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Spells:
Flash
Ignite
Ability Order
Contempt for the Weak (PASSIVE)
Zed Passive Ability
Introduction
Strength runes for last-hitting.
Resilience and Shielding (or Warding) for maximum defense.
Note: Neither Meditation seals nor Acumen glyphs were available for me to attach as recommended runes, and they do serve Zed pretty well as it enables Zed to spam a bit better during his early game in order to farm and poke a bit more frequently instead of being out of energy really fast. The downside to using these runes is you won't be as tanky, so you'd have to play nice and defensive, and never push your lane to avoid being ganked by the enemy jungler or the mid-lane apc.
Resilience and Shielding (or Warding) for maximum defense.
Note: Neither Meditation seals nor Acumen glyphs were available for me to attach as recommended runes, and they do serve Zed pretty well as it enables Zed to spam a bit better during his early game in order to farm and poke a bit more frequently instead of being out of energy really fast. The downside to using these runes is you won't be as tanky, so you'd have to play nice and defensive, and never push your lane to avoid being ganked by the enemy jungler or the mid-lane apc.
21 in AD Offense mastery, but focusing on raw damage instead of critical strike damage. Havoc is reliable, and deadliness helps you scale well enough for late game in terms of damage.
I've split the remaining points into defense and utility for the following reasons:
quicker recalls
faster flash recharge [15 seconds]
It's also a great choice to put all 9 points in defense to have more health for early and late game. You can also adjust according to which lane you'll be attending. If mid, go 3 points in "resistance", and if you're going top, put 3 points in "hardiness". "Toughness" is good for reducing minion damage pressure; I put points in this mastery if I plan on harassing a good bit as I'd like to stay nice and full in terms of hp while still dishin out some poke damage.
I've split the remaining points into defense and utility for the following reasons:
quicker recalls
faster flash recharge [15 seconds]
It's also a great choice to put all 9 points in defense to have more health for early and late game. You can also adjust according to which lane you'll be attending. If mid, go 3 points in "resistance", and if you're going top, put 3 points in "hardiness". "Toughness" is good for reducing minion damage pressure; I put points in this mastery if I plan on harassing a good bit as I'd like to stay nice and full in terms of hp while still dishin out some poke damage.
This guide offers you the following collectively in the above item build:
sustain
durability
perma-slow
armor penetration
more sustain
Start with boots and three potions. If you get any kills, go back and buy a Doran's Blade or two.
Buy boots according to what's needed. Tabi if a lot of physical damage champions on the enemy team. Mercury Treads if a lot of APC and/or removable cc like stuns, silences, fears, etc.. [Knock-ups and Supression cannot be reduced by these boots]. If you want to roam for ganking and/or steal jungle farm and objectives, get mobility boots.
Buy components of the Guardian Angel as needed. For example, if the enemy ADC's got some kills under his belt, buy the armor components of GA to help you reduce the damage. You can also buy a ruby crystal to become meatier as the ruby crystal also builds into your frozen mallet.
If you're doing extremely well, have a lot of kills and/or farm, and can afford it, build an early Bloodthirster.
sustain
durability
perma-slow
armor penetration
more sustain
Start with boots and three potions. If you get any kills, go back and buy a Doran's Blade or two.
Buy boots according to what's needed. Tabi if a lot of physical damage champions on the enemy team. Mercury Treads if a lot of APC and/or removable cc like stuns, silences, fears, etc.. [Knock-ups and Supression cannot be reduced by these boots]. If you want to roam for ganking and/or steal jungle farm and objectives, get mobility boots.
Buy components of the Guardian Angel as needed. For example, if the enemy ADC's got some kills under his belt, buy the armor components of GA to help you reduce the damage. You can also buy a ruby crystal to become meatier as the ruby crystal also builds into your frozen mallet.
If you're doing extremely well, have a lot of kills and/or farm, and can afford it, build an early Bloodthirster.
I generally place my living shadow (W) just behind my enemy, follow up with E for a slow, Q him, and if he's taken significance damage and you want to follow up with some more auto-attacks, then press W before it expires, and go in for some more damage-dealing.
This sequence is W, E, Q, W, R[if available], and E[if still within range of the enemy].
This sequence is W, E, Q, W, R[if available], and E[if still within range of the enemy].
Flash. It's great for both going in for an ult, and for escaping death by flashing through a wall.
Ignite. More damage, anti-sustain, and gives you an added 5 AD while on cool-down thanks to "Summoner's Wrath" in the Offense mastery tree.
You can take Exhaust to help counter ADCs if you experience enough games whereby you lost because of a solid enemy ADC.
Ghost is good for both chasing and escaping, but in itself lacks an offensive element to aid in the offensive push towards winning.
All other spells [imho] are a bit subpar. I don't recommend using anything outside of these summoner spells as they won't greatly benefit you as the above can and will.
Ignite. More damage, anti-sustain, and gives you an added 5 AD while on cool-down thanks to "Summoner's Wrath" in the Offense mastery tree.
You can take Exhaust to help counter ADCs if you experience enough games whereby you lost because of a solid enemy ADC.
Ghost is good for both chasing and escaping, but in itself lacks an offensive element to aid in the offensive push towards winning.
All other spells [imho] are a bit subpar. I don't recommend using anything outside of these summoner spells as they won't greatly benefit you as the above can and will.
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