Zed Build Guide by DarkAkumaLord
Not Updated For Current Season
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
NOTE: The masteries and quints in the 5 builds are all different for obvious reasons, LOOK AT THEM FIRST. Switch them around to your liking. Just thought I'd point that out.
NOTE 2: I cannot see skill sequences as of yet on the build things up there sorry.
NOTE 3: I put quints only for some of the builds. I got tired of putting the same ones up.
NOTE 4: I accidently published this IGNOREEEEEEE THIS.
11-15-2012: I accidently published this.
11-15-2012: Made this overlookable, went to sleep.
Hey everybody! It's Dark again! Second build on Mobafire ftw. Let's do this *puts on sunglasses*. Time for business, remember to comment and try before voting or I will die a horrible death along with you. Btw I have infinite 1-ups, so yeah your choice xD
Progressing Pros / Cruel Cons
Dmg King with cloning
Ability Scale Up
He's a ninja and Shredder together, what else?
Hater of Shen, Akali, and Kennen
Hard to master a bit
Energy overconsuming = NO
So, I'll only go over 2, my favorite and my jungling recommendation. BTW CHANGING THIS LATER!!!
Summoner's Wrath : For Ignite, Ghost, and Exhaust
Brute Force : For that extra strength at the beginning
Alacrity : Extra Attack Speed and for Armor Penetration later on
Deadliness : Just to get that 4 points in, does some fine AD, better than Havoc !
Weapon Expertise : That Armor Pen, I was talking about
Lethality : C-C-Combo breaker, Critical strike damage % increased
Vampirism : That little extra life steal ;)
Sunder : To get 3 more points in, plus some extra Armor Pen!!!
Executioner : Woah WOah WOAH! Let's read this, below 40% health = increases damage dealt by 6%? That means they go bye bye if we have enough time faster ;)
Resistance : For some extra MR at the beginning
Hardiness : For some extra Armor at the beginning
Durability : For that health and even more health for the last skill here
Veteran's Scars : +30 health helps survive early game skirmishes
Summoner's Insight : For Flash or you can ditch that use ghost and go for another Good Hands or Expanded Mind instead.
Expanded Mind : More Energy ftw? He gains 126 extra energy at Level 18.
Improved Recall : Faster Recall dur.
Swiftness : Swoosh, GO FASTER.
Runic Affinity : This is the reason we even invested in this tree. The extra buff time helps espicially when jungling.
Yay, sequence time.
Basically the skills are broken right now so dont bother, I'll help with dthippppthat clarification. Q Max first in non jungle E second, E max first in jungle Q second, W is always last max. Non Jungle = QEWQ etc. Jungle = EQWE etc.
Q= Razor Shuriken
W= Living Shadow
E= Shadow Slash
R= Death Mark
So let's see how this goes mm.
Passive = Pretty good with Executioner I mean it does extra damage to chmps that are below 50%, dealing 8% of what they're max health is. Too bad it can only can only happen every 10 seconds on the same target :( Works best on tanks xD
Cost: 75 / 70 / 65 / 60 / 55 energy.
CD = 6 seconds
First Target: 70 / 110 / 150 / 190 / 230 1.0 bonus AD
Secondary Target: 49 / 77 / 105 / 133 / 161 0.7 bonus AD
Clone First Target: 50% of regular shuriken's damage and restore energy
Clone Secondary Targets: 35 / 55 / 75 / 95 / 115 0.5 bonus AD
Spell Shield block
Not Black Shield
Razor Shuriken does spell vamp and Rylai's Crystal Scepter as a surrounding thing.
Of course no on hit
Farm, damage from a range, turrets never safe from this because of clone :D, and of course your range hitter
YOUR BREAD AND BUTTER!!! What makes Zed ZED!!!
Cost: 40 / 35 / 30 / 25 / 20 energy
It even has a freaking passive!: Increase the AD by 5/10/15/20/25%
And the active part which all shall love: Shortened: Shadow Clone, Press again to switch with clone within 4 seconds, mimics abilities, restore energy if attack same target.
The shadow cannot be targeted.
The shadow does not autoattack.
The shadow cannot be targetted
The shadow can be used against stupid enemies who try to attack it.
The shadow grants vision of an area around it.
The shadow allows quick over the wall escapes.
Basically, clone, attack, kill. Also, clone, switch, run. Lastly, passive = Rabadon's Deathcap in AD form, just a little weaker. BUY AD ITEMS.
Your thing of close combat power.
Cost: 50 Energy
CD: 3 seconds
Zed's slash reduces the cooldown of Living Shadow by 1 second for each enemy struck. The shadow's slash slows enemies for 1.5 seconds.
Physical Damage: 60 / 90 / 120 / 150 / 180 0.9 per bonus AD
Slow: 20 / 25 / 30 / 35 / 40 %
Overlapping Shadow Slashes striking the same enemy deal no additional damage but slow for 50% more and restore energy.
Overlapping Slow: 30 / 37.5 / 45 / 52.5 / 60 %
Shadow Slash makes spell shield activate.
Black Shield only blocks slow.
Shadow Slash does spell vamp and Rylai's Crystal Scepter as a surrounding thing.
Fast as hell on CD. Don't overspam it. Combine with shadow to slow runners :)
Well your ult with you and 2 shadows(if you had Living Shadow up) :D
Zed makes a dashes to the enemy champion in the shadows. He marks them for death He deals 100% of his AD. He summons a shadow just beyond them and mimics him and he can switch places with him by activating this again. After 3 seconds this mark detonates. All damage done by Zed and his shadows during this 3 second period is detonated by a percentage on the enemy champion.
40 / 45 / 50 % of damage dealt
Death Mark procs spell vamp and Rylai's Crystal Scepter with single target spells and abilities with full effect.
Death Mark will not damage Black Shield.
Death Mark will break spell shield, but it will fail to place the mark, 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 items, buffs and summoner spells.
It will not count true damage. So, no Ignite counted D: Bummer.
If an enemy survives you by a bit. THIS IS PERFECT FOR KILL. DIE DIE DIE.
Combo = W>E>Q as your regular one
This is something that bothers a LOT of people. They think hmm movement speed or a wall flash/etc? Well if you want me to go all into it, I probably will, but for now I'll just say this. Ghost is for more extended chases/escapes and more straightforward; Flash is for that little extra space to get in fast and take them out/flash over a wall to get away. It really depends on preference and what level you are. Usually on Zed, I take Flash.
Note: Ghost increases the movement speed bonus to 35% due to our Summoner's Wrath mastery.
Flash's CD is reduced by 15 seconds by Summoner's Insight if you took it.
Ignite: Miss your ult or it's on cooldown? Need that little more health dealt at the beginning? Idiot Teemo who has low health comes back to harass? Well then! Ignite IS PERFECT FOR YOU!!! It's that awesome finisher spell, which screws people over and into the floor. It's that spell that I usually take as a second one.
Note: Ignite gives us an extra 5 AP and AD on cooldown due to our Summoner's Wrath mastery.
Exhaust: Want them to move slower? Want the AD units to hurt less? Want the items to hurt less? Well then, you want Exhaust!!! It's a pretty awesome spell and if used right, shuts down the enemy.
Note: Exhaust gives us also gives the enemy reduced armor and MR by 10 due to our Summoner's Wrath mastery.
Teleport: Want to split lane push? Want to get back in lane quicker? Want to surprise opponents by teleporting to wards, minions, and mushrooms? Then you want the Teleport spell.
Note: Teleport's casting time is reduced by one second if you took Summoner's Insight .
Heal: Pretty much a healing device for awesome people and new people, still awesome and heals people around you as well, remember that! It can also save you or an ally from certain doom. Go Heal!
Note: Heal heals for 10% more if you took Summoner's Resolve
Clairvoyance: Not really suited to Zed, but adds a nice low cooldown ward. I wouldn't really recommend this even if you are going jungling. Get your support to get it.
Note: Clairvoyance gets 2 more seconds if you got Summoner's Insight .
Cleanse: Cures CC, can be life saving. I feel it's not very necessary, but it's still an option to think about.
Note: Cleanse increases the duration of the reduced disables by one second if you got Summoner's Resolve .
Promote: Again not suited to Zed, but an option. However, I think it's more suited to about supports and even not that much.
Note: Promote increases the promoted minion's defensive stats by 15% if you got Summoner's Insight
Surge: I promised myself I will never doubt this again. One time, I was dominating and that damned Teemo used Surge, yeah i died dang it. We didn't lose our advantage, BUT I DIED!!! Surge is a thing you want to think very much about, since we only care about the AS for regular situations. New Story: I also got a Caitlyn who pushed our lanes so freaking fast due to Surge -.- Don't doubt it.
Note: The bonus of AS for Surge is increased to 40% and AP is increased BY 10% due to our Summoner's Wrath mastery.
Smite: You only need this if your a jungler. IT'S NEEDED AS A JUNGLER! If your a laner, hell no. Steal Red, Dragon, and Baron. Still useless spot for lane, needed for jungler.
Note: Smite snags us 10 extra gold on use due to Summoner's Resolve if you got it.
Revive: *Dies* NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO. That is all
-.- Note: Revive gives you a huge movement speed boost for a short time upon revive due to Summoner's Resolve if you got it.
Clarity: Zed doesn't use mana, only somewhat helpful to allies since your not a support, so *Ahem* NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.
>.< Note: Clarity restores 20% more mana because of your Summoner's Insight if you got it.
Barrier: You can use this maybe. I would say more for the tank build.
Note: Summoner's Resolve makes Barrier's CD reduced by 20 seconds.
Ok, since this is NOT a dominion guide(even though it works fine in dominion), I will not go over Garrison. However, it will get a double the regular size icon.
Still Noted: Summoner's Resolve makes allied garrisoned turrets deal 50% splash damage.