Arrr, VRC.LOL

Game patch, matey 26.21Data Dragon 16.21.1

Arrr, reference patch 16.20.1

Zed Arrr, jungle · Normal Draft

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.

Arrr, reviewed secondaryArrr, standard Summoner's Rift preparation
Arrr, champion overview
Old chart, mateyRecommendations await inspection

These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.

Recommendations’ patch
16.16 Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, normal Draft · Jungle

Arrr, evidence-supported Zed Jungle

Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Arrr, reviewed secondary
S
Draft / Ranked opening · separate from gear 1

Scorchclaw Pup

450 doubloons

Provides Smite progression and th' attack-oriented Jungle companion.

1
First aboard gear

Voltaic Cyclosword

3,000 doubloons

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

2
Boots

Ionian Boots of Lucidity

900 doubloons

These be the most-supported Boots in the frozen prior-patch public role log; change them when enemy damage or crowd control calls for another defence.

3
Core

Axiom Arc

2,750 doubloons

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

4
Late

Serylda's Grudge

3,000 doubloons

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

5
Flexible

Edge of Night

3,000 doubloons

Keep this reviewed late cargo after the prior-patch cross-check; move or trade it only when its named match trouble is aboard.

6
Final safe harbour

Guardian Angel

3,200 doubloons

Completes th' six-gear inventory wit' a revive fer a late fight after th' damage core be established.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, too much healingChempunk Chainsword adds anti-heal without abandoning attack damage and hull.Spy full course

Arrr, best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

  1. First aboard gearVoltaic Cyclosword
  2. BootsIonian Boots of Lucidity
  3. Chempunk Chainsword
  4. LateSerylda's Grudge
  5. FlexibleEdge of Night
  6. Final safe harbourGuardian Angel
AlternativeArrr, physical burstDeath's Dance delays physical damage so takedowns can stabilise th' fight.Spy full course

Arrr, best when: Death's Dance delays physical damage so takedowns can stabilise th' fight.

  1. First aboard gearVoltaic Cyclosword
  2. BootsIonian Boots of Lucidity
  3. Death's Dance
  4. LateSerylda's Grudge
  5. FlexibleEdge of Night
  6. Final safe harbourGuardian Angel
AlternativeArrr, sustained magic damageKaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.Spy full course

Arrr, best when: Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

  1. First aboard gearVoltaic Cyclosword
  2. BootsIonian Boots of Lucidity
  3. CoreAxiom Arc
  4. Kaenic Rookern
  5. FlexibleEdge of Night
  6. Final safe harbourGuardian Angel

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, too much healingChempunk Chainsword adds anti-heal without abandoning attack damage and hull.Spy full course

Arrr, best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

  1. First aboard gearVoltaic Cyclosword
  2. BootsIonian Boots of Lucidity
  3. Chempunk Chainsword
  4. LateSerylda's Grudge
  5. FlexibleEdge of Night
  6. Final safe harbourGuardian Angel
AlternativeArrr, physical burstDeath's Dance delays physical damage so takedowns can stabilise th' fight.Spy full course

Arrr, best when: Death's Dance delays physical damage so takedowns can stabilise th' fight.

  1. First aboard gearVoltaic Cyclosword
  2. BootsIonian Boots of Lucidity
  3. Death's Dance
  4. LateSerylda's Grudge
  5. FlexibleEdge of Night
  6. Final safe harbourGuardian Angel
AlternativeArrr, sustained magic damageKaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.Spy full course

Arrr, best when: Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

  1. First aboard gearVoltaic Cyclosword
  2. BootsIonian Boots of Lucidity
  3. CoreAxiom Arc
  4. Kaenic Rookern
  5. FlexibleEdge of Night
  6. Final safe harbourGuardian Angel

Arrr, runes and summoner spells

Arrr, runes and summoner spellsZedJungle

Th' assassin chart focuses one reachable target after clearing. Smite stays available fer camps and prizes; th' second spell reflects th' champion's normal access pattern.

Normal Draft, matey
Arrr, primary tree

Domination

ElectrocuteSudden ImpactGrisly MementosRelentless Hunter
Arrr, secondary tree

Precision

TriumphCoup de Grace
Arrr, summoner spells
FlashSmite
Arrr, keep Smite

Smite be part o' Jungle companion progression and prize security. Th' movement or combat spell beside it be th' adjustable slot.

Change th' movement spell

Ghost can fit sustained access; Flash can fit one immediate reposition. Use th' champion's course and intended fights to choose.

Arrr, static alternatives

Compare th' problem afore changing th' course

These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, too much healing

Chempunk Chainsword

Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

Arrr, physical burst

Death's Dance

Death's Dance delays physical damage so takedowns can stabilise th' fight.

Arrr, sustained magic damage

Kaenic Rookern

Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

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 16.20.1Wait fer reload (s) / Cost / Charted reach (units) 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.

Q
Q trick

Razor Shuriken

Arrr, what it doesEnglishZed and his shadows throw their shurikens. Each shuriken deals damage to every enemy hit.

Wait fer reload (s)6Cost75/70/65/60/55Charted reach (units)900
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.

Wait fer reload (s)20/19/18/17/16Cost40/35/30/25/20Charted reach (units)650
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.

Wait fer reload (s)5/4.5/4/3.5/3Cost40Charted reach (units)290
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.

Wait fer reload (s)120/110/100Charted reach (units)625

Adapt th' course

What to do when th' battle changes

Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.

Even course

Keep th' clear th' deck moving and choose high-ship's intelligence plays

1
Pathing

Track opposing camps and course states instead o' forcing th' first aboard visible target.

2
Sea chart play

Trade sides o' th' sea chart when contesting would require weaker lanes to move first aboard.

3
Fights

Save fit fer th' captain's eye control fer th' foe who threatens yer carries or prize access.

Pings, movement and prizes

Zed Jungle sea chart course

Link each clear th' deck to th' next aboard informed decision. Pings should tell lanes where ye be pathing and whether th' crew be contesting or trading an prize.

Ahead

Arrr, turn tempo into controlled territory

Ping
Use On Me Way afore entering a course, Assist Me afore an prize and Peril when nigh th' ship lanes cannae move to an invade.
Course or gank
Gank when th' course has reach, damage and a seaworthy exit. Do nay wait beside a protected target while camps and th' next aboard prize disappear.
Prize
Establish vision wit' th' nearest taking th' victory course, keep Smite available and avoid chasing astern from th' prize after gaining control.
Even

Pick th' play wit' th' clearest ship's intelligence

Ping
Use On Me Way early enough fer th' course to prepare, Assist Me only when nigh th' ship lanes can move, and Retreat when th' contest has already become late.
Course or gank
Prefer a course wit' crowd control, damaged foes or a favourable wave. A visible foe be nay automatically a usable gank.
Prize
Inspect Mid and Bot priority afore Dragon, or Mid and Top afore Herald. Set a seaworthy entrance afore beginning th' prize.
Behind

Trade th' sea chart instead o' forcing recovery

Ping
Ping Retreat from lost contests, Peril on likely invades and On Me Way when covering a vulnerable course or remaining camp.
Course or gank
Counter-gank or lend a hand only when crewmates can survive until arrival. Repeated low-chance ganks deepen th' camp and level deficit.
Prize
If entry be unsafe, trade fer camps, a wave, vision or th' opposite prize. Keep Smite and crowd control fer a contest th' crew can actually reach.
Prize setup

Arrr, four calls, in order

Pings create a shared course; they do nay replace checking waves, vision and who can move.

  1. 1
    Afore th' course

    Decide which camps lead toward th' prize and ping th' nigh th' ship lanes afore they spend th' wave or recall timing.

  2. 2
    Inspect priority

    Confirm which nigh th' ship lanes can move first aboard. Do nay convert an isolated prize marker into a forced fight.

  3. 3
    Arrr, control entry

    Move wit' a teammate, sweep one entrance and keep Smite available afore committing damage to th' prize.

  4. 4
    Arrr, finish or turn

    Call whether th' crew be finishing, fighting or leaving. Mixed decisions be more booty perilous than either clear th' deck choice.

Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.

Use th' chart

Put Zed into a real matchup

Compare a specific foe, return to th' champion overview, or choose another champion without losing th' queue distinction.

Arrr, prepare a matchupArrr, champion overviewArrr, browse champions