When you play jungle and the enemy has champions who use shields
Serpent's Fang reduces any shields an enemy champion gains for 3 seconds after you damage them. If the enemy is not already affected by Shield Reaver, the shields they already have are cut by the same amount. Gluttonous Greaves costs 1000G and grants 5% Omnivamp through Conversion. The Immortal Treads in build 2 have the same passive but cost 2000G. Death's Dance stores part of the physical and magic damage you take and has you take it as true damage over 3 seconds.
When you play jungle and the enemy has no champions who use shields
Guardian Angel revives you with 50% base HP after 4 seconds of stasis when you take lethal damage. The revive has a 180-second cooldown. Build 2 leaves out the Serpent's Fang of build 1 and carries Youmuu's Ghostblade. Youmuu's Ghostblade grants bonus Movement Speed 3 seconds after combat with enemy champions ends. Immortal Treads deal 5% bonus damage while you are above 50% HP.
When you play mid and the enemy has no champions who restore health
Spear of Shojin brings +450 Max Health and grants 20 Basic Ability Haste. Dealing damage to monsters or enemies with abilities raises your champion's ability and passive damage by 3% for 6 seconds, stacking up to 4 times. Crimson Lucidity brings +25 Ability Haste and reduces spell cooldowns by 20%. Build 3 totals +85 Ability Haste and +783 Max Health, both higher than build 4. This build leaves out the Mortal Reminder of build 4, and none of its items apply Grievous Wounds.
When you play mid and the enemy has champions who restore health
Mortal Reminder applies 50% Grievous Wounds for 3 seconds when you deal physical damage to enemy champions. Death's Dance brings +45 Armor and stores part of the physical and magic damage you take, which you then take as true damage over 3 seconds. If a champion you damaged in the last 3 seconds dies, the remaining stored damage is cleansed. You also heal over 2 seconds for 90% of your bonus Attack Damage. None of the items in build 3 give Armor.
The commentary is AI-written. It is cross-checked against this site’s item data and the official lane assignments before publishing.
Skill Order (Lv 1 - 15)
1
3
2
1
Ult
1
1
3
Ult
3
3
2
Ult
2
2
Max Skill 1 first, your main poke tool and damage source, to dominate the lane.
Zed Strengths
✓High mobility and outplay potential with shadows
✓Ult that finishes the chosen target
✓No mana costs and strong poke
Zed Weaknesses
×Countered by Stasis and other defensive items
×Helpless when out of Energy; management is essential
×Very high mechanical difficulty
Zed Early Game
Until level 3 gives you all three skills, you are weak to ganks, so play a little safe. Once they are up, use the Skill 2, Skill 3, Skill 1 combo to proc Electrocute, chip their health, and judge when a kill is possible.
Zed Mid Game
Unlocking Ult at level 5 raises both your roaming and dueling power a lot. Shove the wave, gank side lanes, and stack kills to snowball the game. Catching isolated enemies inside the jungle works well too.
Zed Late Game
Late in the game, enemies build Zhonya's Hourglass and other defensive items, so solo assassinations from the front become difficult. Split push from outside their vision to spread the enemy formation and create favorable 1v1s with macro play.
Zed Teamfights
Engaging from the front only gets you CC'd and killed. Enter from the fog of war or the flank, and the moment the enemy's key CC whiffs, Ult onto their ADC or mage. Dump the full combo at once and swap to your shadow to get out.
⚠️ Common Mistakes
Spending Skill 2 (Living Shadow) on poke and dying to ganks
Zed's Skill 2 is the core of both his offense and defense, and his only escape. Throwing the shadow forward to poke in lane, and then swapping to it, makes you an easy target for the enemy jungler. Limit aggressive Skill 2 poke to moments when the enemy jungler is visible in another lane. From level 5, leave the shadow behind you as your way back after an Ult all-in.
Zed Combos
Harass Combo
Spawn the shadow from Skill 2, then land Skill 3 and Skill 1 from both the shadow and yourself to trigger Electrocute.
2▶
3▶
1
Assassination Combo
Open with Ult, place the shadow from Skill 2, then land every shuriken from you and both shadows.
Ult▶
2▶
3▶
1▶
AA▶
Ult(Recast)
Zed Skills
This skill table was checked against the in-game text on 2026-08-15. Changes from 7.3 have been applied from the official patch notes.
Passive
Contempt for the Weak
Zed's attacks against enemies below 50% HP deal bonus magic damage equal to 7% (Lv) of their max HP. (10 second cooldown per unique enemy).
Skill 1
Razor Shuriken
⏳ 6s
Zed and his shadows throw their shurikens, each dealing 70 physical damage (70 + 110% bonus AD) to the first enemy they hit and 49 physical damage (49 + 77% bonus AD) to other enemies in their path.
Details
LVL 1
LVL 2
LVL 3
LVL 4
Cost
60
55
50
45
Base Damage
70
120
170
220
Skill 2
Living Shadow
⏳ 17s
Passive: Zed gains 40 Energy whenever an ability strikes the same enemy twice. Energy can only be gained once per cast ability.
Active: Zed's shadow dashes forward, remaining in place for 4.5 seconds. Reactivating Living Shadow will cause Zed to swap positions with his shadow.
Details
LVL 1
LVL 2
LVL 3
LVL 4
Cooldown
17
16
15
14
Cost
35
30
25
20
Energy Regen
40
45
50
55
Skill 3
Shadow Slash
⏳ 5s
Zed and his shadows slash, each dealing 65 physical damage (65 + 70% bonus AD) to nearby enemies and slowing them by 25% for 1.5 seconds. Slashes beyond the first striking the same enemy deal 50% damage and increase the slow by 50%.
Each enemy champion hit by Zed's slash reduces Living Shadow's cooldown by 2 seconds.
Details
LVL 1
LVL 2
LVL 3
LVL 4
Cooldown
5
4.5
4
3.5
Base Damage
65
95
125
155
Slow
25%
30%
35%
40%
Ult
Death Mark
⏳ 85s
Zed becomes untargetable and dashes to target enemy champion, marking them. After 2.8 seconds, the mark triggers, dealing physical damage equal to 64 (100%AD) plus 30% of all damage dealt to the target by Zed while the mark was active.
The dash leaves a shadow behind for 6 seconds. Zed can reactivate Death Mark to switch positions with this shadow.
Both monster damage modifiers are gone — 80% on Razor Shuriken and 60% on Shadow Slash. How much of his jungle clear comes back depends on the Smite changes.
The ultimate can no longer be recast for 0.5s after it lands.
Cooldown85/65/45s → 85/70/55s
Our take
With Stasis Enchant no longer available to everyone, hunting kills as Zed had become far less risky. The 0.5s recast lock removes the option of bailing out the instant he arrives, so committing now costs him something. The cooldown also grows by 5s at rank 2 and 10s at rank 3, which makes chaining engages across back-to-back fights much harder.
Zed's energy turns over faster, so a misread costs him much less time. The cheaper Skill 1 (Razor Shuriken) lets him keep poking in lane instead of standing still to recover, and the larger restore on Skill 2 (Living Shadow) shortens the gap between clearing a wave and going in. Fewer stretches locked out by an empty energy bar make him easier to pick up for players who are not used to the class.
Zed often steps forward behind his shadows, so more base AR and MR simply makes lane trades less punishing. Razor Shuriken keeps more of its damage after passing through a target, so poking through the minion wave costs less. Clearing and harassing at the same time is easier to pull off. Fewer forced trips back to base also means more windows to look for a play with his shadows.