Zed is currently very underrated in the NA and EU scene, but the Koreans have already valued him highly because of CJ ENTUS Insec's dominating play with Zed. I believe that Zed is the Hidden OP of S3. Why? Because of all the new AD items that have been added/revamped, mainly , AD bruiser/assassins are slowly taking over the Solo-Q and also some of the competetive scene. Here are some pros/cons.
- Quick clear time
- Strong split-pusher
- Amazing escapes
- Unreal burst
- Fun to play (This is a big one for me, he's one of the most fun champ I've played.)
- Dodge Ashe Arrows with Ult
- Extremely squishy
- Hard to learn
- Needs brutalizer / last whisper before actually doing a lot of damage
- Weak teamfighting
- Runs out of energy quickly, cannot spam your skills in teamfights!
And yeah. His laugh is addicting to spam. (Ctrl + 4)
Changelog1/2/2013 - Released to public, added Jungling Goals section, updated guide.
1/3/2013 - Small update to Mastery and Runes section, updated Skill section, updated summoner spells section, updated all 3 phases of the game, and added a Skill Usage section.
1/11/2013 - Updated Mastery, and Mastery screenshot. Added Warmogs as an optional item, added a chapter discussing the meta. Enjoy.
2/22/2013 - Removed bonus chapter. Meta changes extremely fast.
Future things to add - Actual jungling gameplay video, jungling routes on a map, and jungling timers.
I will start updating this guide once again. 2/22/13
~Credits to Coxy for allowing me to reference some things from his own guide and knowledge.
I focus most of my points into the Offensive tree to try to achieve maximum damage potential. Sorcery for the CDR since Zed is an AD caster. The sunder mastery gives more armor penetration which will aid with Zed's skillset, since he already will have a lot of AD due to his W passive which grants bonus AD. Executioner is really good since it will combo with Zed's passive when he attacks an enemy with lower 50% hp, it will do bonus damage. Very good for an assassin such as Zed.
I take bare minimum in the defensive tree because I want to focus on more damage as Zed. I do not get the Tough Skin and Bladed Armor because I feel as if Hardiness for flat armor and Durability -> Veteran's Scars provides more benefits.
An alternative is the standard 9/21/0 for a more defensive guide. I will not discuss about it here because I've tried it, and I do not like it. Watching your enemies run away with 10 hp really bites me.
Armor Penetration Marks: It provides 12 armor pen. Why have 12 armor pen only? It is because most of the neutral camps have 12 armor or lower. The small golems have exactly 12, the wolves and small lizards are under 12 as well. Flat Attack Damage Marks are good substitutes instead of armor pen, it will still give you a good clear time.
Flat Armor Seals: This is because it is extremely helpful early game with surviving in the jungle, dueling enemy jungler, and also taking tower damage when you start to dive. I feel as if there is no substitute.
Magic Resist per level Glyphs: This is because magic resistance tends to not be useful early game for jungling. Flat MR Glyphs are good substitutes instead of scaling magic resistance, but only if enemy team has AP jungler in my opinion.
Flat Attack Damage Quintessences: Why not also get armor penetration quints? Because as stated above, the small neutrals 12 or less armor; therefore, having more armor penetration would actually be slower than having Flat AD quints in terms of clearing. Movement Speed quints are okay an okay substitute instead of AD quints. Personally, I wouldn't recommend it.
Smite allows you to deal instant true damage based on your level starting at 445 damage, but eventually capping at 1000 true damage. This will help you secure objectives if timed correctly since of its instant cast.
I feel as if this is a requirement to even jungle in the new S3 jungle, without it. You will not be able to survive. In addition, this will help you secure buffs,dragons, and baron. Definitely need to take this if you are going to jungle.
Flash allows you to basically "blink" for a short distance with zero cast time. It allows you to leap over walls, and catch enemy champions really quickly during ganks.
I pick flash because it will give me an additional escape, and an amazing intitate tool. Flash -> W -> R, the range is ridiculous and it will definitely catch people off-guard. Always good for securing kills if enemy flashes as well.
Alternatives for flash:
Exhaust basically slows and reduces an enemy champion, which is why it's a great ganking utility.
Zed already has an amazing escape, but he lacks CC during ganks. Bringing exhaust with him while jungling will help you secure kills during ganks combined with your 's slow. It will also help you win 1v1 duels in the jungle.
Ghost allows you to run much faster for a short period of time, and also ignores unit collision. Great for chasing enemy champions because of the phantom nature it gives.
A very underrated summoner, it is definitely not a bad alternative for flash. In fact, it will help you chase down your targets quicker. I would still prefer flash than this because the displacement that Flash gives is unmatched in terms of escape and intitate.
Ignite lets you deal true damage over a short period of time, it provides little damage at low levels, but even a little can help you secure a kill during ganks. I would not recommend taking it, as there are better summoners than this.
Teleport allows you to teleport to an ally minion, turret, or ward. Ganking with homeguard boots is terrifying, and enemy champions do not see the teleport from a ward in a bush until it is too late.
The reason why I decided to put this summoner in the group of viable alternatives is because I've seen it in a game. Jungle Zed with teleport/smite, and he destroyed us. The ganks out of bushes in the side-lane, absolutely devastating. Then later on, he just split-pushes 24/7, and teleports to teamfight when we engage on his team. Definitely an unusual summoner to take while jungling, but I still would not take it. Why? You lose a very important escape mechanism, and you will be at risk in dying in your own jungle because of counter-junglers which is favorable in competetive play.
Other summoner spells:
I mean, they're definitely possible to use. But it's like turning a game from normal difficulty to hardcore mode because of how unviable it is. Why would you do that to yourself?
You will notice that you will run of energy extremely quickly. You can restore your energy by hitting your Razor Shuriken (Q) and Shadow Slash (E) with your Living Shadow (W). You should manage it conservatively.
For ex: While jungling, it is best to just use your E only as your primarily, and saving your W for a quick escape just in case of an ambush since your Q doesn't do that much in the jungle.
Passive: Contempt for the Weak
Contempt for the Weak is a passive ability that causes Zed's autoattacks to deal bonus magic damage based on the target's maximum health whenever he attacks a unit below 50% health. Contempt for the Weak's effect cannot occur on the same target more than once every 10 seconds.
- Contempt for the Weak's bonus damage does not proc life steal, spell vamp or Rylai's slow.
- Contempt for the Weak does not pop Spell Shield.
- Contempt for the Weak will damage Morgana's Black Shield.
- Contempt for the Weak does not affect turrets or other structures.
Q: Razor Shuriken
Razor Shuriken is a pass-through linear skillshot that deals physical damage to the first enemy it hits and 80% of that damage to all enemy units hit afterwards. Any of Zed's shadows currently active will also throw a shuriken in the direction of the target point. If a unit is hit by more than one shuriken, multiple hits will deal reduced damage and Zed regains an amount of Energy, depending on the current level of Living Shadow.
- Razor Shuriken does not proc on-hit effects.
- Razor Shuriken pops Spell Shield.
- Razor Shuriken will not damage Morgana's Black Shield.
W: Living Shadow
Living Shadow passively increases Zed's bonus attack damage by a percentage. When activated, Living Shadow is a pass-through linear skillshot ability that creates a shadow of Zed that lasts 4 seconds and mimics his casts of Razor Shuriken and Shadow Slash. Additionally, Razor Shuriken and Shadow Slash will restore energy if Zed and his shadow hit the same enemy. Zed may reactivate Living Shadow once within 4 seconds to blink to his shadow's location, switching places with it.
- The shadow cannot be targeted, and does not move or attack.
- The shadow grants vision of an area around it.
- Living Shadow's cooldown begins immediately on cast, but the timer only becomes visible after Zed uses the location swap or the shadow expires (after the 4 second duration).
- Zed's Shadow Slash hits will reduce Living Shadow's cooldown even if the timer is not visible.
- The first Razor Shuriken to hit a target (whether it came from Zed or one of his shadows) will deal the full damage stated. Subsequent shuriken hits will deal 50% of the damage stated.
- Multiple Shadow Slash hits will apply a stronger slow, but do not deal additional damage.
- Each ability cast can benefit from the energy refund if both Zed and his shadow hit the same target. This refund is not limited to once per Living Shadow cast.
E: Shadow Slash
Shadow Slash is a point blank area of effect ability that deals physical damage to all enemy units in a small area around Zed, also reducing the cooldown of Living Shadow for each unit hit. Any of Zed's shadows currently active will also perform this slash, and enemies struck by a shadow's slash are slowed for a short duration. Each usage of Shadow Slash can only damage a specific enemy unit once. If an enemy unit is struck by both Zed's and his shadow's Shadow Slash, the slow amount is increased and Zed regains an amount of energy, depending on the current level of Living Shadow.
- Shadow Slash pops Spell Shield.
- Shadow Slash will not damage Morgana's Black Shield, but the slow will be negated.
- Shadow Slash has no cast time and does not interrupt Zed's movement.
- Shadow Slash does not interfere with Zed's autoattack.
R: Death Mark
Death Mark is a targeted dash ability that causes Zed to become untargetable for 0.5 seconds and rush to the target enemy champion's location over this time. On arrival, Zed marks the target and creates a Living Shadow behind the target for 4 seconds. Zed may reactivate Death Mark once within 4 seconds to blink to his shadow's location, switching places with it. After 3 seconds, the mark will detonate to deal physical damage, equal to 100% of Zed's total attack damage plus a percentage of the physical and magic damage Zed dealt to the target while the mark was active.
- Death Mark will not damage Morgana's Black Shield.
- Death Mark will pop Spell Shield, with the ability being completely nullified; the mark is not placed on the target, Zed will not move to the target's location, and the living shadow will not appear.
- When the mark calculates its damage it will count all of Zed's physical and magic damage from all sources, including his Living Shadows, items, and buffs.
- Death Mark's shadow has the same ability mechanics as Zed's Living Shadow. Both of these shadows will copy Zed's ability casts.
- Razor Shuriken may hit the same target up to 3 times, dealing up to 200% of the ability's stated damage.
- Shadow Slash may hit the same target up to 3 times, resulting in a slow of up to 80%, BUT NO ADDITIONAL DAMAGE WITH THE 3RD SHADOW.
Comment: This ultimate has saved my life before after intiating and getting pulled by a Blitz, so remember that you left a shadow right behind the champion when you ulted him.
Skill UsageThis section will be about Zed's skill usage during the game. I feel as there is too much information to combine it with the Chapter above, so it is separated.
-> - Great poking & Split-pushing
-> - Great for gap closing and slow.
-> / -> -> - Zed's strongest combo that is possible. Your death mark will proc and deal 100% of your TOTAL AD with an additional of 20%/35%/50% total physical and magical damage dealt from YOUR OWN ITEMS AND ABILITIES. (Ignite true damage does not count.)
Things to know:
- Saving energy and spell cooldowns until you use your ultimate will maximize Death Mark's damage when you can expend all your energy at once for an incredible burst.
- By quickly activating Living Shadow twice, Zed will send out his shadow and immediately teleport to it afterwards, allowing for quick escapes. This can be used to go over walls.
- Upon using Living Shadow's 2nd activation, use Shadow Slash when your enemy catches up with the shadow to slow them and prevent pursuit.
- Living Shadow provides vision, which can be used to check bushes or scout over walls.
- If you move too far away from the shadow created by Living Shadow you can no longer switch places with it. An arrow indicates the direction of the shadow from Zed and changes colors depending on distance. If it is green then Zed is close enough to the shadow to swap positions with it; if it is yellow or red then he is not.
- Placing a Living Shadow before using Death Mark can give Zed a safe escape from combat. Using Death Mark primarily for damage, do not forget that it places a shadow behind your target. For ex: You could use a living shadow to the side, and then ult in with your and proceed with quick burst, then you can use your activation again. It's like a hit-and-run tactic because the enemy team will think you teleported to the ultimate shadow, but when you actually teleported to your .
- Three overlapping Shadow Slashes will apply a stronger slow than just two, but won't do any additional damage. If you already have a shadow up from your Death Mark, I strongly consider saving your for escaping or chasing.
- In order, using Death Mark, Shadow Slash, Razor Shuriken, and an autoattack to proc Contempt for the Weak can deal enough burst damage to kill a squishy enemy. If you're in danger and your marked target is low enough, you may be able to use Living Shadow to escape and wait for the mark from Death Mark to kill the target.
- With just 10% cooldown reduction the cooldown of becomes short enough to land two of them during the 3 second mark portion of .
- With maximum CDR (40%) you can get off 3 Shadow Slash and barely get off 2 during a single or . Consider buying and keeping blue buff if your MID laner does not need it.
- Living Shadow can come in very handy when running away from an enemy champion. Try placing your shadow in a bush and run in another direction, then activate the secondary ability effect to fool your pursuer and escape easily. In some cases this strategy is way better than just simply using the ability to dash away.
- Death Mark gives a short time on invulnerability, similar to Shaco's ultimate. Use it to avoid channeled spells such as Nunu's Absolute Zero, Karthus' Requiem, or with good timing, Darius' Noxian Guillotine. Most notable one stated in the guide earlier, Ashe arrows.
- Zed's Contempt for the Weak makes him very good at last hitting and also is useful in the jungle, but be careful as if you abuse the bonus damage you might end up pushing the lane.
IMPORTANT IMPORTANT IMPORTANT
Weaknesses:IMPORTANT IMPORTANT IMPORTANT
- Zed is incredibly weak in the beginning of the game.
- Zed is not good at team fighting against a team with a lot of CC. Think of Katarina.
- After Zed uses his Living Shadow, he is at his most vulnerable as his damage and mobility are both dependent upon it.
- Zed can be extremely vulnerable after he uses his ultimate, as he will most likely use all of his abilities to do as much damage as possible.
- The delayed-effect damage caused by Zed's ultimate can be prevented by activating a Quicksilver Sash within the 3 seconds before the mark detonates. Cleanse and GP's Remove Scurvy will not remove the mark.
- I max this 2nd because Zed is very good split-pusher. Using your W - > Q combo, you will clear waves quickly. This combo to split push quickly is also the reason why I prefer to max Q instead of W 2nd.
- I take one point of this at level 3 because it will give me a gap closer, and allow me to gank. I max this last because the bonus AD on it scales a lot better late game than early game.
- I max this 1st because of many things compared to Q. It lets you deal more damage, costs less energy, and a shorter cooldown compared to your Q.
- You always want to take this as quickly as possible. (6,11,16) because it provides you with a gap closer + burst.
This is a standard start for jungling in Season 3 as it gives you enough damage and sustain to get level 4 without problem.
Note: Always use 1x at the beginning of each neutral. As it will help you maintain near 80% of more HP while jungling the entire time. Try not to overlap the potions by potting twice, as it will waste the effect if you do not need the additional HP.
This is the first main item I get. As it provides you damage for you to make enemies go "WTF?" during ganks because of your damage. I find it incredibly easy to clear with instead of rushing because of the AoE from your .
Note: When deciding between having and no pots vs. 2x+. I would rather go with the 2x+ because you have no other source of sustain because you're not rushing Wriggle's Latern.
I build this after getting because it will help you kill buffs and dragon, which is really important for counter-jungling and securing dragon during early->midgame.
These are really good boots to get for Zed, here are reasons why.
- Leave base quickly
- More ganking potential
These are not bad. I feel they are situational. If enemy AD is getting fed, I would definitely get a . If enemy team has a lot of CC/AP .
I buy this after having all of items above completed. As Zed's base damage is really high already due to his W's passive, more penetration will benefit him more.
This item gives the greatest amount of AD in the entire game. I purchased this after Last Whisper. It helps with Zed's AD ratio, and it provides lifesteal which helps duel 1v1.
You were probably wondering "WHEN IS HE GOING TO TALK ABOUT THE BLACK CLEAVER?" Yes, I do eventually buy it, but after I get my . I believe BT will benefit more than rushing the upgrade of ->.
Very useful since Zed dives into enemy team. He will be a focus-fired a lot since you usually target the AP/AD carry of the other team. It is probably the best item for survival. An optional route would be sunfire cape.
Item Order:->->2x->->->->(Homeguard)->->-> -> or
That is all for the core items. The rest is situational. Here is what you ask yourself before buying.
Optional Offensive Items:
- Helps with Zed AD ratios a lot. Provides great damage. Easy to farm stacks as Zed.
- It works well with Zed's ultimate. Provides burst, and more sustain.
- It will give tons of damage. TONS.
Optional Defensive Items:
- This is basically , useful when enemy team has a lot of CC. Also gives AD which helps you.
- I strongly believe Sunfire cape is the most cost efficient defensive item in S3. As it gives HP which is the best way to mitigrate damage in S3. It also gives armor which of course is always useful. The cost is very low considering the stats it gives.
- Thornmail is making a return in the KR competetive scene, as more and more all AD teams are being more used, Thornmail is really cheap if you want armor. The thorn effect it has can help a lot against teams that build glassy. (Which we are seeing more and more because of all the armor penetration.)
Goals as JunglerThis is a list of goals for a jungler.
Tips on jungling: Try to always ask for a smiteless leash. It will help A LOT. Try to counter-gank, Zed is surprisingly strong at level 3. Are you behind on gold during mid/late game? Just split-push, it will help the team by distracting enemy team to you because you're pushing so fast. You will also level really quickly, and all that gold. ;) You can easily 1v1 any squishy champ that comes to your way while you're split-pushing.
1. Secure both your buffs. This will get you to at least level 3.
2. Gank TOP lane EARLY (Need 50% ore more HP). Why? because later on, you will have to focus on staying around MID/BOT because of dragon control.
Item you're aiming for: The Brutalizer
3. Get to level 6. Fastest way? The XP from your blue+red buffs and LANE XP. When you gank, feel free to take a CS or two. If your ally has to back, go cover their lane! You will level so much faster in lane than AFK jungling.
4. Gank MID or BOT lane. Why? MID will be able to help BOT, and if you gank BOT. Free dragon.
5. Help take towers.
6. Split-push to try to get to your late-game build. You shouldn't have any objectives that you can safely take anymore after getting all outer towers and dragon.
Items you're aiming for: Wriggle's Latern + Boots of Mobility (/w Homeguard as soon as possible.)
7. Catch enemy out of position
8. Force a Baron OR Force a 5v4 fight
9. Take tier 2 towers, take tier 3 towers, take inhibitors.
10. If ace or kill enemy AD / jungler. Do a Baron attempt.
11. Ctrl + 4
Items you're aiming for: All of them
Early GameZed does not have a very strong level 1 presence, so tell your team to ward early, and protect your jungle! Before I start off, I always prefer to start jungling on the same side of the jungle as my AD/support because they can provide an easy smiteless leash, but it is still possible to do smite-less with a strong top laner. Zed is a really strong at ganking when he is level 3.
Tip: Warding enemy wraiths is really good. Tells you where enemy jungler is, and allows you to counter-gank or counter-jungle.
Early ganking routes ( Fast route, but you will have ~50% hp after hitting level 3)
- (Blue-side) Small Golems > Smiteless Red > Wraiths > Blue (Smite) > Gank @ lvl 3.
- (Purple-side) Wolves > Smiteless Blue > Wraiths > Red (Smite) > Gank @ lvl 3.
Safe jungling routes ( Slower route, but you will have ~80% hp after hitting level 3)
- Wraiths > Red (Smite) > Wolves > Wraiths > Blue (Smite) > Golems or Gank @ Lvl 3.
- Wolves > Blue (Smite) > Wraiths > Wolves > Red (Smite) > Golems or Gank @ lvl 3.
Personally I do not like counter-jungling at the early game phase. Since you have double buffs, you risk a lot if you get caught and killed in enemy jungler. Here are tips if you should counter-jungle or not. If you are blue-sided, and enemy jungler ganks bot early, you can counter. If you are purple-sided, and enemy jungler ganks top early, you can counter. Otherwise, I feel it would be better if you counter-gank, and help your team. Always ward enemy wraiths when counter jungling. It is vital because wraiths is the core of the jungle, enemy will take wraiths the most out of any other neutral.
Tip: When your teammate backs, go cover their lane and last-hit. Lane XP > Jungle XP. It will give you a HUGE LEAD on the enemy jungle.
First thing you try to do as Zed is to secure your buffs, as they give you a lot of experience. As soon as you hit level 3, you can now begin to start ganking. Early game is one of the most important phases in the game, it's where you can help a lane start snowballing after just one gank. Even burning a single summoner like flash can help snowball their lane. If you cannot gank, you could always counter jungle, counter jungling will shut down the other jungler, and most of the time, take the player out of the game. There are a lot of reasons why you should gank a lane early. You probably do not ever have to gank that lane again because of how easily the lane can snowball, and thus increasing your chances of winning the game because you can focus on other lanes.
When should you know when you are able to deal enough damage to successful kill someone? As soon as you finish . That is your indication, your damage will skyrocket.
Tip: It is easy to get kills when you counter-gank. If you know where the enemy jungler is about to gank, go there as well. Counter-ganking will give you a huge lead in the game.
As in all phases of the game, it is important to remember to always ward.
Mid GameMid Game can easily be explained by just two words. Dragon and Towers.
There are a lot of situations that occur in mid-game. Your main priority should be dragon. After securing dragon, help your team take down all 3 outer turrets. In doing this, it will not only offer a lot of global gold, but it gives you safe access to your enemy jungle. For ex: If your enemy team has lost their MID and BOT outer turret, you can easily ward their jungle that's between MID and BOT because of your lanes that should be pushed to their 2nd towers.
Your goal is to try to finish your before attempting to do dragon, after you get this item. Remember to always bring a . As it will make it a lot safer to do dragon.
Ganking and Dragon:
Zed is kind of like a Nocturne, he has huge ganking potential after hitting level 6. Your main goal is to gank MID or BOT lane.
Why MID lane? After successfully ganking MID lane, MID can come help gank BOT lane, and dragon will be easy to secure after forcing the BOT lane to back/die.
Why BOT lane? After successfully ganking BOT lane, MID only has to push his lane and come, and dragon will be easy to secure after forcing the BOT lane to back/die.
Basically you try to secure every dragon and help get towers. This will build a huge gold lead.
No more outer turrets? :
What's next after you have all outer turrets? Ward the enemy jungle and catch them within their own jungle with your team. After catching 1-2, it will be a lot easier taking a tier 2 tower. Another thing you can do as Zed is to split-push. This will generate a lot of distraction, which will enable your team to take down a tower more easily.
What if you're behind and have to turtle? Split-push. Keep lanes pushed. Ward your own jungle. Catch them with your entire team in your jungle. Catching 2 or more will safely secure a free tier 2 turret. Remember to try to not get caught because there is no reason to split-push if you are going to die, and force your team to fight 4v5.
As in all phases of the game, it is important to remember to always ward.
Late GameLate game has always been the phrase where AD casters began to fall off. With the armor penetration rework, and black cleaver rework. AD casters will still be strong because of their extremely high single target burst. This means even if the enemy AD carry is godly fed, you still have a chance. This is one of the main reasons why I choose to play Zed. He can quickly jump to the back of the enemy team and instant kill the carry.
During late game, you should be reaching your instant-kill mode. Try to catch one of the enemy squishy out of position, preferably their AP or AD carry. In doing so, it will help your team secure Baron or an free Inhibitor. An easy way to achieve this is to split-push, and watch one of the foolish victim come to try to stop you, and to only face sure death. Remember that your ultimate is almost necessary for you to be able to instakill someone, so don't engage if your ultimate is down.
During late game, you should be close to your end-game build. What signifies late-game for Zed? It's when I get or . It allows me to literally instant kill the enemy AD or AP carry.
- Sometimes you have to ask yourself. Do we have a good intiate already? If not, Zed has a fairly
OK" intitate, so intitate with your ultimate on the primary target such as the enemy AD carry. If you manage to pick the AD carry off without him doing any damage to your team, you will most likely win the teamfight.
As in all phases of the game, it is important to remember to always ward.
Team FightsFocus The Right Target
*Coming into Team Fights Zed is able to dish out a great deal of damage, as a Zed player I look for that one champion that I know I can kill, and if possible get away with killing, its more then just aiming ADC or APC.
-If I kill this Sona, will the removal of her ult help my teammates once the fight starts?
-If I kill this Cho'Gath will anybody else be able to Tank/Peel for enemy team?
-If I kill this ADC does that Morgana still put out enough CC and Damage to win the fight?
It's all about removing the right target that lets your teammates have the favorable following 4v4.
(There is a strong possibility you will die)
Attempt An Escape:
-Use your combos to kill the target
-Use your W to try and run away
-Don't go too far away, regain some health on creeps if need be
-Return to fight and clean up using W - E for a sweep.
Wait for errors:
Go through the motions, sometimes one player makes a mistake, play with intent to force the other team into bad decisions, bad engages. Like if they move to close, or initiated wrong. And usually when that happens the enemy team will come or leave their team mate to die. Depending on the situation, if the enemy team does come. Ult, E, Q, E, Autoattack/Ignite, and if Ult is still up use to escape. In simple terms, R,E.Q.E. And use your W to escape. Your ult spawns it own shadow clone.
Try to live:
If you're low on health and cannot secure the needed kill, switch place with your W. Enemy teams love to chase down low champions champions. Juke when needed.
-Credits to Coxy for this portion of the guide.
Final CommentsZed is a champ that is really fun to play after getting used to him. I admit that at first he was a little "weird" to use, but I guarantee you that it'll be worth it. Seeing you kill someone literally within 4 seconds after you use your ultimate is a beautiful sight.
This was my first guide that I've written, and it was very much inspired by CJ Entus Insec from the OGN tournament. I hope everyone enjoys Zed as much as I do! I am open to feedback, and willing to update my guide a lot if I see a reason why to.