Inspect rerolls and th' shared bench, then leave wit' an opening that fits this champion and th' crew 'round it.
ARAM · Howling AbyssMatchup chartPatch 16.20.1
Zed vs Vex
Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.
Arrr, ARAM context
One shared course, one champion-specific course
Th' chart uses ARAM starting, shopping and teamfight rules. Its internal loadout source be nay shown as a Rift assignment.
Review patch be unknownRecommendations 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
- — Data Dragon
- Build check’s patch
- 16.19.1 Data Dragon
- Item lookup’s patch
- 16.20.1 Data Dragon
Arrr, howling Abyss rules
Prepare fer one shared course
ARAM removes th' normal Rift role sea chart. Loadout 'round th' champion, th' five-sailor crew and th' next aboard fight instead.

Ye cannae Recall to buy. Course components afore leaving th' shop and use each death timer deliberately.
A relic heals nigh th' ship crewmates after a short delay. Signal it and avoid taking th' trigger when a lower-hull teammate needs th' area.
Minions create structure pressure and safer space. Clearing first aboard can be more booty useful than forcing another low-hull engage.
Arrr, ARAM · Howling Abyss
Arrr, ARAM assassin reference
Compare th' opening wit' Riot's ARAM Captain-recommended shop afore leaving base. After that, purchases happen only while dead; th' six usable inventory slots do nay increase.

Guardian's Blade
950 doubloonsAn ARAM attack-damage starter to compare wit' th' present Captain-recommended shop.

Ionian Boots of Lucidity
900 doubloonsAdds haste and movement fer repeated trick windows.

Youmuu's Ghostblade
2,800 doubloonsAdds movement and lethality fer physical-damage picks.

Edge of Night
3,000 doubloonsAdds hull and a spell shield afore a perilous engage.

Serylda's Grudge
3,000 doubloonsAdds armour penetration agin' defended targets.

Death's Dance
3,300 doubloonsAdds physical-damage durability after th' damage core be established.

Axiom Arc
2,750 doubloonsCompletes th' permanent inventory wit' lethality and more booty frequent ultimate windows.
Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.
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.
Arrr, haste BootsIonian Boots of Lucidity
Arrr, pick powerYoumuu's Ghostblade
Chempunk Chainsword
Arrr, against armourSerylda's Grudge
Final safe harbourDeath's Dance
Arrr, final optionAxiom Arc
Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.
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.
Arrr, haste BootsIonian Boots of Lucidity
Arrr, pick powerYoumuu's Ghostblade
Arrr, spell protectionEdge of Night
Kaenic Rookern
Final safe harbourDeath's Dance
Arrr, final optionAxiom Arc
Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.
Arrr, runes and summoner spells
Arrr, runes and summoner spellsZedHowling Abyss
Dark Harvest supports repeated low-hull finish windows in ARAM. Mark supplies optional access without replacing th' sailor's normal movement decisions.
Domination
Precision
Mark and Clarity be mode-specific choices. Do nay copy to parchment this pair onto a Summoner's Rift chart.
Pick th' second spell 'round access, survival and crew resources rather than treating every ARAM champion as a diver.
Arrr, matchup notes
What changes when Vex is opposite you?
Arrr, compare reliable reach and repeatable value
Track which champion can apply damage, control or protection without crossing th' foe crew's seaworthy space. ARAM does nay turn this kit comparison into a course-counter claim.
Crew context first aboardRerolls, allied range, engage and protection can matter more booty than either champion in isolation.
Use th' course ye prepared
Use th' champion-specific ARAM loadout as a starting reference, then inspect th' present Captain-recommended shop, yer five-sailor composition and th' next aboard available death shop.
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.

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

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
- PContempt 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.
- QRazor 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 - WLiving 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 - EShadow 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 - RDeath 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
- PDoom '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.
- QMistral 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 - WPersonal SpaceEnglish
Gain a shield and damage nearby enemies.
Wait fer reload (s) 16/15/14/13/12 · Cost 75 · Charted reach (units) 475 - ELooming 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 - RShadow 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.
Protect th' lead while th' course stays shared
Clear th' deck together and keep enough hull to use th' next aboard structure window.
Use brushes and th' available healing safely; there be no side lanes to abandon.
Keep useful crewmates in reach and avoid giving astern shutdowns through an isolated chase.
Trade 'round hull, range and th' next aboard wave
Let th' crew clear th' deck without spending every fit fer th' captain's eye cooldown at once.
Track th' shared course, brush control and available relics rather than looking fer a Rift rotation.
Use th' champion's reliable range, protection or control afore forcing a low-percentage engage.
Arrr, use structure space and coordinated clears
Clear th' deck from safe harbour and avoid dying afore th' next aboard minion wave reaches th' structure.
Wait fer teammates to respawn instead o' walking into th' shared course alone.
Punish overextension and preserve th' cooldown that can stop th' first aboard foe commitment.
Shared-course course
Zed on Howling Abyss
Read hull, range, wave position and respawn timing together. ARAM has no side-course rotation, neutral-prize setup or normal ward-control loop.
Clear th' deck or escort th' wave, inspect which crewmates be alive and preserve enough hull to use th' champion's reliable range, protection or engage.
Use th' nearest seaworthy target and th' crew's reachable follow-up. Do nay cross th' whole foe formation fer a single low-hull champion.
Push wit' surviving minions, take th' seaworthy structure damage available and reset th' course only through a real death rather than donating one alone.
Arrr, keep preparing
Stay wit' Howling Abyss ship's intelligence
Unfurl th' shipshape ARAM loadout or compare another champion. Rift role counters be intentionally kept out o' this chart.