Arrr, VRC.LOL

Game patch, matey 26.20Data Dragon 16.20.1

Arrr, reference patch 16.20.1

Zed

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.

MidArrr, mostly physical damageArrr, melee attacks
Arrr, usual roleMid
ClassAssassin
DifficultyArrr, medium · 7/10
Arrr, basic attacksMeleeArrr, melee basic attacks · 125 range.
Arrr, damage profileArrr, mostly physical damageMost normal kit pressure be physical. Armour may lend a hand, but inspect whether attacks or tricks be th' main source.
Arrr, reference patch16.20.1

Arrr, strengths and limits

What Zed does well, and what can go wrong

These be kit-level patterns, nay a promise that every course or matchup plays th' same way.

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.

Arrr, limits to respect

  • Arrr, a failed commitment can leave no clean exit and little value until cooldowns return.
  • Basic attacks require belay access, so foe range, slows and displacement can deny a clean trade.

Arrr, riot ally tips

Use these while learning th' champion
1

Saving energy and spell cooldowns until ye use yer ultimate will maximize Death Mark's damage.

2

Quickly double tapping Living Shadow will teleport Zed to his shadow immediately fer rapid escapes.

3

Placing a Living Shadow afore using Death Mark can give Zed a seaworthy escape from combat.

Riot foe tips

What an foe be told to watch fer
1

Zed receives bonus effect from Attack Damage gear he purchases, so Armor be super effective agin' him.

2

After Zed uses his Living Shadow, he be at his most vulnerable as his damage, slow, and mobility be both dependent upon it.

3

Zed's Shadow Slash can only slow ye if his shadow hits ye wit' it.

Arrr, source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries be independently written.

Arrr, practical champion reading

Arrr, how to read Zed in a real fight

Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.

Arrr, damage delivery

Arrr, primarily physical pressure

Armour can reduce th' broad physical profile. Separate basic attacks from physical tricks afore relying on an gear passive that only affects attacks.

Arrr, fight rhythm

One short window carries much o' th' threat

Track th' key setup and highest-impact cooldown. A missed or blocked opening can create a safer window afore th' full rotation returns.

Arrr, range and access

Needs belay access fer basic attacks

Range, slows, displacement and terrain can deny th' clean contact this champion wants. Course th' course in as carefully as th' damage after arrival.

Typical crew job

Arrr, threaten a reachable priority target

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.

Control inspect

Identify th' exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.

Arrr, protection and sustain

Inspect whether recovery changes th' fight

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.

Arrr, resource pattern

Arrr, energy and cooldowns both matter

A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.

Read th' whole crewTh' same champion can create a different problem after changing role, gear or crewmates. Re-inspect th' visible clash afore committing to a defensive captain's answer.

Defensive gear reference

What can help against Zed?

Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.

Pre-battle choices
Arrr, dEFENSIVE BOOTS

Neither pair be automatic

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.
SlowsArrr, healing or sustain
Arrr, pHYSICAL DEFENCE

Arrr, physical defence

Armour · hull · role-appropriate defence

Armour can reduce physical damage, but Plated Steelcaps' passive be specific to attacks.

Clash th' gear to attacks, critical strikes or trick burst rather than buying armour from th' label alone.
Arrr, rEPEATED SLOWS

Arrr, repeated slows

Arrr, Boots of Swiftness

Slow resistance can be more booty useful than Tenacity when repeated slowing strength be th' main problem.

It gives no armour or magic resistance, so compare th' rest o' th' opposing crew.
Arrr, mEANINGFUL HEALING

Arrr, meaningful healing

Arrr, bramble Vest or Thornmail · Morellonomicon · Mortal Reminder

A role-appropriate Grievous Wounds gear can reduce healing.

Buy it only when healing be materially changing fights and yer champion can apply it reliably.
Arrr, bURST WINDOW

Arrr, burst window

Arrr, Zhonya's Hourglass · Banshee's Veil · Edge of Night

Stasis or a spell shield can deny one decisive engage or spell when th' gear fits th' loadout.

These do nay replace positioning, vision or ordinary durability.
Sailor decidesChampion identity be a starting point, nay an automatic purchase. Compare th' full opposing crew, present gear tooltips and th' problem that be actually deciding fights. Ne'er buy two completed pairs o' Boots.

Normal Draft and Ranked role sea chart

Where Zed fits on Summoner's Rift

Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.

TopUnestablished course

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.

Inspect this role
JungleSecond berth

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.

Inspect this roleUnfurl matchup
BotUnestablished course

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.

Inspect this role
SupportUnestablished course

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.

Inspect this role

Arrr, kit reference

Zed tricks

Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Tricks Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Contempt for the Weak

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.

Q
Q trick

Razor Shuriken

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.

CooldownArrr, 6 secCost75/70/65/60/55Arrr, listed rangeArrr, 900 units
W
W trick

Living Shadow

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.

CooldownArrr, 20/19/18/17/16 secCost40/35/30/25/20Arrr, listed rangeArrr, 650 units
Movement

Th' cast changes position or access. Sailor record fer where th' champion finishes, nay only where th' trick begins.

E
E trick

Shadow Slash

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.

CooldownArrr, 5/4.5/4/3.5/3 secCost40Arrr, listed rangeArrr, 290 units
R
Ultimate

Death Mark

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.

CooldownArrr, 120/110/100 secArrr, listed rangeArrr, 625 units
Movement

Th' cast changes position or access. Sailor record fer where th' champion finishes, nay only where th' trick begins.

Arrr, levels 1–18

Zed · Health, arr / Energy · Tricks

Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.

Arrr, level 1654 Health, arr200 Energy
Arrr, level 3800 Health, arr200 Energy
Arrr, level 61,045 Health, arr200 Energy
Arrr, level 111,523 Health, arr200 Energy
Arrr, level 162,087 Health, arr200 Energy
Arrr, level 182,337 Health, arr200 Energy

Cooldown Data Dragon 16.20.1

Q
Basic trickRazor Shuriken

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, all ranksArrr, 6 sec
W
Basic trickLiving Shadow

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 1Arrr, 20 secArrr, rank 2Arrr, 19 secArrr, rank 3Arrr, 18 secArrr, rank 4Arrr, 17 secArrr, rank 5Arrr, 16 sec
E
Basic trickShadow Slash

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 1Arrr, 5 secArrr, rank 2Arrr, 4.5 secArrr, rank 3Arrr, 4 secArrr, rank 4Arrr, 3.5 secArrr, rank 5Arrr, 3 sec
R
UltimateDeath Mark

First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Arrr, rank 1Arrr, 120 secArrr, rank 2Arrr, 110 secArrr, rank 3Arrr, 100 sec
Unfurl every levelHull and energy from level 1 to 18
RankHealth, arrEnergyTrick milestone
1654200 EnergyPick th' first aboard basic trick
2725200 EnergyStow another basic trick or rank
3800200 EnergyStow another basic trick or rank
4878200 EnergySpend one trick point
5960200 EnergySpend one trick point
61,045200 EnergyFirst aboard ultimate rank normally available
71,134200 EnergySpend one trick point
81,226200 EnergySpend one trick point
91,321200 EnergySpend one trick point
101,420200 EnergySpend one trick point
111,523200 EnergyArrr, second ultimate rank normally available
121,629200 EnergySpend one trick point
131,738200 EnergySpend one trick point
141,851200 EnergySpend one trick point
151,967200 EnergySpend one trick point
162,087200 EnergyArrr, final ultimate rank normally available
172,210200 EnergySpend one trick point
182,337200 EnergySpend one trick point
How th' numbers be calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics wit' League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Pick th' next aboard query

Turn th' profile into a pre-battle course

Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.

Unfurl Zed buildsArrr, prepare a matchupArrr, browse champions