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Choose Champion Build:
Spells:
Flash
Exhaust
Ability Order
Contempt for the Weak (PASSIVE)
Zed Passive Ability
Introduction:
Zed is a hero that is often played very glassy, in that player build entirely for damage output, rather then for any survivability. Because of Zed's passive and his W his damage out put can effectively be looked at as doubled on a regular basis as it is (tripled if the ult is used effectively), which most players do not look as as an advantage to build more survivability. Building Trinity Force allows for again, the extra health and attack-speed while also a doubled burst damage capacity with Sheen's unique passive. Plus the cool down on E being 3 seconds and the unique passives cool down being 2 it allows for a continuous use of its extra damage. Warmog's along with Atma's is a perfect combination for building tanky damage with Bloodthirstier for life steal and high damage, then finally Maw for the damage and the shield for that extra little advantage.
PROS
He scales well in both early game and late game.
No Mana, only Energy.
Incredible burst and sustain damage.
Survivability. (with this build)
Easy to close the gap and keep enemy hero's from running with slows.
Is a Ninja.
Looks like Shredder.
CONS
Short ranged.
Can be squishy early on.
Can be hard to play. (for some, at least at first)
Preferred Spells
Exhaust
Exhaust is useful for both when you are turret dived and when you are going on the attack, allowing you an extra advantage to stop running players giving you more time to get the kill. Helping Zed more then Ignite as Zed's passive and burst damage make him deadly to already low health champions.Flash
Is there really an explanation needed for Flash, you should always be taking this spell, as it is the best utility spell of them all, use it for escapes or to chase them down, whatever floats your boat.Other Options
Ignite
If you like Ignite and find it more suited to how you play and what you like then feel free to take it over Exhaust.Teleport
Teleport is a very good option if nobody else in your team has it, and if it fits the style of game play you wish to adopt.Ghost
Ghost is a very useful spell, take it if your Jungling if you wish to help with both getaways and ganks. it has many uses and used with Flash can make you inescapable or uncatchable.Heal
Heal is useful, I wouldn't advise taking it, but it does have it's uses, however, once again it is up to your own preferences and styles.
The Masteries are very self explanatory, going for the damage out put and grabbing what useful survivability you can for the early game, Armor, Health and Magic Res.
The jungle Masteries going for virtually the same deal but with the addition of life steal (extra sustain), the creep resistance and extra damage to them.
The jungle Masteries going for virtually the same deal but with the addition of life steal (extra sustain), the creep resistance and extra damage to them.
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