Arrr, good patterns
- Arrr, threatens reachable priority targets through burst, mobility or an unusual angle.
- Rewards using th' kit's main range, timing and target pattern deliberately.
Game patch, matey 26.20Data Dragon 16.20.1
Arrr, reference patch 16.20.1
the Master of Shadows
Zed be a burst-focused champion who looks fer a reachable priority target and a course back aboard out. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.
Arrr, strengths and limits
These be kit-level patterns, nay a promise that every course or matchup plays th' same way.
Saving energy and spell cooldowns until ye use yer ultimate will maximize Death Mark's damage.
Quickly double tapping Living Shadow will teleport Zed to his shadow immediately fer rapid escapes.
Placing a Living Shadow afore using Death Mark can give Zed a seaworthy escape from combat.
Zed receives bonus effect from Attack Damage gear he purchases, so Armor be super effective agin' him.
After Zed uses his Living Shadow, he be at his most vulnerable as his damage, slow, and mobility be both dependent upon it.
Zed's Shadow Slash can only slow ye if his shadow hits ye wit' it.
Arrr, practical champion reading
Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.
Armour can reduce th' broad physical profile. Separate basic attacks from physical tricks afore relying on an gear passive that only affects attacks.
Track th' key setup and highest-impact cooldown. A missed or blocked opening can create a safer window afore th' full rotation returns.
Range, slows, displacement and terrain can deny th' clean contact this champion wants. Course th' course in as carefully as th' damage after arrival.
A clean angle matters more booty than attacking th' nearest unit immediately. Keep an exit, reset th' course or follow-up course in mind afore committing.
Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.
Anti-heal or anti-shielding be situational. Buy it only when th' effect be materially protecting targets and yer champion can apply th' captain's answer reliably.
A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.
Defensive gear reference
Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.
This champion be nay cleanly answered by th' passive on either defensive pair.
Use Plated Steelcaps fer meaningful basic attacks, Mercury's Treads fer magic damage or reducible control, or keep th' loadout's normal Boots.Normal Draft and Ranked role sea chart
Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.
Old chart, matey. Recommendations await inspection. Zed be normally played Mid and does nay currently have a reviewed Top course. Top most often needs independent laning, durable trading or reliable side-course pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Zed Jungle be a reviewed secondary role wit' a real clear th' deck and assassin gank pattern, while Mid remains his primary role. This label describes a deliberate playable course, nay a claim that it be equally reliable.
Old chart, matey. Recommendations await inspection. Zed has an established central-course course wit' access to waves, both sides o' th' river and meaningful pressure betwixt prizes.
Old chart, matey. Recommendations await inspection. Zed be normally played Mid and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Zed be normally played Mid and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. Treat this as a deliberate experiment, nay a standard recommendation.
Arrr, kit reference
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Arrr, what it doesEnglishZed's basic attacks against low health targets deals bonus Magic Damage. This effect can only occur once every few seconds against the same enemy champion.
Arrr, practical readContempt fer th' Weak be an automatic part o' th' kit involving damage. Track when its condition be active instead o' treating every fight th' same way.

Arrr, what it doesEnglishZed and his shadows throw their shurikens. Each shuriken deals damage to every enemy hit.
Arrr, practical readRazor Shuriken contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

Arrr, what it doesEnglishPassive: Zed gains energy whenever he and his shadows strike an enemy with the same ability. Energy can only be gained once per cast ability. Active: Zed's shadow dashes forward, remaining in place for a few seconds. Reactivating Living Shadow will cause Zed to switch positions with this shadow.
Arrr, practical readLiving Shadow be part o' Zed's W pattern. Read its listed effect first aboard, then track th' cooldown and condition that make th' next aboard use valuable.
Th' cast changes position or access. Sailor record fer where th' champion finishes, nay only where th' trick begins.

Arrr, what it doesEnglishZed and his Shadows slash, dealing damage to nearby enemies. Enemies hit by a Shadow's slash are slowed.
Arrr, practical readShadow Slash contributes a slowing effect and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

Arrr, what it doesEnglishZed becomes untargetable and dashes to an enemy champion, marking them. After 3 seconds the mark triggers, repeating a portion of all the damage Zed dealt to the target while they were marked.
Arrr, practical readDeath Mark contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Th' cast changes position or access. Sailor record fer where th' champion finishes, nay only where th' trick begins.
Arrr, levels 1–18
Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.
Cooldown Data Dragon 16.20.1
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
| Rank | Health, arr | Energy | Trick milestone |
|---|---|---|---|
| 1 | 654 | 200 Energy | Pick th' first aboard basic trick |
| 2 | 725 | 200 Energy | Stow another basic trick or rank |
| 3 | 800 | 200 Energy | Stow another basic trick or rank |
| 4 | 878 | 200 Energy | Spend one trick point |
| 5 | 960 | 200 Energy | Spend one trick point |
| 6 | 1,045 | 200 Energy | First aboard ultimate rank normally available |
| 7 | 1,134 | 200 Energy | Spend one trick point |
| 8 | 1,226 | 200 Energy | Spend one trick point |
| 9 | 1,321 | 200 Energy | Spend one trick point |
| 10 | 1,420 | 200 Energy | Spend one trick point |
| 11 | 1,523 | 200 Energy | Arrr, second ultimate rank normally available |
| 12 | 1,629 | 200 Energy | Spend one trick point |
| 13 | 1,738 | 200 Energy | Spend one trick point |
| 14 | 1,851 | 200 Energy | Spend one trick point |
| 15 | 1,967 | 200 Energy | Spend one trick point |
| 16 | 2,087 | 200 Energy | Arrr, final ultimate rank normally available |
| 17 | 2,210 | 200 Energy | Spend one trick point |
| 18 | 2,337 | 200 Energy | Spend one trick point |
Pick th' next aboard query
Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.