Arrr, VRC.LOL

Jungle · Normal DraftMatchup chartPatch 16.20.1

Zed vs Vex

Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.

ZedVSVex

Matchup chart

Pick th' matchup

Scan th' horizon every champion, choose th' assigned role, then open th' exact queue chart.

VS
Role
Picked courseJungle

Pick two champions from th' list.

Arrr, role fit

JungleZed

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 secondary
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, matchup notes

What changes when Vex is opposite you?

Pre-battle kit comparison
Arrr, kit comparison

Respect th' foe's reliable threat

Track th' cooldown and range o' th' trick that starts their safest trade. Do nay treat this chart as a statistical counter claim.

Yer course

Use th' course ye prepared

Treat Vex as one part o' th' sea chart state. Their Jungler, nigh th' ship waves and which teammates can move determine whether th' same trade or rotation be seaworthy.

Trick reminders

Zed reminders

  • 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.

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.

Trick reference

Arrr, compare both kits

Trick reference Data Dragon 16.20.1

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

Zed

  1. P
    Contempt for the WeakEnglish

    Zed'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.

  2. Q
    Razor ShurikenEnglish

    Zed and his shadows throw their shurikens. Each shuriken deals damage to every enemy hit.

    Wait fer reload (s) 6 · Cost 75/70/65/60/55 · Charted reach (units) 900
  3. W
    Living ShadowEnglish

    Passive: 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) 20/19/18/17/16 · Cost 40/35/30/25/20 · Charted reach (units) 650
  4. E
    Shadow SlashEnglish

    Zed and his Shadows slash, dealing damage to nearby enemies. Enemies hit by a Shadow's slash are slowed.

    Wait fer reload (s) 5/4.5/4/3.5/3 · Cost 40 · Charted reach (units) 290
  5. R
    Death MarkEnglish

    Zed 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) 120/110/100 · Charted reach (units) 625

Vex

  1. P
    Doom 'n GloomEnglish

    Vex periodically becomes empowered, causing her next basic Ability to fear enemies and interrupt dashes. Whenever a nearby enemy dashes, Vex applies a mark that can be consumed for bonus damage that also reduces the cooldown of her empowered state.

  2. Q
    Mistral BoltEnglish

    Launch a damaging missile that accelerates mid-flight.

    Wait fer reload (s) 8/7/6/5/4 · Cost 45/50/55/60/65 · Charted reach (units) 1200
  3. W
    Personal SpaceEnglish

    Gain a shield and damage nearby enemies.

    Wait fer reload (s) 16/15/14/13/12 · Cost 75 · Charted reach (units) 475
  4. E
    Looming DarknessEnglish

    Summon a damaging and slowing zone that applies Gloom to enemies.

    Wait fer reload (s) 12 · Cost 70/80/90/100/110 · Charted reach (units) 800
  5. R
    Shadow SurgeEnglish

    Fire a missile that marks an enemy champion. Recast to dash to them and deal damage.

    Wait fer reload (s) 140/120/100 · Cost 100 · Charted reach (units) 2000/2500/3000

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.

Arrr, keep preparing

Use th' champion chart or choose another foe

Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.

Unfurl full loadoutArrr, compare counter options