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Pressure side lanes to draw 1v1 situations where you excel. In mid-to-late game, use your mobility to bypass the frontline and assassinate the enemy ADC or Mid laner before objective fights begin.
High-skill AD assassin specializing in backline deletion and mind games. You rely on shadow placement to outplay opponents and escape safely while utilizing energy-based burst.
Deals bonus % Max HP magic damage to targets below 50% health. This has a cooldown per target. Use this to secure cannon minions easily or to finish an opponent after your mark is applied.
Zed and his shadows throw shurikens. They deal less damage to targets after the first hit. Always aim for a direct hit on the champion to maximize damage. Landing multiple shurikens on one target is your primary win condition.
Throws a shadow that mimics your spells. Reactivate to swap places. Passive: hitting an enemy with the same ability from both Zed and a shadow restores energy. Never waste unless you know the enemy jungler is elsewhere.
Instant circular damage. When a shadow hits with , it slows the target. Always cast immediately after to slow the enemy, making your follow-up much easier to hit.
Zed becomes untargetable and marks a target. After 3 seconds, the mark triggers for a portion of all damage dealt while they were marked. It leaves a shadow at your cast location—use this shadow as your primary escape route after diving.
Position in the fog of war or on a flank. Do not initiate the fight. Wait for the enemy to use their primary CC (like Malphite R or Leona Q). Once on cooldown, the highest priority target and use your shadows to escape.
If your team is being dove, you can use your slow and to help peel for your own ADC before committing your to a target.
Your bread-and-butter trade. Throw the shadow, slow them with , then fire . If you land both shurikens, you proc Electrocute and restore energy via the passive.
Use to close the gap. Immediate for the slow, then point-blank . Use to chase if they Flash or to create a third shuriken angle.
Place behind you before ulting. This gives you a safe retreat point and an extra shuriken source. Swap back to the shadow or shadow depending on where the enemy moves.
Used when the target is very far away. Double-tap to blink instantly, then to close the remaining distance. You lose your escape, so only use this for guaranteed kills.
| Spike | Why |
|---|---|
| Level 3 | You unlock your full basic rotation. Before this, you cannot effectively trade or proc Electrocute safely. |
| Level 6 | provides massive kill pressure and the untargetability needed to dodge key enemy abilities. |
| Level 9 | is maxed out. Your poke damage becomes oppressive, often forcing enemies out of lane after one successful combo. |
| Level 11 | Second rank in increases the stored damage percentage and significantly lowers the cooldown. |
| Level 16 | Rank 3 allows you to delete squishies with very little effort, and the cooldown is short enough for every skirmish. |