriken in the direction of the target point. Additional shuriken striking the same enemy deal 50% damage and restore energy.

PHYSICAL DAMAGE: 75/115/155/195/235 (+ 100% bonus AD)
SECONDARY DAMAGE: 45/69/93/117/141 (+ 60% bonus AD)
MIMICKED SHURIKEN: 37.5/57.5/77.5/97.5/117.5 (+ 50% bonus AD)

RANGE: 900
COOLDOWN: 6
COST: 75/70/65/60/55 ENERGY



Explanation:

This is Zed's primary form of poke and damage. Early on this skill is used to farm and harass. Keep in mind that hitting a Q after it goes through minions makes it deal quite a bit less damage than if you hit the Q without hitting any minions first. Also, try your very best to not miss this after you ult. This is your main source of damage so missing it will drastically drop your ult damage.
Living Shadow
W : Living Shadow

PASSIVE: Zed's bonus attack damage is increased by a percentage.

ACTIVE: Zed's shadow dashes forward, remaining in place for 4 seconds. Reactivating Living Shadow will cause Zed to swap places with this shadow.

LIVING SHADOW: Zed's shadows mimic his basic abilities. If a target is struck twice by a mimicked ability, Zed restores some energy. Energy can only be restored once per mimicked cast.

BONUS ATTACK DAMAGE: 5/10/15/20/25% Bonus AD
ENERGY RESTORED: 20/25/30/35/40

RANGE: 550
COOLDOWN: 18/17/16/15/14
COST: 40/35/30/25/20 ENERGY



Explanation:

This skill is basically the core of Zed's kit when he doesn't have his ultimate. This skill basically sends out a clone that will mimic your Q and E. It will also mimic your laugh/taunt(Best thing that ever happened to Zed). This ability has a lot of potential. With it, you can chase, poke more, dodge spells, gain back energy, and more. The two spells that it copies both have different effects.

  • Q: Throws a second shuriken. If more than 1 hits the same enemy champion, each additional shuriken restores energy and does 50% damage.
  • E: The shadow E slows.

Using your shadow with Q and two E's will usually clear entire waves so this spell allows Zed to have relatively high waveclear. This is also your only utility(aside from ult, but that's still a shadow). Be smart when using it and don't use it aggressively if you're pushed up and don't know where the jungler is.

Along with all this, it also prevents a powerful passive. At rank 5, it gives you 25% more AD. This makes it so a full build zed will easily have 300+ AD, probably nearing 400.
Shadow Slash
E : Shadow Slash

ACTIVE: Zed spins his blades, creating a burst of shadow energy and dealing physical damage to nearby enemies. Each enemy champion hit reduces Living Shadow's cooldown by 2 seconds.

LIVING SHADOW: Active shadows also slash, dealing physical damage to nearby enemies and slowing them for 1.5 seconds. Enemies hit by both slashes are slowed more and restore energy but will not take additional damage.

PHYSICAL DAMAGE: 60/90/120/150/180 (+ 80% bonus AD)
SLOW: 20/25/30/35/40%
OVERLAPPING SLOW: 30/37.5/45/52.5/60%

RANGE: 290
COOLDOWN: 4
COST: 50 ENERGY



Explanation:

This is your secondary damage spell. A shadow E will slow anyone it hits, whereas a regular E will reduce the cooldown of your W by 2 whenever you hit a champion. There's not much to say about this ability. You should use it when your W is on CD and you're running away. Also people occasionally end up going near your shadow after you blew your first spell rotation, so you might be able to get your second E off. This is a pretty simple skill.
Death Mark
R : Death Mark

ACTIVE: Zed becomes untargetable for 0.75 seconds and dashes to the target enemy champion. Upon arrival, he marks the target for death and spawns a shadow that lasts for 6 seconds at the cast location. Reactivating Death Mark will cause Zed to swap places with this shadow.

After 3 seconds, Death Mark will trigger, dealing physical damage plus a percentage of damage Death Marks target took by Zed and his shadows while the mark was active.

PHYSICAL DAMAGE: 100% AD + 20/35/50% of damage dealt

RANGE: 625
COOLDOWN: 120/100/80
COST: None



Explanation:

There's a lot to say about this spell and majority of it will be in the Tips and Tricks section because many of the plays a Zed can make revolve around his ult. This is the skill that you use in order to 100 to 0 people. This skill makes you untargetable for a short period of time, so you can use it to dodge a lot of different spells(e.g skillshots, karthus ult, etc). Also note that your ult doesn't include true damage with the proc damage, so will have no bonus effect on your ult damage. The proc does increase with item effects that deal AD/Magic damage, so and both significantly increase his ult damage. Also try not to use your W to close the gap before ulting. You'll likely need your W in order to chase the target you've ulted. Along with this, remember that your ult shadow is a escape tool and you can go back to it from anywhere on the map, so you can pull off some jukes with it. Being able to manage your ult shadow and W shadow defines a good Zed player.

Champion Matchups

Ahri
Difficulty
Favors Enemy
Read about her : http://leagueoflegends.wikia.com/wiki/Ahri

If you can't beat'em..Join them! Here's my Ahri guide : Coming Soon...

I've played a lot of Ahri as well as Zed so I've played the matchup both ways. This matchup is somewhere around 60-40 in Ahri's favor. This lane isn't very easy and you likely won't be getting very many kills past 6.

Levels 1-5

She can't spam or she'll run out of mana. She's also very skillshot dependent. Be careful for her Charm since it amplifies the damage she deals. During these levels, hide behind minions but don't stand too close to your own creeps if they're low. If you stand next to an almost dead creep, Ahri will likely use Q to try and damage you while still getting the CS. Her Q also does true damage on the way back so make sure to avoid that. Harass as much as possible as well because you can harass better once you hit level 2/3 as long as you avoid her charm.

Level 6+

You will no longer be able to kill her by yourself unless she's out of mana but as long as you're smart she won't kill you. If she ults forward you can use your ult to dodge her charm and maybe kill her since 1 of her 3 dashes are now down.

Her ult costs 100 mana the first time, and then 0 mana for the next 2 charges. If she has under 100 mana, she cannot ult. Ask for jungler ganks and try to blow her ult without blowing yours. Continue to poke her down and try to bait out her ult as well. This lane is dependent on junglers. If anything, you should be able to survive lane without dying. Unfortunately you won't be able to do anything to her after she gets Zhonya's.


Gameplay Video(s)

Coming soon
Akali
Difficulty
Favors Enemy
Read about her : http://leagueoflegends.wikia.com/wiki/Akali

This matchup starts off by favoring Zed, but the problem is that you need your ult to kill her whereas her ult is up constantly. In order to win this lane, you have to play scared until your ult is up and even when your ult is up, you have to play it smart. Her resource is also energy and she has a stealth. I would highly recommend upgrading your trinket into a . If you decide not to do that, it's necessary that you buy pink wards in lane.

Levels 1-5

These levels aren't usually too bad. She'll likely spam Q on you which is pretty annoying, but it's manageable. She also has innate sustain due to her passive. Usually you can outtrade her simply by not letting her get into autoattack range to pop her Q. Harass her and keep up in farm. If she places down her shroud, don't stand too close to it. You can often predict where she's moving in the shroud depending on which of your creeps are low. Fire your Q right where she would stand if she wanted to last hit the minion. Remember that her shroud also gives her bonus defenses, so fighting in it is to your disadvantage. As long as you play the early game smart, you should come out even or ahead once you hit 6.

Level 6+

This is where things get tricky. Her ult has a pretty long recharge time at rank 1. This means if you all-in her immediately as you hit 6, she can't really fight back since she has only 1 ult charge. Unfortunately, her ult is up more often than yours. When your ult is down, play it safe. She has 3 jumps with full stacks on her ult not including flash. You have 3 if you include flash and your ult shadow, which is usually used defensively. She has very high burst potential and this is a lane that you may want to build hexdrinker in if you feel the need to. If you ult her she'll likely immediately put down her shroud. Once she does this, drop the pink ward. If you don't have a pink ward then you won't get the kill and you'll likely die to her in return. This is why I recommend getting the early. Also don't ever try to straight up fight her unless you're way stronger than her. Fights will come out extremely close in this lane so poke her down as much as possible beforehand. This lane is Akali's the moment she decides to buy a Zhonya's. There's very little to do in this lane except try and force kills early on and then avoid dying afterwards. She doesn't push very hard though so my suggestion is to push the current wave and go kill wraiths. You can also roam but her passive allows her to take towers down very quickly so you run the risk of losing tower once you go roam.

Overall this lane is difficult and you have almost no kill potential on her after she has Zhonya's. This is simply a lane where you need to out think your opponent and try not to die.

Gameplay Video(s)

Coming soon
Anivia
Difficulty
Favors Enemy
Read about her : http://leagueoflegends.wikia.com/wiki/Anivia

Anivia is a champion that has extremely high base damage and has the ability to do well in every matchup. As Zed, it's very hard to play against her. The only thing you can really abuse is the fact that she has high mana costs and a Anivia player will usually be forced to build 2 mana items. Note that her autoattack range is 600 so you may end up taking quite a few autoattacks. You may need to build a Hexdrinker in this lane. Your biggest shot at winning lane is jungler ganks and early kills.

DO NOT FORGET ABOUT HER PASSIVE!

Levels 1-5

These levels are usually pretty annoying but you only really have to watch out for 1 skill during this part of lane, which is her Q, and that makes things a bit easier. Anivia is a very combo reliant champion because she needs to have frostbite(which is applied by both her Q
and her ult) on you in order to make her E hit hard. During these levels, it's pretty easy to avoid a Anivia Q simply because it has a very slow projectile speed. A good way to get some damage off on her is by baiting her to move forward by acting like you're going to get hit by the stun, and then W'ing forward to dodge the stun entirely and put you into melee range of her. You can now dish out some damage. Unfortunately for you, her W creates terrain so she can seperate you from her so try and dish out as much damage as possible before she does that. If you manage to do this multiples times, she'll likely run low on mana which makes dealing with her at 6 a lot easier. You can also still poke with your W harass combo. She has a relatively big character model and slow movement speed so hitting her isn't too hard.

Level 6+

This is where lane becomes difficult. Her ult is a toggle that has a 6 second cooldown after being turned off. Her E has a 5 second cooldown at rank 5. She's going to spam you with ult+e over and over as long as she has blue. Fortunately, Anivia has very low base armor and her egg form makes her have even less armor until level 12. You have a pretty good chance of killing her if she hasn't rushed a in which case you can still kill her but you need to harass her quite a bit more. Make sure that her Q is down if you're going to all-in her. If she has , don't even bother. You're not going to kill her so just try and roam since it's very hard to out farm a post-6 Anivia. Ask for jungler ganks whenever you can because she's likely just going to push you in. She has no form of mobility so most junglers will force her to blow flash.

Overall there's very little you can do in this lane as soon as she hits 6. The moment she gets Zhonya's you will not be able to fight her unless you're super fed. You can abuse the fact that she has high mana costs, low base armor, and relatively long cooldowns. Ask for jungler ganks whenever she pushes up and don't get baited by her egg. You can check if her egg is up by clocking her character. If the icon is grey then it's down.

Gameplay Video(s)

Coming soon
Annie
Difficulty
Favors Enemy
Read about her : http://leagueoflegends.wikia.com/wiki/Annie

Annie is actually pretty annoying to deal with as Zed. I personally don't think that she should be able to kill you straight up unless you misposition, get poked down too hard, or don't react fast enough. This being said, she can poke you down fairly easily due to her 625 autoattack range. She can also set up ganks very easy due to her on-command stun. This is a very dangerous matchup where you have to watch your positioning very carefully in order to get through this lane.

Note: You can check how many stacks she has on her passive by clicking her character model and checking out her passive's buff icon. It should say a number. She also has this white mist-like thing circling her when she has it charged up.

Levels 1-5

These levels aren't particularly dangerous because her spell ranges are all shorter than your Q range alone. This being said, make sure to watch out for her passive. If you do misposition and get into range of one of her spells, she's likely to stun you and burst down a good portion of your health. You should be able to farm these levels out and poke her as long as you play it smart. You need to start in this matchup. Her autoattack range is the second highest base autoattack range at level 1. Note that her Q has a very short cooldown, which is 4 seconds, and that farming her Q refunds its mana cost completely. Do not try to jump on her just because she used her Q on a minion because of the extremely short cooldown. Poke her down during these levels and be very weary of ganks. Annie can set up ganks very easily with her on command stun.

Level 6+

This is when Annie and you both now have kill potential on each other unless she rushed Zhonya's. If she rushes a Zhonya's, then you won't be able to fight her once she gets it. Fortunately, you shouldn't die to her either. Her ult is 600 range which means you still out-range her. If she attempts to flash+ult you, you can ult onto her and dodge it which should allow you to pick up a kill on her now that her stun should be down. Be careful though because her makes her deceptively tanky. If you don't think you can kill her, back out immediately. Annie has extremely high burst potential so you need to make sure and dodge the spell that will apply her stun when she tries to all in you. This will allow you to fight back before you get too low. If she gets Zhonya's and attempts to all in you, ult her in order to bait out her Zhonya's and then run away. There's very little chance for you to kill her in a straight up 1v1 when she has Zhonya's. Poke her down and, if she gets low enough, try and pick up a kill. Otherwise play the lane safe and farm up. Annie's short range makes it so that you should be able to farm safely from a distance.

Overall this matchup becomes a farm lane once she gets Zhonya's. She shouldn't be able to kill you if you play it properly, but you also can't kill her. In the end, you should either roam or just farm up.

Gameplay Video(s)

Coming soon
Brand
Difficulty
Favors You
Read about him : http://leagueoflegend.wikia.com/wiki/Brand

This lane is basically if you can dodge skillshots, you win lane. If you can't dodge skillshots, you lose lane. It's probably a good idea to get pretty early on in this lane. This is a pretty straightforward matchup. Note that his skills have bonus effects if the target is currently affected by his passive. This means he's extremely combo reliant.

Levels 1-5

This part of lane is kind of annoying, but he has high mana costs. His W hits really hard and his E allows him to setup his passive combos pretty easily. Don't get hit by Q ever in this lane. It will either mean you die or you lose about 1/2 your health. Basically avoid getting hit by his skillshots and farm up. You can usually harass him back pretty easily and dodge his harass in return.

Level 6+

Basically if you get hit by a stun here, he has a chance of killing you. You can dodge all his spells except his E with your ult. If you can, dodge his ult with yours. That removes his 100 to 0 potential.

There's very little to explain in this matchup. Dodge skillshots and ult to avoid his spells while poking him down. Your 100 to 0 potential is fine until he grabs Zhonya's. Don't ult him while he can stun you unless it's to avoid something important(e.g his ult) and this lane should be fine.

Gameplay Video(s)

Coming soon
Cassiopeia
Difficulty
Favors Enemy
Read about him : http://leagueoflegends.wikia.com/wiki/Cassiopeia

This matchup can be extremely difficult to play. Cassiopeia's passive allows her to spam with low mana costs. This means she'll be trying to harass you as much as possible while still being able to retain healthy amounts of mana. She's near impossible to fight once she grabs Zhonya's and her incredibly high base damage allows her to build defensively while still dealing lots of damage. Jungle ganks are necessary in this matchup.

Levels 1-5

This part of lane can go either way. Her low base defensive stats means it's fairly likely you can kill her during these levels, but unfortunately for you, she has very strong zoning tools as well as low cooldowns. Her E resets if you are poisoned when she uses it on you(side note: this includes her allies poisons as well such as Singed's poison, Twitch's poison, Teemo's poison, etc). This means if you get hit by her Q or her W, you NEED to back off otherwise she's able to land multiple E's on you. Essentially this is the same as all Zed lanes though, since you need to poke as much as possible while also getting whatever CS you can. During this time you should also try your best to pick up a kill on cassiopeia. Getting a gank during this time is also very helpful so ask your jungler for one if possible.

Level 6+

At this point, you have a hard time 1v1'ing UNLESS you dodge her ultimate. If you're able to dodge her ultimate you win, if you don't, you lose. You cannot be the one to be aggressive on her unless she's very low already. It's very important that you're able to kill her very quickly when all-inning her because her 2 second stun allows for her to deal massive damage during this time period. There is, like in most cases, a way to outplay cassiopeia. If you port back to your ult shadow immediately after your ult animation ends, you might be able to avoid the cassiopeia ult entirely since she'll likely wait until your ult ends before ulting immediately attempting to stun you right as you get out of invulnerability. Teleporting back to your shadow will place you in a positioning where her ult usually will not stun you if she fires it immediately. You can then shadow forward, probably blowing her flash, and then chase her down with flash for the kill. Unfortunately once she gets Zhonya's there's very little room to outplay her, so the best thing to do in this situation is to farm, roam, or ask for a jungle gank. If the jungler ganks and blows her Zhonya's or ult, you can then kill her. Please note that attempting the outplay her the same way twice will not work against smart opponents. Take note of how they play and how they use their ults. This may lead to different methods of outplaying her.

Like many matchups, this matchup gets very hard once the enemy obtains Zhonya's, but you still have many options available to you. Zed is a much better roamer than Cassiopeia so I often consider roaming the best option. Before Zhonya's, I believe that the matchup is very even and depends on who outplays who.

Gameplay Video(s)

Coming soon
Diana
Difficulty
Favors Enemy
Read about her : http://leagueoflegends.wikia.com/wiki/Diana

This matchup is pretty rough but you have the potential to win this lane. This matchup works a lot like the Akali matchup due to her very short cooldown ult which is why the matchup is so difficult. Essentially she can kill you while your ult is still on cooldown. Her damage is high enough where she can rush Zhonya's and still 100 to 0 you. This becomes a lane where you just try and survive after she grabs Zhonya's.

Levels 1-5

These levels favor you. Diana has mana so she'll have serious problems if she tries to continuously trade with you. She's melee so you can poke her down with relative ease. Unfortunately she has a shield that can block a lot of damage. She can also farm from a range with her Q if she needs to. Her passive also allows her to autoattack trade effectively against you. Her E isn't something to worry too much at this stage of the game unless they have a very strong ganking jungler. This part of lane is very standard. Poke while avoid getting poked down. A good Zed should come out ahead during this stage of the game.

Level 6+

This is when problems start. You can kill her before she acquires a Zhonya's, but her ult is very low cooldown. Note that her ult doesn't go on cooldown if you have the Q proc on you and she ults you. You're able to straight up fight her but you need to dodge her first Q. If you dodge her Q completely and she uses her ult on you, she no longer has kill potential on you because her ult is now down. You may need to buy a Hexdrinker in this lane due to her high kill potential on you if she's on point with her Q. Do your very best to avoid her Q because it can be very dangerous. You can also ult while she's in mid-air to avoid her ult damage. This is basically fight when your ult is up and while she doesn't have Zhonya's but if she has Zhonya's or your ult is down, farm or roam. Diana is also a very strong roamer so it may just be best to try and farm up while not allowing her to roam.

As a Zed player, you should be able to survive this lane at least as long as you play it smart. Although it's not impossible for you to kill her once she gets Zhonya's, you can still farm up and roam for kills. Diana is a extremely soft Zed counter in my opinion.

Gameplay Video(s)

Sorry for the poor commentary audio. I was able to get strong in this lane due to different skirmishes that occurred throughout the game, not off Diana herself. I was able to maintain a CS lead and pick up kills. This is not a lane designed for you to win by 1v1ing Diana.

Gragas
Difficulty
Favors You
Read about him : http://leagueoflegends.wikia.com/wiki/Gragas

This matchup is a complete skill matchup. Zed, as usual, has more potential to outplay Gragas, therefore I give him the edge in this matchup. That being said, this is a very, very small edge. Gragas's innate tankiness, mobility, sustain, and ability to push waves makes him a very strong pick overall with very few hard counters. Zed can lane against him and go head to head against him, but playing this lane is crucial.

Levels 1-5

Gragas has a very strong early game in comparison to most mid laners. His Q gives him the ability to farm from a range, poke, and push. A important thing to note about his Q is that it slows attack speed. This combined with his W makes it extremely difficult to do autoattack trades with Gragas. The best way to handle the lane during this part of the game is abuse his cooldowns. Try and fight him while his W isn't active and avoid his barrels. His E deals massive damage early on in combination with the bonus AD from his W so watch out of a early all in from him. The best thing you can do during this part of lane is harass fight him whenever his barrel or W is down and then back off before they can come back up. Bait out his E so your jungler can gank as well. Harass Gragas whenever he stops to W and note that he'll be sustaining fairly well due to his passive and W.

Level 6+

As usual, things get tricky from here. Gragas has a difficult time all-inning you granted you aren't super low from poke, but he's also pretty hard to kill. If he tries to be aggressive on you, try and dodge his ult with your ult. It has a noticable windup time so you should be prepared for it. If you decide to ult him, he can either E away or, if his E is down, he can ult you away. The best way to all-in Gragas is to bait out his E and then ulting him. Once your ult animation ends, dash back to your shadow because he'll probably try to ult you away immediately, which means you'll be avoiding the damage while being put in the same general area the ult would've thrown you into. You can then W forward and try to finish off the kill. Unfortunately, his W gives him an annoying amount of tankiness.

To be completely honest, this lane should usually end up as a stalemate unless the skill difference between players is extremely obvious. Gragas and Zed can match each other in every situation. Gragas can waveclear, farm, roam, and escape ganks just as well as you can. Your goal in this lane is to make better decisions than him and try and pick up kills.

Gameplay Video(s)

Coming soon
Karthus
Difficulty
Favors You
Read about him : http://leagueoflegends.wikia.com/wiki/Karthus

This lane isn't very hard. It's pretty straightforward. Watch out for his so you don't get killed after you kill him. He does scale really hard and is a monster in team fights, but there's very little you can do against this because his kit works like that.

Levels 1-5

Don't get poked down by his Q. It's very low cooldown and, if you're isolated, it will deal a lot of damage. His W can set up ganks pretty easy as well so don't get baited in. It's pretty easy to get a kill in this lane early on unless he's running . There's very little to explain in the matchup.

Level 6+

You can usually just kill him when you hit 6, or at least blow some summoners. He may start picking up kills with his ult. You have no real way to stop his ult so there's nothing you can do about this. You should be able to kill him as long as his , if he's running it, is down.

This lane is extremely easy to win and there's very little reason for you to lose in this lane. In a jungle gank, it's likely you can go 1 for 1. Although he may come out of lane with some kills because his ult, you should be doing just as well because it's also very easy to out-roam a Karthus.

Gameplay Video(s)

Coming soon
Khazix
Difficulty
Favors Enemy
Read about him : http://leagueoflegends.wikia.com/wiki/Kha'Zix

This is a matchup that very loosely favors Kha'Zix. You'll likely need to buy pink wards once he hits 6 in order continue to land all your damage. This matchup favors Kha'Zix slightly because his Q cooldown is extremely short allowing him to constantly trade and in order to dual him, you need to buy pinks. This being said, this lane can be very easily winnable since you can harass from a range and you're resourceless.

DO NOT GET ISOLATED AGAINST KHA'ZIX.

Levels 1-5

This part of lane is very dangerous. Do not get into melee range of Kha'Zix. He will destroy you at that range with his Q and passive, but if you stay back and farm with Q's, you should be fine. If he tries to jump on you, shadow away and hit him with shadow Q and E. If you're pushed, be very careful. If you're locked down for any period of time, Kha'Zix can burst you down. Remember that his E is longer CD than your W and his W is longer cooldown than both your Q and E. It's only his Q that is short cooldown so abuse that fact that he has no way to use his low CD spell usually. Also remember that his W heals, so don't get baited by that.

Level 6+

This is when the mass outplays happen. Kha'Zix will either outplay you, or you will outplay him. Read all of his evolutions and take note of which one he evolves. Evolved Q makes his dualing much more dangerous, evolved W gives him better poke and utility, evolved E gives him better skirmish potential as well as a more reliable escape, and evolved ult makes it hard to really dual him. You NEED pink wards if you want to 1v1 him straight up. I'd recommend upgrading your trinket to so you get free pink wards essentially. Hitting level 6 doesn't change the playstyle of this lane at all. You still stay at range and poke him while trying not to take any return damage. If he gets low, ult him and place the pink ward. If he jumps on you to start the fight, ult him and place the pink ward. Then it's basically can you land your skillshots. Kha'Zix's main damage is targeted, whereas you need to aim yours.

This is a very straight forward matchup. It's essentially if you can keep your range, you win, otherwise you lose. You can try to roam, but Kha'Zix is usually pretty good at following. Jungler ganks almost always decide this lane. Pink wards are 100% necessary and remember that this lane snowballs extremely hard so whoever gets the first kill will usually win lane.

Gameplay Video(s)

Coming soon
Leblanc
Difficulty
Favors Enemy
Read about him : http://leagueoflegends.wikia.com/wiki/Leblanc

If you can't beat'em..Join them! Here's my LeBlanc guide : Coming Soon...

This is a pretty hard lane to win. Her ability to snare you, silence you, and run away makes this a incredibly annoying lane to deal with. Her base damage is also very high making allowing her to rush Zhonya's and still do plenty of damage. In order to win this lane, you NEED to dodge a spell with your ult.

Levels 1-5

Harass her and push her in. She has fairly high mana costs and she's awful at last hitting under tower. Her defensive stats are very low throughout the entire game but her damage is very high. It's easiest to abuse her during these levels as long as you have a bigger minion wave. Double shuriken will absolutely destroy her so try and hit that as much as possible. Stay back if she throws her Q on you. This part of lane isn't actually that bad and you should at least come out even.

Level 6+

This is when the trouble starts. With her ult, Leblanc can Q + R + W to take off a massive chunk of your health. This also silences you which means you have very little chance to trade back. If she lands her chain on you during this time, you're probably going to die with Ignite and another Q if you stay in snare range. If you're not dead, you're like at under 10% health. In order to avoid getting killed like this, you need to ult her as soon as she sends off her ult. If you avoid that and the chain, you should be able to come ahead in the fight. It's likely that you won't be able to kill her, but you will at least not die. The problem is that her ult cooldown is a lot shorter than yours. You have to play this lane smart and stay back while poking with your W+Q combo. Fortunately for you, she can't harass you too much due to mana costs unless she has blue buff. As long as she doesn't have blue, you should be able to survive lane without getting pushed out of lane. Getting a hexdrinker can be very beneficial in this lane as well. If she has Zhonya's, this is a lost lane unfortunately.

Her passive is also incredibly annoying to deal with in this lane. As you get more experience playing the game in general, you'll gain the ability instinctively realize which one is the clone unless the enemy is really good at micromanaging the clone. Unfortunately, that talent isn't something that is learned over night so there are other methods of finding out which one is the clone. The first method is to simply hit the clone with something. The clone is squisher than the actual character, so if you auto it and it loses 1/4 of its health, it's probably the fake Leblanc. The second way to tell is if the Leblanc has blue or red buff. The Leblanc clone will not copy these buffs so just attack the one with buffs.

Overall this matchup is just incredibly annoying. There's very little to do in this lane aside from poking and staying alive. If you get the chance to abuse her, do it. Watch her mana carefully and count cooldowns.

Gameplay Video(s)

Coming soon
Nidalee
Difficulty
Favors You
Read about her : http://leagueoflegends.wikia.com/wiki/Nidalee

This is a very easy lane. Nidalee shouldn't have any kill potential on you as long as you're able to avoid her Q and W. At level 6, she still poses no threat. This is a very easy lane to play.

Levels 1-5

This part of lane is very simple. Harass with your W combo, dodge spears, and avoid stepping on traps. She can't spam because she does have mana, and her heal is pretty weak at this point. Poke her down and try for a kill if possible. There's not much to explain.

Level 6+

She should get blue buff during this time period and while she has this, lane is pretty annoying due to her kit. She can poke a lot and spam heal during this time. Fortunately, you can kill her after poking her down even just a little. If she goes into melee form and jumps on you, just ult her and kill her. If she stays back and tries to poke, poke her back. You should be able to kill her most of the time. It gets hard when she starts getting a lot of AP in combination with Zhonya's. If she only has Zhonya's, bait it out by ulting onto her but don't waste any other cooldowns. Then use your blade of the ruined king and you should be able to chase her down. If she has a lot of AP, you likely will not be able to kill her with Zhonya's up. It's very difficult to chase a Nidalee and her heal + Zhonya's will let her survive your damage. This being said, this is usually after laning phase has ended so just target someone else.

Overall there's very little to explain in this matchup that's not common sense. Avoid her spells and understand that you can kill her pretty frequently, or at least zone her really hard.

Gameplay Video(s)

Coming soon
Orianna
Difficulty
Favors You
Read about her : http://leagueoflegends.wikia.com/wiki/Orianna

There is a common misconception that Orianna should get destroyed by Zed. Orianna and Zed are both champions I'm extremely confortable on, and since they're both common picks, I've played this matchup thoroughly. In my opinion, Orianna actually does have an advantage in this lane simply because her kit allows her to deal with melees exceptionally well. Her passive makes her autoattack harass much more effective than most and her increases her survivability by a lot. Her W allows her to out-run you and kite you. This being said, Zed still has the potential to do very well in this lane.

Levels 1-5

Do not allow her to get autoattacks off on you consistantly. Her passive is absolutely devastating if she gets multiple autoattacks in a row off on you. Fortunately for you, Orianna has the 3rd lowest base armor in the game. Your best chance to all in her is at level 2, because it's likely that she doesn't have her E yet which means she has extremely low armor. Once she does have her E, try to fight her when her ball isn't on her. If she sends a Q out, do your best to dodge it and attack her while her ball isn't on her. She'll likely try to shield herself immediately so back off once you see it moving back towards her. Trades should be about equal as long as you're not getting harassed by her too often. She'll also take a lot of minion damage if she relies heavily on autoattacks to trade against you.

Level 6+

Level 6 is dangerous for both sides. At this point, you can kill her but she can also kill you. Unfortunately, the aggressor usually will be the one who has the harder fight. Zed can dodge Orianna's ult with his ult, and Orianna can combo shield into ult which makes it hit you immediately as you come out of ultimate. Fortunately for you, you can use your ult shadow immediately when you come out of ult to dodge the Orianna ult entirely before W'ing forward and continuing your combo. Once she gets Zhonya's, she's hard to kill but she doesn't have too much kill potential on you unless you get poked down extremely hard.

This is a very standard Zed lane. Orianna does have superior consistant poke, but the burst from your W+Q+E combo will win you trades, especially since Orianna's base armor is so low. Overall this lane is a skill matchup but Zed has more room to outplay than Orianna. Ask for ganks, roam, and farm wraiths once she grabs Zhonya's because you won't be able to kill her.


Gameplay Video(s)

Coming soon
Ryze
Difficulty
Favors You
Read about him : http://leagueoflegends.wikia.com/wiki/Ryze

This lane favors Zed rather heavily but do not let him catch up after he falls behind. He will be able to out duel you after picking up a few big items. Do not let him get too much harass off during lane. All ins will win you this lane, as long as you make sure you blow his snare first. This lane is made even easier due to the fact that he doesn't usually build because it strays from his core build and he doesn't benefit too much from it. As long as you manage his W cooldown, which is 14 seconds but is reduced by 1 everytime he uses a spell, you should be able to win this lane.

Levels 1-5

Poking Ryze is very easy compared to most matchups. Due to his short range, you'll always be able to trade back with your Q unless it's on CD. If he makes the mistake of running up to you to snare + Q you, shadow + Q him and if he stays near the shadow, W into melee range and start attacking him for the next ~5-10 seconds. Just be careful not to overextend. He can set up jungler ganks very easily, however, he's also very susceptible to ganks. It's relatively easy to blow a flash or get a kill on Ryze during these levels as long as you can bait out his snare.

Level 6+

He's a free kill as soon as he uses his snare. You can W towards him and start autoing+e'ing him to force him to snare, and then ult him. This lane doesn't get very hard until he starts getting stacks on his and has . He's still a very easy kill in a gank. The hardest part of this lane is dealing with his poke. His will give him some in-lane sustain and he'll likely just spam Q on you since it has practically no cooldown whereas you can only Q every 6 seconds and your shadow CD is even longer. The best way to win this lane is to just to all in him early.

Gameplay Video(s)

Coming soon
Sion
Difficulty
Favors Enemy
Read about him : http://leagueoflegends.wikia.com/wiki/Sion

Misaya, a well known Chinese mid laner from team World Elite, brought Sion into competitive play as a Zed counterpick and got it banned against him multiple times. Sion is extremely hard to play against as Zed and there's is almost nothing you can do in this matchup. The best thing to do in this matchup is survive lane, farm up, and wait for Sion to fall off during teamfights.

Levels 1-5

These are perhaps the only levels you can deal with Sion. During this stage of the game, his cooldowns and mana costs are very high which means you can abuse him when they're down. Unfortunately, the only reason for him to use any of his abilities is to trade with you. His Q in combination with his W makes it extremely difficult to trade with him. He can stun you and blow up his shield on you to deal massive damage, or he can save his shield to block most, if not all, of your damage. If you can force out his combo multiple times, he should run out of mana and this is when you can fight him. Unfortunately, the moment he grabs blue you're probably going to lose lane.

Level 6+

He will likely have gotten blue at around level 7. Sorry to say it, but there's very little you can do against a Sion with blue. You can't all-in him because his shield will block a lot of your damage and he can always just stun you. You can attempt to all-in him after his cooldowns are down, but he's likely rushing a Zhonya's and his E gives him a good amount of free health. His passive also makes it so your BOTRK autos won't hit as hard. Along with this, his base armor and health aren't bad so it's likely that you're unable to kill him. Your best option is to try and make it to teamfights and wait for Sion to fall off. Do not try to split push against him.

Overall this matchup is just extremely painful. There's nothing you can really do in this matchup except try and farm up or roam.

Gameplay Video(s)

Coming soon
Twistedfate
Difficulty
Favors You
Read about him : http://leagueoflegends.wikia.com/wiki/Twisted_Fate

This lane should favor Zed, but it requires you to play smart and dodge skillshots. Twisted Fate has a lot of harass to watch out for, however, Zed simply has better methods to deal with a Twisted Fate than Twisted Fate has to deal with Zed. Twisted Fate will most likely get first item Zhonyas in the lane which makes him a bit more annoying, but if he doesn't rush Zhonya's, he's dead.

Levels 1-5

It's crucial during these levels that you do not underestimate Twisted Fate. At level 1 he'll probably level W and spam blue cards on you but during this time you can throw Q's out at him. He's very squishy so he can get chunked pretty hard. At level 2 he'll grab Q will is incredibly annoying to play against. Dodge them and you'll be fine. The cooldown on it is 6 seconds, which is the same as your Q so you can try to harass with W+Q. This is the annoying part of lane that depends on purely on who can dodge the other person's skillshot. Note that he does have mana so he will have to go in to land a blue card eventually which may allow you to get some free harass off.

Level 6+

This is where you can kill TF or at least blow a flash. He'll likely try to push you in and roam with his ult which means he's a free jungle gank. Blow his flash with the jungler and then ult him once he comes back. Make sure that his W is down or that he has a non-gold card selected.

He's likely rushed a which means you probably don't have too much kill potential anymore unless you poke him down really heavily. You still have to pay attention to his Q as long as he's in lane. Try your best to avoid these but blue buff Twisted Fate spamming Q is incredibly annoying to deal with so it's understandable if you get hit by 1 every once in a while. Getting poked down too heavily will lose you lane. Poke him back and try to kill him whenever his flash is down. Overall this should be a stalemate once he gets his Zhonya's as long as you're playing it right. Before his Zhonya's you can usually pick up kills on him pretty easily if you play it smart. If he does manage to roam into another lane just shove his tower down. You'll usually be able to either get a lot of damage on tower or just take it down entirely. It's pretty hard to follow a Twisted Fate after he roams unless he makes it extremely obvious. Taking tower is usually the best option.

Note that there currently is a Zed bug where if you ult TF as he's teleporting, you ult will not go on CD but there will be a shadow where you are currently standing. You will not follow him and he will take no damage from your ult. The shadow created is permanent but casts no spells so it's essentially a permanent ward. There's a example of this in the Tips and Tricks section.

Gameplay Video(s)

Coming soon
Yasuo
Difficulty
Favors Enemy
Read about him : http://leagueoflegends.wikia.com/wiki/Yasuo

This is a very weird matchup. Yasuo and Zed are both very high skillcap champions and they both have the potential to outplay the other. Unfortunately, Yasuo's kit is extremely strong and his cooldowns are much lower than yours. This lane can turn out very difficult for Zed. In a situation where both players are equally skilled, Yasuo should win, but if the Zed is smart, neither player will pick up kills.

Levels 1-5

This part of lane is particularly rough for Zed. There's very little chance that you can fight a Yasuo during this stage of the game because of his lower cooldowns and his passive shield that blocks majority of your harass. When trying to land your Q's on a Yasuo who constantly uses his , make sure to aim at where he will land. Yasuo is unable to change course during his dash, so his landing spot is predictable. Do not try to autoattack trade with Yasuo. His Q is essentially a better autoattack with a relatively low cooldown, so you will almost always lose autoattack trades. Yasuo is also able to block your shurikens when his W is up. During this stage of lane you should ask for a early gank to try and blow his flash, or you should just farm it out.

Level 6+

This is when you have some potential to pick up killsUnfortunately, you have to dodge alltornado Qs otherwise you may be in trouble. I would also not recommend fighting Yasuo straight up, especially if there's a minion wave. His ability to outplay is extremely high when in a full minion wave. Poke Yasuo as well as you can and continue to farm. If Yasuo's shield and tornado are down, you can try and force a fight. Ask for ganks as much as possible and be EXTREMELY careful of the enemy jungler. Yasuo sets up and follows up to ganks extremely well.

Unfortunately I'm unable to give too much information of this matchup simply because it really depends on the player. Zed and Yasuo both have a ton of potential therefore the smarter and more mechanically skilled player will usually come out on top in this matchup. You need to learn your opponent's playstyle and try and find a loophole. I'm giving this matchup to Yasuo mainly because of his passive, which will block a lot of your harass therefore making all ins much more difficult.

Gameplay Video(s)

Coming soon
Ziggs
Difficulty
Favors Enemy
Read about him : http://leagueoflegends.wikia.com/wiki/Ziggs

This matchup is pretty rough because of the harass and zoning tools that Ziggs has in his kit. This lane is completely winnable though as long as you're able to avoid getting harassed down too much and you're able to outplay him once you get your ult. However, like many matchups, this lane becomes pretty harsh once he gets Zhonya's. Luckily if he rushes first item Zhonya's he'll have serious mana issues when he doesn't have blue so you'll be able to abuse that.

Levels 1-5

There are very few people that can harass a melee champ like Ziggs can. He has extremely powerful zoning tools and a low cooldown, long range, aoe bomb. His passive also grants bonus damage on his auto every few seconds as well as a ability that disengages rather well. During these levels will be harsh since he'll likely push you into tower and continue poking you. Farm it out and try your best to stay healthy. Ask for a gank and you might be able to pick up a kill or blow flash. There's very little you can do during this part of the game.

Level 6+

This is when things begin to work a bit better for you but you have to play it right. Ziggs has a excellent disengage tool so you'll have to bait it out before fully committing on him or you can simply out play him by predicting his W. You can outplay him by ulting him and immediately placing your W forward. Then he'll likely knock you back while propelling himself forward. This is when you W to your shadow and you should like more or less right next to him unless he went in a different angle, in which case you're still likely pretty close to them. At this point they'll be forced to blow flash or they're dead as long as you can get damage off. Unfortunately if he stays far enough back and just spams Q there's little you can do against that but it means you'll likely have a chance to pull ahead in farm. Once he gets his Zhonya's the lane will get pretty annoying but you likely won't die unless you get poked down too much. Overall this lane either snowballs in one person's favor or ends up in a stalemate where Ziggs has a slight advantage since he still has kill potential if you get poked down too heavily.

Gameplay Video(s)

Coming soon

Tips and Tricks

Clearing Waves


Difficulty: Easy

Zed's combo to waveclear is simple and essentially clears an entire wave. It's W->Q->E->E again if necessary. Here's a quick video to show you how it works.



Just make sure you aren't too overextended without wards when doing this since it requires you to use your shadow which is your only escape.


Zed Ult bug with Teleport


Difficulty: Easy-Medium

This is a video of Shen using Teleport. When I ult him right before he leaves with the teleport, my ult doesn't go on cooldown and it makes a shadow that never disappears. It acts as a permanent ward because it doesn't copy any spells. I apologize for the clip ending so quickly, I haven't had the time to remake it.



This isn't very hard to reproduce as long as you time it properly. It's also not very useful aside from the fact you get a random permanent ward. This works on Teleport, Shen ult, and Twisted Fate ult.


Will Your Ult Kill?


Difficulty: Easy

A shuriken will appear the target's head if the ult damage will kill them. I'll try and get a picture/video of it uploaded soon.

Early Game and Warding

This chapter will cover levels 1-5 in lane and then what to do once you hit 6. This chapter is very generalized and will just give very basic information that applies to just about every matchup. Early game in my opinion is before people start leaving their lane which usually occurs once first tower falls. This is called the "laning phase" typically.

Levels 1 through 5

At level 1 you usually just play it safe. Farm it out with Q and avoid taking too much harass. Taking a little bit of damage isn't a big deal since you've likely started doran's shield and have enough sustain to last.

At level 2 is when you can play a bit more aggressive. You should have your W and Q at this point. You can harass effectively and you might start pushing. This is when you should be wary of jungler ganks. From levels 2-3 is when they're likely to come in for a early gank. Use your trinket ward during this time and hug the side that you warded. Try and harass when you can while farming up.

At level 3 is when you have some kill potential if the enemy misplays. Continue to harass with your W+E+Q. If they get low you can attempt for a kill, but be careful because the jungler could be in the area right about now.

Level 4 and 5 are are basically the same as 3. Your harass continues to get stronger and you can chunk people pretty hard during these levels.

Level 6+

At level 6 you won't be able to 100 to 0 someone, but if they're low, you should be able to pick up the kill. Continue to harass until they're about 40% to 50% health. Then you can all in them with ignite and probably pick up a kill. If they get zhonya's early, try to roam or just farm wraiths constantly to pull ahead in farm.

Throughout the entire game you should keep wards up consistently, but I'll only be covering wards for the laning phase. The image below shows optional warding spots during this time.



Both sides essentially mirror each other. The ward near red buff/wraiths allows you to see if the enemy jungler is currently taking wraiths which is a very common camp for junglers to take. This shows you what side of the jungle the enemy jungler is on and where he's likely to gank next. The ward that's in the bush that borders the lane and river is pretty self explanatory. If the jungler is going to gank, that ward will usually reveal them. The ward that sits next to the blue buff wall is more of a aggressive ward. You usually place it on the enemy's blue buff bush and attempt to counterjungle there. That being said, you can also place it next to your blue buff if you feel like the enemy mid/jungle will try and invade blue.

After you've played a ward, hug the side that the ward covers. This means that if the enemy jungler does gank, he has to cover a lot more space or you've seen him coming already. It's easier to escape ganks as Zed than most mid laners, so with a ward or two you should be safe. Note that placing a ward doesn't instantly give you information. You need to look at the minimap.

Gameplay Video(s)

This clip mainly talks about decision making and harassing your opponent. It also explains how to avoid making certain mistakes with your W. I apologize for my bad plays and I hope you guys learn from my mistakes in this video.

Mid Game

Midgame is the stage of the game where people are leaving lane and fighting for objectives. They group up to siege towers or force dragon fights. Depending on the pace of the game, this part of the game can go from 15 minutes to 35 in standard levels of play. People don't have complete builds at this point but they have 1 to 3 core items.

Your job in the mid game is very simple. Catch someone out and kill them, splitpush, or help your team siege. There are different scenarios where you should do each of these. If you're super fed and can 1v2 or 1v3 you can usually get by with doing any of the above as long as your team isn't super far behind.

Catching someone out

This is a effective strategy in almost all situations since if you kill someone then it's suddenly a 4v5 and your team can force whatever objective you want. Unfortunately due to Season 4 vision changes you need to be a lot more careful when doing this since your team no longer can simply buy an oracles and clear their wards before having you try and assassinate someone. Don't get baited into fighting someone only to have their entire team collapse on you since they had a ward that saw you coming. Make sure to have proper ward coverage so that you know where their team is.

Split Pushing

Split pushing is a very powerful strategy if executed properly. This requires quite a bit of team coordination because they have to avoid getting engaged on 4v5 while you split push but at the same time they need to have pressure on the map to prevent the enemy team from just 5 man ganking you. Zed is very strong in a split push situation because very few people can straight up 1v1 him. To make this work, your team needs to either be able to waveclear at tower while the enemy team pushes so that you can push, or they can fight 4v4 while the enemy team sends someone down to deal with you.

Seiging with Your Team

This is a pretty basic strategy. You group up as 5 and push a lane with your team. This happens if you know that you're stronger than them. You usually will not be the one attacking tower since you're melee, but you have pretty good poke. If you want to know what to do during a team fight, please look at the team fight chapter.

Late Game

Lategame is usually the 40 minute mark+. This is when things begin to get a bit harder for Zed. People will likely have begun to itemize against you which means Zhonya's and QSS. Zhonya's counters you entirely and QSS removes your ult. Fortunately for you, you still deal a lot of damage to ADC/Marksmen who have built QSS because it grants no armor. This means you can likely still can kill the ADC as long as you land all your spells.

Lategame is essentially a much more tense version of mid game. If someone dies, they have a massive death timer. During this time you have to be extremely cautious and be sure not to get caught out. Trying to make picks by yourself is no longer a good idea unless you know where their entire team is. Don't get spotted farming bot otherwise it's likely that they'll just rush a baron. There's very little that differs between mid and late game. It's just that you're more likely to have to group as 5 and a single mistake my cost you the fight.

I highly recommend reading the team fight portion of the guide.

Team Fights

Team fighting as Zed can be tricky. First off, you need to check the enemy team's items and look at who is dealing the most damage on their team. You check their items to see if you can kill them or not at this stage of the game. For example, if they have Zhonya's then it would be a waste to ult them. You can still ult someone who has QSS as long as you're expecting it. Don't try to dive the undivable though. Zed can kill a lot of ADCs who already have QSS but he needs to hit all of his skills. After you check their items, look and see who does the most damage. You want to be taking out a high priority target in the fight. Don't ult the support Janna when they have a 10/0 Jinx. If you can take out their highest damage source, the fight turns in your favor very quickly, however, you have to make sure you don't dive too hard. You don't want to walk past their entire team tanking damage just to get to Jinx at 1/5 HP who will then likely just kill you. Sometimes if you know that you can't dive anyone on their team, stay back and kill whoever is attacking your highest damage source. If there is a Jax diving your Vayne, kill the Jax so Vayne can have free reign over the team fight.

A Zed player has to be very careful when teamfighting. He needs to be aware of what the enemy has and he needs to know his own limits. Zed's job is to kill a high priority target quickly and stay alive while doing it. If you can accomplish this, it's likely that you will win the fight.

Teamfight Videos

This is a ~33 minute teamfight that secures us a win. I explain my thought process and what I do throughout this teamfight. I also explain how you should choose your targets in a fight.




This video IS NOT MINE. I give full credit to N3AC3Y. This video shows CJ Entus Ambition on his smurf playing Kha'Zix. Although this is not a Zed gameplay video, this video explains many concepts that are universal to all assassins. Ambition has excellent judgement in this scenario and assassins need to have proper judgement otherwise they'll just get locked down and killed before they're able to do anything. The only misplay I see was that he flash jumped after Riven after the fight was essentially won, which was pretty greedy of him because I don't think Riven would have come back into the game.

Gameplay Videos

Coming soon...TM

Zed Patch History and To-Do List

There used to be a change log here, but due to the amount of space it took up I removed it.

NOTE : Updates will probably come slowly. I'm working on a LeBlanc guide and a Ahri guide instead of this one, since I've been playing less Zed as of late.

To-Do List
  • Matchups
  • A lot of descriptions and visuals.
  • Videos
  • Tips and Tricks

Zed Patch History
V3.13:
Living Shadow
  • Missile speed reduced to 1500 from 2500.
  • Will now copy laugh/taunt(Not listed in patch notes)

Death Mark
  • Tooltip updated to clarify that the shadow lasts 6 seconds.
  • Travel duration increased to 0.75 seconds from 0.35.
  • Zed now spawns the shadow at the cast location, instead of behind the target.
  • Increased the range at which Zed can switch places with his Death Mark shadow to any range from 1100.

V3.7:
Razor Shuriken
  • Damage dealt to secondary targets reduced to 45/69/93/117/141 (+0.6 bonus attack damage) from 60/92/124/156/188 (+0.8 bonus attack damage).

Living Shadow
  • Vision radius of the Shadow reduced to 700 from 1300.

Shadow Slash
  • Cooldown increased to 4 seconds from 3.

V3.6:
Living Shadow
  • Cooldown reduced to 18/17/16/15/14 seconds from 22/20.5/19/17.5/16.

Shadow Slash
  • Hitting minions and monsters no longer reduces Living Shadow's cooldown.
  • Hitting enemy champions reduces Living Shadow's cooldown by 2 seconds, up from 1.

V3.03:
Razor Shuriken
  • Damage increased to 75/115/155/195/235 from 75/110/145/180/215.

Living Shadow
  • Fixed a bug where Living Shadow would sometimes cast in a random direction.

Shadow Slash
  • Damage reduced to 60/90/120/150/180 from 60/95/130/165/200.

V1.0.0.151:
  • Zed was added to the game

Final Comments

There's still a lot to add to this guide, but most of it is visuals and matchups. It'll be slow coming though, sorry. Thanks for reading!

Feel free to contact me at...

League of Legends IGN: DeadInternal
Solomid Account: DeadInternal
Twitter: https://twitter.com/DeadInternal
Youtube: http://www.youtube.com/user/DeadInternal
Stream: http://www.twitch.tv/DeadInternal

Comments

April 15, 2014 - 01:32 AM #1

I would recommend 4 armor seals and 5 health seals. This is a relatively common rune setup that's been introduced, and it could be useful midlane since you'll be primarily against AP mids. The purpose of keeping some armor seals in there is to avoid taking too much minion damage as well as reducing the damage of autoattack from ranged mid laners since many mid laners are known to use hybrid marks when vs a melee.

April 14, 2014 - 01:22 AM #2

Which seals do you recommend after the rune changes in 4.5 and why?

April 10, 2014 - 03:15 PM #3

awesome guide, thanks

November 23, 2013 - 08:28 PM #4

S4 <3

Username
Don't have an account? Create One!