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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Contempt for the Weak (PASSIVE)
Zed Passive Ability
Table Of Contents
Table Of Contents
1. Introduction What to expect from this guide and a brief introduction on Zed |
2. Pros and Cons Zed's major strengths and weakness on the Fields of Justice |
3. Sum. Spells Ideal summoner spells and viable alternatives |
4. Runes Rune optimization and viable alternatives |
5. Masteries Mastery point optimization and viable alternatives |
6. Abilities Zed's abilities and their various usages in battle |
7. Skill Order What to level on Zed and why |
8. Item Builds Various item builds for Zed and viable alternatives |
9. Target Priority Who to focus and why |
10. Laning Phase Frequently asked question on laning |
11. Ability Combos The art of assassination |
12. F.A.Q. Frequently asked questions and their answers |
League is nowadays a place where true elegance is lacking. Apart from the swift dashes of a
Lee Sin or the graceful mobility of
Ahri, many fights may feel like a simple slugfest; admittedly, a great deal of tactical skill and decision-making goes into skirmishes and teamfights, but many champions simply lack the dark beauty that makes up
Zed, the Master of Shadows.
Zed is an assassin in it's purest form. His whole kit revolves around dashing in, instantly and silently killing the AD or AP Carry, then instantly blinking out before any attempts to hinder him get through. While most assassins have very little escapes after blown everything to assassinate a key target and thus often die afterwards,
Zed has multiple escape mechanisms that lets him contribute to a fight without getting caught up in the following debris.
Zed is also an extremely rewarding champion to play. While his ultimate itself is countered by many means such as
Quicksilver Sash and its incarnation or invulnerabilities such as
Kayle's
Intervention, his playmaking ability is extremely powerful, and thus only makes him stronger as your skill level with him progresses. He is a very safe laner, possessing a good escape mechanism as well as low-CD harass with his
Razor Shuriken, and his passive allows for easy CS'ing. In fact, he has one of the best waveclears in the game, and can splitpush rapidly later on in the game.
However, not all is sunshine and flowers for the ninja of the shadows. Unlike his AP assassin counterparts,
Katarina and
Akali, he lacks the repeated burst to slay entire teams, trading that power off for even faster and stronger 100-0 potential. Because of that, he is somewhat weak in teamfights apart from picking priority targets off. Thus,
Zed players need to have splitpushing and objective control as a constant factor for efficient usage of their time, and their team needs to respond appropriately.
All in all,
Zed is an extremely powerful assassin and is very fun and rewarding to play and master. While he may have had his shifts of popularity in the meta, skilled
Zed players will always be successful.










However, not all is sunshine and flowers for the ninja of the shadows. Unlike his AP assassin counterparts,



All in all,


Pros
|
+ Great 100-0 potential + Good harass in lane + Great playmaking ability + Potent splitpushing power + Accurate CS |
![]() ![]() |
Cons
|
- Weak to crowd control - Wait time between burst - Counterable ultimate - Extremely squishy |
While ![]() |
Recommended Spells
Flash
// Teleports your champion a short distance.
//
Flash is essential for the extra playmaking, chasing, positioning, and escape potential it gives. The extra blink this provides is crucial in repositioning during fights, as well as the surprise factor it induces when laning against a low-health opponent, as even your W can be telegraphed enough for the opponent to
Flash away before you approach.
Ignite
// Deals DoT true damage to enemy champion.
//
Ignite gives
Zed a massive boost to his damage and all-in poential in lane. The true damage it provides serves as insurance for your combo to kill the enemy laner. Furthermore, this can be used to secure kills due to the damage over time damage it includes. As most mid laners take this, opting out can give you a disadvantage in close all-ins.
Viable Alternatives
Teleport
// Teleports your champion to target ally minion, tower, or ward.
// While the combination of
Flash and
Ignite is standard for
Zed, taking
Teleport gives him much greater splitpush potential potential at the cost of survivability or damage in-lane. Take when against an extremely safe laner that you are unlikely to get a kill advantage over, and roam opportunities early are limited.
Barrier
// Shields your champion for a set amount of damage.
//
Barrier gives
Zed a massive survivability boost in-lane. While
Ignite is more effective in securing kills,
Barrier is a viable alternative that makes baits much more effective, and can give you more effective health in a duel.
Ghost
// Your champion has increased movement speed and ignores collision.
// While
Flash is almost always the superior option, there are several instances where
Ghost may be the better choice. Firstly, it's the best shot if you're below level 12. For higher levels, however, it can serve some use when against tanky teams that value movespeed over gap closers. However, for the most part,
Flash will serve you better.
Exhaust
// Reduces MS, AS, Armor/MRes, and damage for 2.5 seconds.
// While quite overkill most of the time,
Exhaust gives you much more assassination potential against mobile champions, especially against enemy mid laners all-inning you as well as shutting down an AP carry while you murder the AD. Situational, usually
Ignite being the superior choice, but powerful in its own right.
Cleanse
// Removes all disables and debuffs and reduces their potency.
// A much more minor choice, but can work in some instances. The best time to use
Cleanse is against a CC-heavy team; if you don't have enough damage to instakill priority targets and blink out before the crowd control reaches you,
Cleanse can be useful. However,
Mercurial Scimitar can serve the same purpose. Generally not recommended.

// Teleports your champion a short distance.
//



// Deals DoT true damage to enemy champion.
//


Viable Alternatives

// Teleports your champion to target ally minion, tower, or ward.
// While the combination of





// Shields your champion for a set amount of damage.
//





// Your champion has increased movement speed and ignores collision.
// While




// Reduces MS, AS, Armor/MRes, and damage for 2.5 seconds.
// While quite overkill most of the time,



// Removes all disables and debuffs and reduces their potency.
// A much more minor choice, but can work in some instances. The best time to use



Recommended Runes
greater mark of armor penetration |
Greater Mark of Armor Penentration // +1.28 Armor Penetration (+11.52 Armor Penetration Total) // While flat attack damage only helps in the early levels, armor penetration holds its worth throughout the game. 11 Armor Penetration is nothing to scoff at, and combined with an early ![]() ![]() ![]() |
![]() |
Greater Seal of Armor // +1.00 Armor (+9.00 Armor Total) // First of all, this is essential against opposing AD mid laners ( ![]() ![]() |
![]() |
Greater Glyph of Scaling Magic Resist // +3.00 Magic Resist at 18 (+27 Magic Resist Total at 18) // While flat magic resist may seem appealing in the short-term, keep in mind ![]() ![]() ![]() |
![]() |
Greater Quintessence of Attack Damage // +2.25 Attack Damage (+6.75 Attack Damage Total) // While armor penetration is a great stat, it needs a good amount of pure attack damage to be put to full use. the 7 attack damage early gives ![]() ![]() ![]() ![]() |
Alternative Options
![]() |
Greater Mark of Attack Damage // +0.95 Attack Damage (+8.55 Attack Damage Total) // Compared to greater mark of armor penetration, attack damage marks give ![]() |
![]() |
Greater Seal of Scaling Health // +23.94 Health at 18 (+215.46 Health at 18 Total) // If the opponent has a 4 AP team composition, these will usually be superior to ![]() ![]() |
![]() |
Greater Glyph of Magic Resist // +1.34 Magic Resist (+12.06 Magic Resist Total) // While scaling health glyphs are usually superior, if the opposing mid laner is severely early-game focused, then these will help ![]() ![]() ![]() |
![]() |
Greater Glyph of Cooldown Reduction // +0.83% Cooldown Reduction (+7.47% Cooldown Reduction Total) // Only get these when the opponent has a full AD comp (apart from possibly the support). Since magic resist will do close to nothing, cooldown reduction helps ![]() |
Offensive Masteries
// Tier 1:



// Tier 2:


// Tier 3:






// Tier 4: We take a point in





// Tier 5:




// Tier 6: Obvious final point in


Defensive Masteries
// Tier 1:




// Tier 2:




// Tier 3:



This is an incredibly powerful passive, both in the laning phase and in mid-late game as well. While



















A key part in mastering






Tips and Tricks
- The cost is fairly high in early levels. Watch for potential ganks before spamming it.
- If the shuriken goes through multiple targets, its damage is reduced. When harassing, try to hit your opponent first!
- Multiple shurikens (with reduced damage if multiple hits the same target) can be cast from your shadows.
Razor Shuriken is one of your main damage sources in assassination attempts. Don't miss it!

To master your













Tips and Tricks
Zed's shadow gives vision; use it to check brushes! You can move onto your combo if you see an enemy there.
Living Shadow has a high cooldown; when using it to harass, be wary of ganks.
- Proper placement of your shadows to slow the enemy with your E is critical.
- Learn the proper timing in which to swap with your shadows in duels.

A rather straightforward ability, but essential for swift assassinations. When cast,







Tips and Tricks
- Only
Zed's shadow's cast can slow; try to cast your shadow behind the enemy, where they will try to run.
- With some cooldown reduction,
Zed can cast
Shadow Slash twice in a single
Living Shadow cast.
- If both casts of
Shadow Slash hits the same target, they slow even more, making
Blade of the Ruined King often unnecessary.

This is possibly the best ultimate in the game when it comes to assassinating a single target. On cast,





While the damage bonus from the






Tips and Tricks
- If you see a shuriken above their heads while your ultimate is active, it means the explosion will kill them.
- The switch range is large compared to
Living Shadow; use this for complicated jukes.
- Try to finish your assassination as fast as possible so you can blink back before any resistance reaches you.
We want to level up our ultimate, ![]() ![]() ![]() ![]() ![]() ![]() |
Starting Item Options
Long Sword
// Use in advantageous situations.
// The
Long Sword is the standard first item on
Zed, and for good reasons. It makes
Zed deal more damage in lane, makes it easier to upgrade to his early core items, and gives him ample sustain.
Doran's Shield
// When facing heavy poke.
// While this delays
Zed's early core items, this can be good for surviving against long-ranged mages / poke based champions until level 6 when
Zed has a chance to all-in for the kill.
Boots of Speed
// For dodging skillshots.
// While this doesn't give
Zed any combat stats on its own, the extra movement speed can be good for dodging skillshots and negating some poke. The potions also give great sustainability.
Potential Early Core Items
The Brutalizer
// Pure damage and armor pentration.
// Get this if you're in small skirmishes often, but never really all-inning someone. The extra damage and armor penetration will help your raw power.
Bilgewater Cutlass
// For duelling and crowd control.
// The slow this gives is invaluable for pinning down the opponent while you combo them, nad the extra lifesteal is great for sustaining in-lane.
Tiamat
// For fast waveclear.
// While an unusual first core pick, this can be good against champions that can't last hit well under tower. Make sure to ward properly when using this, however, as you'll be pushing your lane.
Boots Upgrade Options
Mercury's Treads
// For negating crowd control and reducing magic damage.
// The CC reduction and magic resist gives
Zed an advantage in-lane. Get when even / somewhat behind.
Boots of Mobility
// For roaming potential and against waveclear champions.
// The extra movement speed is great for roaming to other lanes for ganks, or for protecting your towers by getting back to lane faster if the enemy attempts to shove. In late game, trade for one of the other options.
Ionian Boots of Lucidity
// Buy when greatly ahead.
// The cooldown reduction helps
Zed's damage output, but doesn't help protect
Zed in any way. Only get when fed / ahead.
Potential Mid Game Core Items
Blade of the Ruined King
// For simple assassination and damage purposes.
// The various stats this provides gives
Zed great assassination potential; the slow and percentage damage helps boosts
Zed's damage, while the shred strengthens
Zed's autoattacks.
The Black Cleaver
// Team-oriented armor penetration and survivability.
// The armor shred helps your AD carries do more damage, while giving
Zed a decent damage boost as well. The small amount of health also helps
Zed's survivability.
Last Whisper
// When you're the main damage source / ahead.
// The selfish choice for armor penetration. Relatively cheap, but gives a great damage boost. Usually get this after
Black Cleaver, but this is interchangeable.
Ravenous Hydra
// For more damage but less duelling potential.
// Compared to
Blade of the Ruined King, the
Ravenous Hydra brings pure damage. The additional "spell" gives you even more combo damage, while the passive massively increases your damage output and pushing potential, allowing for more roams. If you're experienced with
Zed and don't need the additional survivability that
Blade of the Ruined King gives you, go with this.
Additional Damage Items
The Bloodthirster
// For even more damage and sustain.
// Pricy, but strong. The passive requires you to be farming beforehand, making this a great choice for splitpushing variants.
Maw of Malmortius
// For insurance against magic burst damage.
// As this can be build from a cheaper variant, this is great against burst damage from mages in-lane. This also gives a good amount of attack damage, making it a viable choice.
Mercurial Scimitar
//For further insurance against crowd control.
// Too much CC even for
Mercury's Treads? Mercurial Scimitar provides a good balance of damage, survivability, and utility, and if the opponent has a CC heavy comp it can be viable.
Youmuu's Ghostblade
//For massive duelling potential, better escapes, and more damage output.
//
Youmuu's Ghostblade increases
Zed's duelling potential by giving him a massive attack speed steroid; while
Zed doesn't usually rely on his autoattacks, when you're 1v1'ing more than assassinating the active from
Youmuu's Ghostblade combined with the shred from
Blade of the Ruined King.
Survivability Items
Guardian Angel
// Who doesn't like a rebirth?.
// The best defensive item for
Zed, hands down. The resistances give
Zed some more survivability, and the passive allows
Zed to be much more daring in his assassination attempts. Take this almost every game if not very behind.
Randuin's Omen
// Against fed AD carries.
// Pricy, and lowers
Zed's damage output, but good as a last resort. The slow is also useful for pinning down priority targets.
Banshee's Veil
// Another defense against CC and burst.
// A relatively good item that reduces
Zed's damage but prevents some burst crowd control when diving into fights. Generally outclassed by
Mercurial Scimitar.

// Use in advantageous situations.
// The




// When facing heavy poke.
// While this delays



// For dodging skillshots.
// While this doesn't give

Potential Early Core Items

// Pure damage and armor pentration.
// Get this if you're in small skirmishes often, but never really all-inning someone. The extra damage and armor penetration will help your raw power.

// For duelling and crowd control.
// The slow this gives is invaluable for pinning down the opponent while you combo them, nad the extra lifesteal is great for sustaining in-lane.

// For fast waveclear.
// While an unusual first core pick, this can be good against champions that can't last hit well under tower. Make sure to ward properly when using this, however, as you'll be pushing your lane.
Boots Upgrade Options

// For negating crowd control and reducing magic damage.
// The CC reduction and magic resist gives


// For roaming potential and against waveclear champions.
// The extra movement speed is great for roaming to other lanes for ganks, or for protecting your towers by getting back to lane faster if the enemy attempts to shove. In late game, trade for one of the other options.

// Buy when greatly ahead.
// The cooldown reduction helps


Potential Mid Game Core Items

// For simple assassination and damage purposes.
// The various stats this provides gives




// Team-oriented armor penetration and survivability.
// The armor shred helps your AD carries do more damage, while giving



// When you're the main damage source / ahead.
// The selfish choice for armor penetration. Relatively cheap, but gives a great damage boost. Usually get this after


// For more damage but less duelling potential.
// Compared to




Additional Damage Items

// For even more damage and sustain.
// Pricy, but strong. The passive requires you to be farming beforehand, making this a great choice for splitpushing variants.

// For insurance against magic burst damage.
// As this can be build from a cheaper variant, this is great against burst damage from mages in-lane. This also gives a good amount of attack damage, making it a viable choice.

//For further insurance against crowd control.
// Too much CC even for


//For massive duelling potential, better escapes, and more damage output.
//





Survivability Items

// Who doesn't like a rebirth?.
// The best defensive item for




// Against fed AD carries.
// Pricy, and lowers


// Another defense against CC and burst.
// A relatively good item that reduces


Warning - Wall of Text
This section will be much more theoretical and in-depth rather than previous sections. If you simply wish how to build
Zed, skip this section. Furthermore, section 1 can be applied to almost any pure assassin, while later sections will focus more on
Zed's unique kit and its applications. Again, this is an extended section for readers who wish to know about
Zed's mentality, and thus will be a very wall-of-text-like section.
The assassin relies on stealth and deception to enter behind enemy ranks. There, they nullify a key target or two before disappearing once more into darkness. Heavy security is useless against them; they navigate through the most unlikely paths to reach their target. They choose their moment carefully; guaging the position, threat, and knowledge of surrounding enemies and allies before the assassination. In a way, the assassin is perhaps the most tactically difficult role to play.
True assassins have grown very rare in League. The assassin category now has a majority of "brute force assassins", who behave more like a carry. They enter by force after the front line has engaged, then proceed to destroy the enemy team. They lack the grace that defines a true assassin, and relies on resets or massive damage outputs to hold their spot on the battlefield. Prime examples of this are
Katarina,
Akali, and
Kha'Zix.
These champions are, in terms of carry potential, dynamically stronger than the true assassin. They can leap from target to target, while the true assassin picks a target, kills them, and escapes.
However, these "bruiser assassins" lack one thing that makes true assassins superior; they cannot have a good escape without sacrificing damage output. Because of this, they are drastically hampered when behind, and rely on snowballing early to do their job. At the core of this concept is the fact that to balance their massive team-killing potential, their single target burst is either a) rather weak (
Katarina), or b) have delays in-between (
Akali,
Kha'Zix). The reason these champions often seem to have extremely high single target damage as well is because they are so ahead that they can bypass a) the power of their abilities, or b) can finish off the target in one combo without having to wait for another to come off cooldown.
The true assassin's strength lies in their reliability. Because they have the skillset to use the shadows to their advantage, they can get in, burst a target down, and escape before the enemy team decides to lock you down via crowd control. The assassin is useful whether they are ahead, in line, or even somewhat behind (in a reasonable sense, of course). This is because all of the multiple target chaining team killing power that was given to others is all concentrated into simple single target burst.
Zed, who is the essence of a true assassin, can easily 100-0 squishy targets mid-late game even if he lost lane or is negative in score. While they cannot carry the game as easily if they snowball, they also do not become useless like many other bruiser assassins if behind, making them a massively powerful choice for solo queue, where consistency is valued extremely high.
This chapter will focus on the art of true assassination, the role of the assassin in a team, and how to apply these concepts on playing
Zed.
Most roles in a team cannot do their job to their full extent without the aid and support of other roles. Tanks can absorb damage, but they need damage dealers in the form of carries to kill the enemies before they, suffering concentrated fire, fall. ADCs deal significant amounts of damage, but need peel to make sure they can keep up the attack. Divers need crowd control to make sure they can go in safely, and damage to back it up once they have disrupted enemy lines.
However, the assassin is different. The assassin has a single job to do; and relies on the team to do the rest, but in a much more indirect manner. Other than massive amounts of chained crowd control, they are the only role capable of keeping even fed carries out of fights. Thus, they are an excellent safety net in case a lane or teammate loses lane and feeds. While divers can accomplish similar things, they are easily hampered by front line defenses in the form of crowd control.
Simply put, the assassin's job is to take out a priority target and make sure they do minimal damage to your teammates.
Thus, if the assassin does well, as long as teammates are reasonably capable and the multiple enemies are not monstrously fed, teamfights can easily be won.
To perform successful assassinations, one needs to ask themselves these questions at all times.
How can I approach the target as to evade as much of enemy defenses as possible? How can I burst down the target as fast as possible? How can I secure a swift escape before the defenses reach me?
I consider the assassin to be the most decision-based role; perhaps tied with the jungler in terms of positions. Sure, mechanical skill is valuable, but most of success comes from good planning and execution.
We will approach each of these questions in turn.
For a successful assassination, one needs to be aware of and understand small factors in their surroundings. For League and
Zed in particular, these three elements are:
Vision, Landscape, and Positioning.
Having ample vision and preventing enemy sight is critical for the assassin, who relies greatly on abusing intelligence and the element of surprise. Make sure to frequently ward †he enemy jungle, as well as entrances to your own. Good vision allows you to find and ambush single targets who travel between lanes, as well as creating good "safety pockets" of retreat. With good vision, a few in-jungle ambushes should convey the feeling of omnipresence. In terms of enemy mentality, you wish to make them fear you; so much that they need to travel in groups across neutral terrain.
Preventing enemy vision is perhaps even more important. As an assassin, the pressure your "omnipresence" creates is instantly negated the moment enemies see you across the map, which will in turn allow them to set up ambushes on your own team or take objectives. Try to always have a pink ward in the river brush (ask your jungler if you don't have enough money), and try to bypass potentially warded areas with your
Living Shadow.
As an assassin, you must always be aware of the surrounding environment and terrain. Always have an escape route in mind if you are ambushed, and try not to trap yourself in hazardous situations. This can range from positioning yourself between a tower ruin and the lane wall against a skillshot champion to getting hemmed in by three enemies in the unfriendly jungle with your
Living Shadow on cooldown. Get in the habit of always asking yourself; "where can I run if the enemy is lurking in that bush / behind that corner?".
Of course, the terrain can also be used to your advantage. Since you can travel through walls with your
Living Shadow, always be trying to surprise targets by attacking them through terrain. Terrain also includes brush as well. Since your two gap closing abilities are both blink abilities (when switching between shadows), having a spare shadow in a brush can lead to easy escapes as you (seemingly) blink into nowhere. This is especially true for the long range of your
Death Mark shadow.
When I talk about positioning, I mainly refer to enemy positioning. By mastering the terrain, you can master your own. Always keep an eye on the position of your target. Have they strayed away from their team? Have they accidentally trapped themselves? How heavily are they guarded? Furthermore, also consider their mobility. Do they have any gap-closers and escapes? If so, can they go through walls? Are they on cooldown? As an assassin, you want to strike when the time is right; ask yourself these questions, and go in when they are most vulnerable.
Now that you are in position to attack the enemy and have confirmed their vulnerability, you must execute your assassination. Here, only very few elements come into play on your part. Know the swiftness of your combo, and how much damage it will deal. In
Zed's case, it will take two seconds at most if performed correctly. During the attack, try to position yourself as to hamper any escape attempts they may try while putting yourself out of immediate harm's way from their other teammates. As
Zed, you don't need to worry about the first concept as much due to the swiftness of your combo, meaning the main problem for you is the second.
Zed's primary method of secure escape is the shadow from your ultimate. The range is extremely large, allowing you to blink out of sight after performing your combo. The key here is where you cast your ultimate; it may be dangerous to use it near your target, as the blink distance will be much shorter. For example, casting a
Living Shadow away from you, using
Death Mark without reactivating the former, then using
Death Mark and
Living Shadow in succession will allow you to extend the range of your
Living Shadow via your ultimate. This is a great trick when you have naturally higher mobility of have ambushed them, as you do not need to burn your
Living Shadow to get close to them. If you are trying this, it is best if you use your shadow over the wall, so you have an escape route that is literally impossible to stop other than the brief miliseconds of vulerability after you teleport to your ultimate shadow in close proximity.
This section will be much more theoretical and in-depth rather than previous sections. If you simply wish how to build



The Art Of Assassination
The assassin relies on stealth and deception to enter behind enemy ranks. There, they nullify a key target or two before disappearing once more into darkness. Heavy security is useless against them; they navigate through the most unlikely paths to reach their target. They choose their moment carefully; guaging the position, threat, and knowledge of surrounding enemies and allies before the assassination. In a way, the assassin is perhaps the most tactically difficult role to play.
True assassins have grown very rare in League. The assassin category now has a majority of "brute force assassins", who behave more like a carry. They enter by force after the front line has engaged, then proceed to destroy the enemy team. They lack the grace that defines a true assassin, and relies on resets or massive damage outputs to hold their spot on the battlefield. Prime examples of this are



These champions are, in terms of carry potential, dynamically stronger than the true assassin. They can leap from target to target, while the true assassin picks a target, kills them, and escapes.
However, these "bruiser assassins" lack one thing that makes true assassins superior; they cannot have a good escape without sacrificing damage output. Because of this, they are drastically hampered when behind, and rely on snowballing early to do their job. At the core of this concept is the fact that to balance their massive team-killing potential, their single target burst is either a) rather weak (



The true assassin's strength lies in their reliability. Because they have the skillset to use the shadows to their advantage, they can get in, burst a target down, and escape before the enemy team decides to lock you down via crowd control. The assassin is useful whether they are ahead, in line, or even somewhat behind (in a reasonable sense, of course). This is because all of the multiple target chaining team killing power that was given to others is all concentrated into simple single target burst.

This chapter will focus on the art of true assassination, the role of the assassin in a team, and how to apply these concepts on playing

Chapter 1 - The Assassin In A Team
Most roles in a team cannot do their job to their full extent without the aid and support of other roles. Tanks can absorb damage, but they need damage dealers in the form of carries to kill the enemies before they, suffering concentrated fire, fall. ADCs deal significant amounts of damage, but need peel to make sure they can keep up the attack. Divers need crowd control to make sure they can go in safely, and damage to back it up once they have disrupted enemy lines.
However, the assassin is different. The assassin has a single job to do; and relies on the team to do the rest, but in a much more indirect manner. Other than massive amounts of chained crowd control, they are the only role capable of keeping even fed carries out of fights. Thus, they are an excellent safety net in case a lane or teammate loses lane and feeds. While divers can accomplish similar things, they are easily hampered by front line defenses in the form of crowd control.
Simply put, the assassin's job is to take out a priority target and make sure they do minimal damage to your teammates.
Thus, if the assassin does well, as long as teammates are reasonably capable and the multiple enemies are not monstrously fed, teamfights can easily be won.
Chapter 2 - The Mindset Of Assassination
To perform successful assassinations, one needs to ask themselves these questions at all times.
How can I approach the target as to evade as much of enemy defenses as possible? How can I burst down the target as fast as possible? How can I secure a swift escape before the defenses reach me?
I consider the assassin to be the most decision-based role; perhaps tied with the jungler in terms of positions. Sure, mechanical skill is valuable, but most of success comes from good planning and execution.
We will approach each of these questions in turn.
Chapter 3 - The Approach
For a successful assassination, one needs to be aware of and understand small factors in their surroundings. For League and

Vision, Landscape, and Positioning.
Having ample vision and preventing enemy sight is critical for the assassin, who relies greatly on abusing intelligence and the element of surprise. Make sure to frequently ward †he enemy jungle, as well as entrances to your own. Good vision allows you to find and ambush single targets who travel between lanes, as well as creating good "safety pockets" of retreat. With good vision, a few in-jungle ambushes should convey the feeling of omnipresence. In terms of enemy mentality, you wish to make them fear you; so much that they need to travel in groups across neutral terrain.
Preventing enemy vision is perhaps even more important. As an assassin, the pressure your "omnipresence" creates is instantly negated the moment enemies see you across the map, which will in turn allow them to set up ambushes on your own team or take objectives. Try to always have a pink ward in the river brush (ask your jungler if you don't have enough money), and try to bypass potentially warded areas with your

As an assassin, you must always be aware of the surrounding environment and terrain. Always have an escape route in mind if you are ambushed, and try not to trap yourself in hazardous situations. This can range from positioning yourself between a tower ruin and the lane wall against a skillshot champion to getting hemmed in by three enemies in the unfriendly jungle with your

Of course, the terrain can also be used to your advantage. Since you can travel through walls with your


When I talk about positioning, I mainly refer to enemy positioning. By mastering the terrain, you can master your own. Always keep an eye on the position of your target. Have they strayed away from their team? Have they accidentally trapped themselves? How heavily are they guarded? Furthermore, also consider their mobility. Do they have any gap-closers and escapes? If so, can they go through walls? Are they on cooldown? As an assassin, you want to strike when the time is right; ask yourself these questions, and go in when they are most vulnerable.
Chapter 4 - The Attack
Now that you are in position to attack the enemy and have confirmed their vulnerability, you must execute your assassination. Here, only very few elements come into play on your part. Know the swiftness of your combo, and how much damage it will deal. In


Chapter 5 - The Escape







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Target Priority: High Duelling Potential: Low Speciality: Sustained DPS Explanation: Probably your main focus in every teamfight. The AD carry has the potential to shred through teams if peeled for properly, and ![]() |
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Target Priority: High Duelling Potential: Medium Speciality: Crowd Control, Burst Damage Explanation: If the opposing AD carry is underfed, the AP carry becomes your primary target. The AP carry has the potential to lock down your AD carry and burst them while delivering punishing poke from afar. Watch for their wealth of crowd control, and try to bait out their ![]() |
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Target Priority: Medium Duelling Potential: High Speciality: Mobility, Burst Damage Explanation: While generally you should be focussing the carries, if the enemy has a dive-centric assassin such as an opposing ![]() ![]() |
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Target Priority: Medium Duelling Potential: High Speciality: Diving, Burst Damage, Tankiness Explanation: These champions are generally more hard to kill than squishy carries, but in the case that they get fed they can single-handedly carry games. Again, play as an offensive "peeler" by assassinating them ( ![]() |
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Basic Last Hitting



Aggressiveness In Lane
While



Safety vs Aggressiveness
One of the critical factors of playing






When To Go In
Determining when to use your ultimate to attempt to all-in someone can be very important in changing the flow of a lane. Usually, only try this after you have your


Should I Roam?
While many mid champions benefit greatly from roaming,

The End of Laning Phase
Something newer players struggle to understand is how the laning phase ends. Generally, mid is the key factor (along with the jungler) to doing this. Generally, when the first set of towers falls, you're going to want to roam. As



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Basic Harass ComboThe most basic combo ![]() ![]() ![]() ![]() ![]() |
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Advanced Trade ComboA rather ballsy yet effective combo in lane. Start off with your ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Basic Kill Combo![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% enemy health (physical damage) 180 + (80% bonus AD) (physical damage) (235+100% bonus AD)*1.5 (physical damage) 10% maximum health + 100% AD (magic damage) 100% AD + 50% of all damage taken 410 true damage At level 18, full build, ![]() TOTAL: ((2.3*238 + 200*343) + 530)*1.5 + 410 = 3054 Damage |
Frequently Asked |
Answers |
Q: What do I do if I'm behind? | // Focus on splitpushing. Doing this will give you a good income even late game while pressuring objectives. However, in this case, if you see enemy champions coming to cut you off don't try to duel them and just escape for now. |
Q: When should I pick ![]() |
// Zed is best picked when you have an AP jungler or top laner, since he is AD himself. He's great for assassinating key targets, so if you think a matchup for your team is very bad and the opponent may get fed, ![]() |
Q: Why can't you max E before Q? |
// While E gives more safe damage, Q is great for applying pressure in-lane without using your only low CD escape tool; furthermore, multiple E's don't stack damage; Q does. Since ![]() |
Q: I don't like your build |
// This guide focuses on how I play ![]() |
Q: You don't have my question answered. | // Fell free to comment in the discussions section! I appreciate any kind of feedback, and will appropriately add your suggestions and credit you. |
In Conclusion
Zed is an incredibly fun champion to play. While he is decently easy to pick up, he rewards constant play and he has a very high skill cap. His assassination potential is possibly the best in the game, and if used correctly, will win games.
If you enjoyed reading this guide, an upvote would be greatly appreciated, as it will help spread this guide to other viewers! In case you didn't like the build or found something incorrect / wish to add your own differing opinions, don't downvote hastily, but leave a comment, and I'll fix that up and give credit where is due.
Thanks to jhoijhoi's Making a Guide guide; an excellent resource for guide creators!
emoriam for suggest some format improvements and correcting some errors
crystalfortress for the suggestion of
Youmuu's Ghostblade
Zed is an incredibly fun champion to play. While he is decently easy to pick up, he rewards constant play and he has a very high skill cap. His assassination potential is possibly the best in the game, and if used correctly, will win games.
If you enjoyed reading this guide, an upvote would be greatly appreciated, as it will help spread this guide to other viewers! In case you didn't like the build or found something incorrect / wish to add your own differing opinions, don't downvote hastily, but leave a comment, and I'll fix that up and give credit where is due.
Credits
Thanks to jhoijhoi's Making a Guide guide; an excellent resource for guide creators!
emoriam for suggest some format improvements and correcting some errors
crystalfortress for the suggestion of

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