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Patch 16.3.1
Focus on snowballing through the mid-game by finding picks on isolated targets. Use your mobility to keep side lanes pressured and force the enemy team to split up, then use to delete a carry before a major objective fight starts.
Fast-paced AD assassin who excels at flanking and picking off high-priority targets. You rely on shadow management to dodge skillshots and reset your burst windows while maintaining high jungle clear speeds post-first buy.
Deals bonus magic damage to targets below 50% health. In the jungle, this is your best friend for clearing. Once a monster is low, your autos hit significantly harder. Use this to secure Smite-contested objectives by timing an auto with Smite.
Your main damage. Zed and his shadows throw shurikens. They deal reduced damage to targets after the first one hit. Position yourself so the shuriken hits the enemy champion first, not the minions or monsters.
Dashes a shadow that mimics and . Swapping with it is your primary escape and gap closer. Passive energy refund occurs when you and a shadow hit the same ability, which is vital for sustained fights.
A circular slash. When your shadow uses , it slows the enemy. Always lead with shadow during ganks to make landing much easier. Hitting champions reduces cooldown.
Dashes to a target and marks them. After 3 seconds, the mark triggers for damage based on what you dealt while they were marked. You are untargetable during the dash, making it perfect for dodging key enemy ultimates.
Wait for the enemy to use their primary CC spells. Flank from the side using , then onto the ADC or mid-laner. Get your rotation off and swap out immediately to your or shadow.
If your team has no frontline, you must stay back and use and to poke from a distance until someone is low enough to be finished by .
The basic gap close. Use the slow from the shadow's to guarantee the hits, then swap to finish the target with empowered autos.
Your core assassination pattern. Use immediately after landing from for the slow. Land the and an auto to proc , then swap back to your original shadow for safety.
Used when being chased or counter-ganked. Place toward safety, use to dodge a spell and deal damage, then immediately take the shadow to escape.
By having a shadow and an shadow active at once, you throw three shurikens. This provides the highest possible burst damage in your kit.
| Spike | Why |
|---|---|
| Level 4 | With two points in , your clear speed increases and your damage in 2v2 Scuttle Crab skirmishes becomes threatening. |
| Level 6 | Your kill pressure spikes massively. You can now dive or solo-kill almost any squishy jungler or laner. |
| Level 9 | is maxed. Your poke damage is at its peak relative to enemy health bars before they start building armor. |
| Level 11 | The second point in reduces the cooldown significantly, allowing you to look for picks much more frequently. |