Max priority: R > Q > E > W.
N/A
elementy / Procent zwycięstw / Popularność
N/A
26.9N/A
- Cena łączna
- 2,950
- Cena
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Cena łączna
- 900
- Cena
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Cena łączna
- 2,750
- Cena
- 363
+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.
- Cena łączna
- 2,950
- Cena
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Cena łączna
- 2,750
- Cena
- 363
+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.
- Cena łączna
- 900
- Cena
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Cena łączna
- 2,950
- Cena
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Cena łączna
- 900
- Cena
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Cena łączna
- 3,000
- Cena
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
N/Aelementy
- Cena łączna
- 2,750
- Cena
- 363
+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.
48.38%- Cena łączna
- 900
- Cena
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
47.65%- Cena łączna
- 2,950
- Cena
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
49.10%- Cena łączna
- 3,000
- Cena
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
46.36%- Cena łączna
- 2,900
- Cena
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
47.55%- Cena łączna
- 3,000
- Cena
- 500
+45 Attack Damage +35% Armor Penetration +15 Ability Haste Bitter Cold Damaging Abilities Slow enemies below +50% Health by 30% for 1 second.
48.53%- Cena łączna
- 3,000
- Cena
- 850
+50 Attack Damage 15 Lethality +250 Health Annul Grants a Spell Shield that blocks the next enemy Ability.
49.40%- Cena łączna
- 3,000
- Cena
- 963
+55 Attack Damage 10 Lethality +10 Ability Haste Galvanize Damaging an Enemy Champions with an ability triggers Energized if it is ready. Firmament Your Energized Attack deals % target's Current Health as bonus physical damage and grants you bonus Lethality for 4 seconds.
50.11%- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
48.20%- Cena łączna
- 2,500
- Cena
- 625
+55 Attack Damage 15 Lethality Shield Reaver Damaging an enemy champion reduces Shields they gain by % for 3 seconds. If they were not already affected by Shield Reaver, reduce Shields on them by %.
46.92%- Cena łączna
- 3,100
- Cena
- 750
+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.
50.70%- Cena łączna
- 2,850
- Cena
- 313
+55 Attack Damage 18 Lethality +10 Ability Haste Cleave Attacks deal physical damage to nearby enemies. Heretical Cleave Deal physical damage around you.
49.55%N/A
- Cena łączna
- 350
- Cena
- 350
+10 Attack Damage
47.23%- Cena łączna
- 1,000
- Cena
- 300
+20 Attack Damage 10 Lethality
47.23%- Cena łączna
- 350
- Cena
- 350
+10 Attack Damage
48.58%- Cena łączna
- 1,050
- Cena
- 100
+20 Attack Damage +10 Ability Haste
48.58%- Cena łączna
- 1,337
- Cena
- 212
+25 Attack Damage +10 Ability Haste 5 Lethality
46.57%N/A
- Cena łączna
- 2,950
- Cena
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Cena łączna
- 900
- Cena
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Cena łączna
- 3,000
- Cena
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Cena łączna
- 3,000
- Cena
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Cena łączna
- 900
- Cena
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Cena łączna
- 2,950
- Cena
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Cena łączna
- 2,950
- Cena
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Cena łączna
- 3,000
- Cena
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Cena łączna
- 900
- Cena
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
N/Aelementy
- Cena łączna
- 3,000
- Cena
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
41.09%- Cena łączna
- 2,950
- Cena
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
41.30%- Cena łączna
- 900
- Cena
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
38.92%- Cena łączna
- 2,750
- Cena
- 363
+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.
42.12%- Cena łączna
- 2,900
- Cena
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
41.86%- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
45.80%- Cena łączna
- 3,000
- Cena
- 500
+45 Attack Damage +35% Armor Penetration +15 Ability Haste Bitter Cold Damaging Abilities Slow enemies below +50% Health by 30% for 1 second.
35.95%- Cena łączna
- 3,300
- Cena
- 550
+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.
47.84%- Cena łączna
- 3,000
- Cena
- 150
+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.
42.29%- Cena łączna
- 3,000
- Cena
- 850
+50 Attack Damage 15 Lethality +250 Health Annul Grants a Spell Shield that blocks the next enemy Ability.
38.18%- Cena łączna
- 3,500
- Cena
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
37.50%- Cena łączna
- 3,000
- Cena
- 963
+55 Attack Damage 10 Lethality +10 Ability Haste Galvanize Damaging an Enemy Champions with an ability triggers Energized if it is ready. Firmament Your Energized Attack deals % target's Current Health as bonus physical damage and grants you bonus Lethality for 4 seconds.
43.38%N/A
- Cena łączna
- 350
- Cena
- 350
+10 Attack Damage
39.72%- Cena łączna
- 1,000
- Cena
- 300
+20 Attack Damage 10 Lethality
39.72%- Cena łączna
- 350
- Cena
- 350
+10 Attack Damage
46.75%- Cena łączna
- 1,050
- Cena
- 100
+20 Attack Damage +10 Ability Haste
46.75%- Cena łączna
- 1,000
- Cena
- 300
+20 Attack Damage 10 Lethality
43.20%N/A
- Cena łączna
- 2,900
- Cena
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Cena łączna
- 900
- Cena
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Cena łączna
- 3,000
- Cena
- 225
+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.
- Cena łączna
- 2,900
- Cena
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Cena łączna
- 3,000
- Cena
- 225
+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.
- Cena łączna
- 2,950
- Cena
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
- Cena łączna
- 900
- Cena
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Cena łączna
- 2,900
- Cena
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
N/Aelementy
- Cena łączna
- 2,950
- Cena
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
48.11%- Cena łączna
- 2,900
- Cena
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
48.03%- Cena łączna
- 3,000
- Cena
- 225
+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.
48.04%- Cena łączna
- 900
- Cena
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
44.99%- Cena łączna
- 3,100
- Cena
- 750
+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.
48.87%- Cena łączna
- 2,750
- Cena
- 363
+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.
49.87%- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
52.26%- Cena łączna
- 3,100
- Cena
- 675
+45 Attack Damage +450 Health Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
49.24%- Cena łączna
- 3,000
- Cena
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
49.75%- Cena łączna
- 3,300
- Cena
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
57.65%- Cena łączna
- 2,500
- Cena
- 625
+55 Attack Damage 15 Lethality Shield Reaver Damaging an enemy champion reduces Shields they gain by % for 3 seconds. If they were not already affected by Shield Reaver, reduce Shields on them by %.
42.75%- Cena łączna
- 3,000
- Cena
- 850
+50 Attack Damage 15 Lethality +250 Health Annul Grants a Spell Shield that blocks the next enemy Ability.
54.55%N/A
- Cena łączna
- 350
- Cena
- 350
+10 Attack Damage
49.34%- Cena łączna
- 1,000
- Cena
- 300
+20 Attack Damage 10 Lethality
49.34%- Cena łączna
- 350
- Cena
- 350
+10 Attack Damage
46.29%- Cena łączna
- 1,050
- Cena
- 100
+20 Attack Damage +10 Ability Haste
46.29%- Cena łączna
- 1,000
- Cena
- 300
+20 Attack Damage 10 Lethality
50.93%Ulepszenia
Ulepszenia / Procent zwycięstw
| Nazwa | Rzadkość | Tier | Pick rate | Gry | |
|---|---|---|---|---|---|
Wybierz Transmute: Prismatic, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 56.40% | 7.98% | 1,805 |
Wybierz Clown College, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 55.90% | 9.36% | 2,118 |
Wybierz Final Form, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 54.99% | 6.81% | 1,542 |
Wybierz Giant Slayer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 54.59% | 6.84% | 1,548 |
Wybierz Shrink Engine, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 54.27% | 7.35% | 1,664 |
Wybierz EscAPADe, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 54.24% | 5.68% | 1,285 |
Wybierz Vampirism, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 53.51% | 13.36% | 3,024 |
Wybierz Upgrade Hubris, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 53.42% | 23.58% | 5,337 |
Wybierz Wind Beneath Blade, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 53.19% | 6.24% | 1,412 |
Wybierz Goredrink, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 53.09% | 7.87% | 1,780 |
Wybierz Jeweled Gauntlet, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 52.00% | 11.18% | 2,531 |
Wybierz Thread the Needle, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 51.47% | 13.69% | 3,099 |
Wybierz Shadow Runner, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 50.88% | 5.52% | 1,248 |
Wybierz Nightstalking, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 50.60% | 13.54% | 3,065 |
Wybierz Infernal Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 50.58% | 7.23% | 1,637 |
Wybierz The Brutalizer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 50.49% | 10.34% | 2,339 |
Wybierz Dashing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 50.41% | 7.04% | 1,593 |
Wybierz Upgrade Collector, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 50.20% | 12.99% | 2,940 |
Wybierz It's Killing Time, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 49.96% | 16.43% | 3,717 |
Wybierz Executioner, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 49.61% | 23.33% | 5,279 |
Wybierz Weighted Popoffs, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 48.81% | 5.57% | 1,260 |
Wybierz Spiritual Purification, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 46.82% | 5.28% | 1,194 |
Wybierz Red Envelopes, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 59.97% | 3.30% | 747 |
Wybierz Stats on Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 58.91% | 3.97% | 898 |
Wybierz From Beginning to End, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 58.90% | 3.20% | 725 |
Wybierz Dive Bomber, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 58.35% | 2.83% | 641 |
Wybierz Nightstalking, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 57.72% | 3.18% | 719 |
Wybierz Transmute: Gold, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 57.36% | 4.38% | 992 |
Wybierz Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 56.55% | 2.33% | 527 |
Wybierz Transmute: Chaos, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 55.81% | 2.66% | 602 |
Wybierz Biggest Snowball Ever, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 55.61% | 1.89% | 428 |
Wybierz King Me, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 55.52% | 2.84% | 643 |
Wybierz Pandora's Box, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 55.45% | 1.94% | 440 |
Wybierz Infinite Recursion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 54.60% | 2.11% | 478 |
Wybierz Goliath, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 54.48% | 2.61% | 591 |
Wybierz Snowball Roulette, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 53.88% | 2.28% | 516 |
Wybierz Earthwake, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 53.77% | 2.34% | 530 |
Wybierz Swift and Safe, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 53.73% | 2.90% | 657 |
Wybierz Poro Blaster, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 53.29% | 2.15% | 486 |
Wybierz Pinball, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 53.10% | 2.28% | 516 |
Wybierz Outlaw's Grit, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 52.47% | 1.97% | 446 |
Wybierz Buff Buddies, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 52.35% | 1.88% | 426 |
Wybierz Rabble Rousing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 52.01% | 2.42% | 548 |
Wybierz Snowball Upgrade, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 51.99% | 2.45% | 554 |
Wybierz Cheating, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 51.75% | 2.02% | 458 |
Wybierz Self Destruct, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 51.52% | 1.90% | 429 |
Wybierz Blunt Force, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 51.04% | 4.03% | 913 |
Wybierz Kill Secured, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 50.98% | 1.80% | 408 |
Wybierz Donation, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 50.98% | 3.40% | 769 |
Wybierz Recursion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 50.66% | 3.71% | 839 |
Wybierz Blade Waltz, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 50.51% | 3.46% | 782 |
Wybierz Bread And Jam, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 49.42% | 3.05% | 690 |
Wybierz Soul Siphon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 49.21% | 2.52% | 571 |
Wybierz Upgrade Infinity Edge, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 49.18% | 2.43% | 551 |
Wybierz Ultimate Unstoppable, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 48.97% | 2.78% | 629 |
Wybierz It's Critical, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 48.82% | 2.44% | 553 |
Wybierz Get Excited, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 48.04% | 2.59% | 587 |
Wybierz Spin To Win, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 48.04% | 2.47% | 560 |
Wybierz Ultimate Awakening, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 47.72% | 2.43% | 549 |
Wybierz Speed Demon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 47.09% | 2.21% | 499 |
Wybierz Mad Scientist, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 46.85% | 2.31% | 523 |
Wybierz Ultimate Revolution, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 46.36% | 2.13% | 481 |
Wybierz Bread And Butter, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 45.87% | 2.68% | 606 |
Wybierz Vulnerability, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 44.40% | 2.25% | 509 |
Wybierz Stats on Stats on Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 54.76% | 1.48% | 336 |
Wybierz Quest: Urf's Champion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 53.40% | 0.91% | 206 |
Wybierz Can't Touch This, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 52.85% | 1.47% | 333 |
Wybierz Flashy, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 51.83% | 0.84% | 191 |
Wybierz Mystic Punch, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 51.17% | 1.70% | 385 |
Wybierz Goldrend, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 51.15% | 0.77% | 174 |
Wybierz Slow and Steady, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 50.86% | 1.29% | 291 |
Wybierz Quantum Computing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 50.56% | 0.79% | 178 |
Wybierz Holy Snowball, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 50.38% | 1.15% | 260 |
Wybierz Escape Plan, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 50.18% | 1.24% | 281 |
Wybierz Veil of Warding, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 49.74% | 0.84% | 191 |
Wybierz Magic Missile, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 49.59% | 1.09% | 246 |
Wybierz Ethereal Weapon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 48.94% | 1.45% | 329 |
Wybierz Double Tap, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 48.66% | 1.15% | 261 |
Wybierz Leg Day, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 48.60% | 0.79% | 179 |
Wybierz Tank It Or Leave It, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 48.47% | 1.30% | 295 |
Wybierz Bread And Cheese, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 48.45% | 1.29% | 291 |
Wybierz Tap Dancer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 47.98% | 0.76% | 173 |
Wybierz Glass Cannon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 47.81% | 1.21% | 274 |
Wybierz Hextech Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 46.70% | 0.87% | 197 |
Wybierz Demon's Dance, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 46.07% | 1.24% | 280 |
Wybierz Symphony of War, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 45.51% | 1.43% | 323 |
Wybierz Crit Ncast, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 44.94% | 0.79% | 178 |
Wybierz Dropkick, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 44.84% | 1.37% | 310 |
Wybierz Apex Inventor, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 42.86% | 1.39% | 315 |
Wybierz Divine Intervention, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 42.05% | 0.86% | 195 |
Wybierz With Haste, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 41.23% | 0.93% | 211 |
Wybierz Don't Blink, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 63.53% | 0.38% | 85 |
Wybierz Mad Scientist, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 62.00% | 0.44% | 100 |
Wybierz Poro King, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 58.40% | 0.55% | 125 |
Wybierz Little Devil, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 55.95% | 0.37% | 84 |
Wybierz Omni Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 55.63% | 0.63% | 142 |
Wybierz Restless Restoration, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 54.55% | 0.53% | 121 |
Wybierz Critical Healing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 54.19% | 0.68% | 155 |
Wybierz Erosion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 52.25% | 0.49% | 111 |
Wybierz Prom Queen, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 51.33% | 0.66% | 150 |
Wybierz Tank Engine, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 51.23% | 0.72% | 162 |
Wybierz Feel the Burn, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 50.67% | 0.33% | 75 |
Wybierz OK Boomerang, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 50.43% | 0.52% | 117 |
Wybierz Scopier Weapons, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 50.00% | 0.50% | 114 |
Wybierz Growth Spurt, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 50.00% | 0.44% | 100 |
Wybierz Shrink Ray, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 50.00% | 0.37% | 84 |
Wybierz Droppybara, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 50.00% | 0.27% | 60 |
Wybierz Heavy Hitter, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 49.32% | 0.32% | 73 |
Wybierz Purist - Caster, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 49.30% | 0.31% | 71 |
Wybierz Frost Wraith, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 47.56% | 0.36% | 82 |
Wybierz Stuck in Here With Me, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 47.30% | 0.33% | 74 |
Wybierz Infernal Conduit, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 46.59% | 0.39% | 88 |
Wybierz Twin Fire, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 46.32% | 0.42% | 95 |
Wybierz Homeguard, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 45.57% | 0.70% | 158 |
Wybierz Dawnbringer's Resolve, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 45.12% | 0.36% | 82 |
Wybierz Repulsor, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 44.07% | 0.26% | 59 |
Wybierz Typhoon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 44.05% | 0.37% | 84 |
Wybierz Perseverance, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 43.82% | 0.39% | 89 |
Wybierz Watch Out Grapefruit, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 42.86% | 0.74% | 168 |
Wybierz Quest: Steel Your Heart, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 42.42% | 0.44% | 99 |
Wybierz Deft, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 40.98% | 0.27% | 61 |
Wybierz Fan the Hammer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 36.76% | 0.30% | 68 |
Wybierz Fey Magic, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 36.51% | 0.28% | 63 |
Wybierz Firebrand, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 34.57% | 0.36% | 81 |
Wybierz Missing Ping Augment, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T5 | 47.27% | 0.24% | 55 |
Zed Skill Combos
Extracted from the skill order guide
Take Q first, add E early for close-range trades and wave contact, then take W so your poke pattern actually has a shadow angle.
Zed Counters
Counters and threats extracted from the matchup guide
Counters
5Zed counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Zed is countered by these champions in ARAM: Mayhem.
Read counter detailsZed Team Comp Highlights
Partner patterns extracted from the team comp guide
Hard engage tanks: Malphite, Amumu, Leona, Nautilus
These champions start fights in a way Zed loves: the enemy backline has to react before Zed shows his full hand. When a tank locks down multiple targets or forces a carry to stand still, Zed gets a safer window to place shadows, land his burst, and choose whether to finish or snap back.
Reset and cleanup divers: Pyke, Viego, Kha'Zix, Katarina
Zed is excellent at putting one enemy into lethal range. Reset champions turn that single pick into a full fight win. They also punish enemies who clump to protect the marked target, because the first death creates chaos and opens the next one.
Long-range poke and siege: Jayce, Varus, Xerath, Lux, Ziggs
Poke champions lower the health bar before Zed has to risk his body. That changes his job from “one-shot through every defensive layer” to “finish the target after they have already been softened.” They also force enemies to dodge in predictable lines, which gives Zed better shadow angles.
Protective enchanters and anti-dive supports: Lulu, Karma, Janna, Milio
Zed does not need a babysitter to start damage, but he benefits a lot from protection after the commit. Shields, speed, disengage, and anti-burst tools let him survive the punish window when he appears near his target or returns to a shadow with enemies waiting.
Zone control mages: Orianna, Viktor, Anivia, Azir, Veigar
Zone mages make the enemy choose between bad positions. If they spread out, Zed finds an isolated carry. If they clump, the mage controls the choke and punishes the group. This gives Zed cleaner target selection and reduces the chance that five players instantly collapse on him.
Synergy mechanism: These champions start fights in a way Zed loves: the enemy backline has to react before Zed shows his full hand. When a tank locks down multiple targets or forces a carry to stand still, Zed gets a safer window to place shadows, land his burst, and choose whether to finish or snap back. Combo: Let the tank walk up first and threaten the engage. Once the enemy carry uses movement, cleanse-style tools, or a major peel spell, Zed follows with his mark and shadow damage. If the tank hits more than one target, Zed should usually pick the squishiest target that cannot be protected immediately, not the closest target. Best scenario: This is strongest when your team can fight front-to-back for a few seconds before Zed commits. The tank absorbs the first wave of spells, the enemy support panics, and Zed enters after the key answer is already spent. In narrow ARAM fights, one good engage can also trap the enemy team near Zed’s shadow angles. Enemy answer: The enemy will try to hold peel for Zed instead of using it on the tank. Good supports will wait for his re-entry, shield the marked target, or turn on Zed when he appears. Failure risk and recovery: If Zed dives at the same time as a missed engage, he becomes the only real target and dies before his damage matters. Recover by playing one fight slower: throw safe poke, let the tank bait cooldowns again, and only commit when the enemy backline has already moved or split. 2. Reset and cleanup divers: Pyke, Viego, Kha'Zix, Katarina Synergy mechanism: Zed is excellent at putting one enemy into lethal range. Reset champions turn that single pick into a full fight win. They also punish enemies who clump to protect the marked target, because the first death creates chaos and opens the next one. Combo: Zed should usually mark the priority carry or the lowest-mobility damage dealer. The reset teammate hovers just outside the first burst window, then enters when the target is forced low or when the support uses their save. If the target survives with a defensive tool, the reset champion can swap to the exposed support or secondary carry while Zed exits. Best scenario: This pairing shines when the enemy has one clear carry and several fragile champions around them. Zed forces that carry to retreat, Pyke or Viego threatens the execute or possession angle, and the enemy team loses formation. Even if Zed does not get the kill, the reset champion often gets the first body. Enemy answer: The enemy should group tightly behind peel, deny low-health chase angles, and avoid giving staggered deaths. They can also bait Zed’s mark on a target with stasis, shield stacking, or heavy damage reduction, then punish both divers for overcommitting. Failure risk and recovery: Double assassin teams can run out of damage if the first target lives. If that happens, stop diving the protected carry every fight. Use Zed’s poke and shadows to chunk side targets, then let the reset champion start on whoever is actually killable. 3. Long-range poke and siege: Jayce, Varus, Xerath, Lux, Ziggs Synergy mechanism: Poke champions lower the health bar before Zed has to risk his body. That changes his job from “one-shot through every defensive layer” to “finish the target after they have already been softened.” They also force enemies to dodge in predictable lines, which gives Zed better shadow angles. Combo: Hold Zed’s full commit until a poke spell lands or forces a defensive response. If Varus or Lux roots a target, Zed can immediately layer burst before the enemy support has clean spacing. If Jayce, Xerath, or Ziggs chunks a carry, Zed should threaten from the side so the target cannot simply walk backward in a straight line. Best scenario: This is best when your team controls the middle of the lane and the enemy has to walk through skillshots to reach you. Zed can sit just outside hard engage range, throw shadow poke, and punish anyone who steps forward while low. The poke team also helps him avoid bad all-ins into full-health bruisers. Enemy answer: The enemy will look for one decisive engage before poke stacks up. They may also hide behind minions, use sustain, or send a tank forward to eat skillshots while saving crowd control for Zed. Failure risk and recovery: If the poke misses, Zed may feel forced to create the fight alone. That is usually a trap. Reset the wave, keep shadow poke short, and wait for the next landed spell. Zed is much better as the second hit after poke than as the only engage tool on a pure siege team. 4. Protective enchanters and anti-dive supports: Lulu, Karma, Janna, Milio Synergy mechanism: Zed does not need a babysitter to start damage, but he benefits a lot from protection after the commit. Shields, speed, disengage, and anti-burst tools let him survive the punish window when he appears near his target or returns to a shadow with enemies waiting. Combo: The support should not spend every shield before Zed enters. Save one key defensive spell for the moment he takes return damage or gets tagged by crowd control. Zed can then mark, burst, and either continue if the target is isolated or snap back while the support blocks the counter-engage. Best scenario: This is strongest against enemy teams with assassins, bruisers, or instant retaliation. Zed can play aggressively into the backline knowing his own backline will not collapse the moment he leaves. Enchanter speed also helps him reposition for shadow poke before the main fight starts. Enemy answer: Smart enemies will ignore the shielded Zed and hit the enchanter, or they will wait until the support spell is used on someone else before forcing the fight. They can also chain crowd control so Zed cannot use his exit cleanly. Failure risk and recovery: If the support follows Zed too far forward, both can die together. The recovery is simple: Zed dives alone, the enchanter stays with the carries, and protection is used only when Zed returns into friendly space or when the enemy counter-dives. 5. Zone control mages: Orianna, Viktor, Anivia, Azir, Veigar Synergy mechanism: Zone mages make the enemy choose between bad positions. If they spread out, Zed finds an isolated carry. If they clump, the mage controls the choke and punishes the group. This gives Zed cleaner target selection and reduces the chance that five players instantly collapse on him. Combo: Let the mage place their zone first around the wave, turret area, or choke. Zed then shadows from an angle that cuts off the carry’s escape route rather than diving straight through the front line. If the enemy steps around the zone, Zed punishes the side path. If they stand inside it, the mage deals the heavy area damage while Zed finishes the priority target. Best scenario: This setup is excellent when the enemy has immobile carries who need teammates nearby to feel safe. Veigar-style cages, Anivia walls, Viktor zones, Azir soldiers, or Orianna ball pressure can split the fight long enough for Zed to isolate one target. Enemy answer: The enemy should force before the zone is established or wait until Zed’s shadow threat is down. Mobile champions can also dodge the mage zone and bait Zed into chasing too deep. Failure risk and recovery: If Zed dives before the zone lands, he removes the whole point of the pairing. Recover by playing around space instead of kills: threaten flank angles, let the mage control the lane, and only commit when the enemy carry has already been pushed away from their peel.
What Zed needs most from a team: one reliable way to start or stop a fight, enough ranged damage to make enemies enter fights below full health, and at least one ally who can punish the enemy for overcommitting onto him. He struggles most when every teammate is also waiting for someone else to go first, or when the team has no sustained damage after his first burst. Give him setup, give him a second threat, and he becomes much harder to peel cleanly.
Zed ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role and Fight Job | Zed is mostly a finisher and side-angle threat who waits for low-health targets or missed enemy peel before committing to a fight. | Zed becomes a tempo assassin who pressures enemy formation repeatedly, forcing backline attention rather than only deleting one carry. | Stop waiting for perfect one-shots; create pressure and force defensive reactions throughout the fight. |
| Shadow Discipline | Zed gets value by placing W forward for poke through minions, then backing off without needing to commit further. | Treat shadow as a fight resource first and poke tool second, saving W for spacing or dodge angles when enemy engage is ready. | Never waste W on low-value poke during posturing; you need it for real kill windows. |
| Tempo and Pacing | Zed spends long stretches farming energy-neutral poke, clearing waves, and waiting for enemies to misstep before engaging. | Fights restart quickly and compress quiet windows, so Zed must arrive with shadow available and targets already pressured. | Enter after major peel is used, not just when enemies are almost dead. |
| Augment Influence | Success mostly depends on whether Zed has enough damage and whether enemies have enough crowd control to stop him. | Augments determine whether Zed becomes a burst diver, repeat skirmisher, or cleanup threat, changing build and playstyle significantly. | Let augments decide your role; adapt items and runes to support what they enable. |
| Snowball Usage | Snowball gives an extra engage angle, but many Zed players prefer W and R to avoid getting dragged into instant death. | Snowball becomes more valuable for joining fast fights from unexpected angles or following targets after they escape. | Use Snowball as a bridge with an exit plan, not a suicide button into ready enemies. |
| Target Selection | Zed typically ults the lowest-health target to secure a clean kill and escape before counter-engage arrives. | Targets can have augments, shields, or teammates ready to punish, so kill the target that wins the fight instead. | Prioritize fight-winning targets, not just low-health ones; respect enemy defensive tools. |
Champion Analysis
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In Hextech Mayhem (ARAM) mode, Zed the Master of Shadows functions as a melee assassin with extraordinary burst damage and exceptional mobility. His role centers on eliminating high-priority targets through precise shadow manipulation before escaping to safety. Zed's passive, Contempt for the Weak, deals bonus magic damage to low-health targets, giving him excellent cleanup potential when enemies are already weakened. This makes him particularly effective at finishing off targets that have been softened by teammate poke or burst. Zed's Q, Razor Shuriken, serves as his primary damage tool, throwing shuriken that deal physical damage for poke and supplementary damage during all-ins. His W, Living Shadow, is his most critical ability, creating a shadow clone at a target location that mimics all of Zed's abilities. Strategic shadow placement maximizes both damage output and mobility options, allowing Zed to extend his threat range significantly beyond what a typical melee assassin could achieve. His E, Shadow Slash, deals AoE physical damage around Zed for supplementary damage and wave clear potential. Zed's ultimate, Death Mark, defines his assassination pattern. He becomes untargetable and teleports behind a target while creating a shadow clone. After a delay, all ability damage dealt by Zed and his shadows during this window is duplicated as bonus damage. In Hextech Mayhem, Zed uses his ultimate to reach enemy carries, combo with Q and E for devastating burst, then return to safety using his shadow swap mechanic. This pattern allows him to dive into the enemy backline, secure kills, and escape without committing to extended fights where his squishy nature becomes a liability. Zed's shadow mechanics and burst damage make him one of the most lethal assassins in Hextech Mayhem. His strategic value lies in his ability to create pressure through poke with Razor Shuriken while always threatening a decisive engage onto vulnerable targets. The combination of untargetability on his ultimate and shadow swapping gives him tools to navigate the chaotic single-lane environment where escape routes are limited. Players must balance aggressive shadow usage for damage with maintaining escape options, as overcommitting without a swap available leaves Zed vulnerable to crowd control and counter-burst in the confined ARAM space.
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Zed wins Mayhem fights by creating short, unfair windows on single targets and leaving before the enemy team can answer. He should not be played like a front-to-back bruiser. In the narrow ARAM lane, every shadow placed must serve a clear purpose: threatening a kill, forcing space, or preparing an exit. Using shadows only for poke leaves Zed easy to punish when the real fight starts. Engage should start from fog, side angles, or after key crowd control is gone. Zed should look for the second engage rather than always the first, letting tanks or crowd control users draw defensive spells before marking, bursting, and retreating. Opening on a full-health protected carry with peel untouched is a mistake; bait displacement, stuns, exhaust-style effects, and instant shielding with shadow poke first. Shadow placement should cut off retreat paths, taking advantage of how enemies in a single lane usually run backward in a straight line. Engaging when the enemy wave is thin is critical, as large minion waves block skillshots and give enemies cover to kite around. Zed excels at punishing overcommits. When enemy assassins, fighters, or Snowball divers land inside his team, he should mark and burst them while they are separated from support, then use shadows to exit before teammates collapse. Holding mobility when enemy engage is obvious allows Zed to dodge the first engage and punish the missed attempt. A whiffed hook, dash, knockup, or major defensive spell often presents a better opportunity than a low-health target. Before going in, Zed must decide his exit. If the only escape is killing the target fast, the play is usually bad unless the target is alone. Swapping forward should only happen when it secures a kill, dodges a dangerous spell, or places Zed behind cover. If burst fails, leaving immediately is better than auto-attacking in the middle of five champions. The health relic area serves as a reset zone when controlled, but diving past enemy-controlled relic territory risks being cut off from healing and safe shadow returns. Standing slightly off-center forces skillshots to choose between Zed, the wave, or teammates. Stacking with other backline threats invites one engage to catch both. Brush control should be used carefully to threaten sudden shadow angles without becoming predictable. Target priority means killing what can actually die, not always the enemy carry. Deleting the champion holding the fight together often enables the whole team to advance. Snowball works best when it lands after enemies have already moved, and taking the second cast instantly is not always correct. Augment trigger windows require playing around build spikes, committing only when damage layers cleanly. When ahead, pushing waves fast enough to threaten tower without standing alone is key. When behind, Zed's job becomes threat management through safe shadow chips and protecting shutdowns rather than forcing hero plays. The clean Zed pattern remains consistent: threaten from an angle, make one enemy panic, punish the wasted answer, then leave.
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Zed approaches Mayhem fights with a game plan that evolves across three distinct phases. During levels 1 through 6, survival and building a kill window take priority. Start slightly behind the front line or beside ranged champions, using side brush and the outer edge of the minion wave to threaten without walking into early crowd control. The early trading pattern is short and repeatable: wait for enemies to last-hit, overstep, or clump near minions, then throw a shadow trade and pull back. Do not chase every shuriken hit. If enemies hold key crowd control, use shadows to poke from a safer line rather than swapping forward. Snowball serves as a threat tool first, not a button that must always be taken. Landing it on a tank standing in front of five players should not be reactivated unless the team is already engaging, because Zed dies quickly when arriving alone. Early augments should support one clear job: safer poke, faster burst access, or better escape after committing. Controlled pushing is preferred over reckless wave clearing, thinning the wave enough to avoid being trapped under tower while saving tools for enemies walking into poke range. When ahead, move with the wave and pressure beside the enemy tower without diving first unless Snowball, shadow, and team follow-up are ready. When behind, stop taking front-angle trades, farm with abilities, and save escapes for enemy engage. The goal before level 6 is entering ultimate fights with health, room to move, and knowledge of which targets have burned Flash-like movement, untargetability, shields, or peel. From levels 7 through 11, Zed transitions to picking targets and breaking fights open before collapsing. Position on the flank pocket rather than deep behind enemies or directly in the middle lane, creating an angle where shadows threaten carries while the body remains close enough to retreat. Light shadow poke chips carries, then a pause forces enemies to throw crowd control at shadow locations or step forward to punish cooldowns. If they waste answers, the next trade becomes an all-in. Snowball provides a second entry path, landing on carries to threaten without spending the main gap close, or on nearby minions to reposition for a cleaner ultimate angle. Augments should match the fight state: damage when carries are isolated or missing defensive tools, mobility after drawing spells for exit, and defensive options for the moment after committing when enemies turn. Push when the team has numbers, health advantage, or enemy wave clear is dead. Stall when lacking vision of engage angles or key tools are down. When ahead, stop coin-flipping into the tank line and instead hold side space, making carries choose between clearing waves and respecting burst. When behind, shift value to cleanup and cooldown punishment, entering after shields, exhaust effects, hard crowd control, or dashes are used. After every mid-game fight, decide quickly: push tower if enemies are dead or too low, reset the wave if the team is hurt, or retreat if escape tools are down. From levels 12 onward, Zed plays the assassination threat rather than being the first body in. Late game deaths decide the map, so position patiently near a side angle with a clear retreat path through the team. Do not waste full combos on targets that cannot die. Use poke to test reactions, trading in waves: poke, reset position, watch enemy response, then commit only when the target is killable or the fight has split. Late Snowball is a commitment check requiring three conditions: team can follow, the target can be killed or forced out, and exit is possible after the mark.
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Zed the Master of Shadows excels at punishing enemy mispositioning, but his effectiveness depends heavily on recognizing whether he is ahead or behind and adjusting his approach accordingly. When ahead, Zed should focus on converting leads into forced deaths rather than attempting to prove he can win alone. His snowball potential peaks when enemy carries give up space before fights begin, particularly when they walk past their frontline, waste defensive abilities on minion waves, or move into narrow angles without vision support. The key to maintaining a lead is always having a clear exit strategy prepared before committing, as the kill is only valuable if Zed can escape before enemy crowd control arrives. Ahead Zed players must resist several common throw patterns. Spending every shadow and mobility tool to finish low-value targets often leads to shutdowns. Using his ultimate on the easiest target instead of the real carry can allow enemy damage dealers to free-cast. Taking Snowball as a panic button rather than a calculated threat can result in unrecoverable dives. After securing a kill, Zed should reset, reassess health bars, and re-enter only if conditions remain favorable, as greedy second dives frequently donate shutdown gold back to the enemy. When behind, Zed must abandon the fed assassin mindset and instead focus on making fights messy enough that enemy carries cannot advance freely. His priorities shift to poke, cooldown bait, wave control, and low-risk finishes. Dying first while behind costs his team both damage and threat presence, allowing enemies to push without fear. Behind Zed should use shadows from safer angles to chip at waves and champions simultaneously, bait defensive responses without committing, and punish enemies who overchase after winning trades. Behind Zed players must avoid several unrecoverable situations. Being the first body caught by enemy crowd control removes his threat presence entirely. Chasing low-health targets through multiple enemy control zones usually ends in death with no recovery option. Repeatedly diving protected carries who survive his burst pattern hands over free kills. The comeback pattern requires identifying enemy punish tools, softening the fight with safe poke, taking the shortest kill path from side angles, and stabilizing after a pick rather than chasing into the next spawn cycle. Whether ahead or behind, the fundamental rule remains consistent: commit only when the punish window is known, and always maintain a recovery plan before pressing forward.
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Zed the Master of Shadows operates in ARAM: Mayhem as a precision assassin whose entire kit revolves around shadow manipulation, burst timing, and disciplined target selection. His passive, Contempt for the Weak, functions as an execute mechanic that rewards patience rather than aggression. It triggers bonus damage against low-health targets, making it a finisher rather than an opener. In the fast-paced Mayhem environment where health bars fluctuate rapidly, Zed must watch for enemies who have already expended shields, heals, dashes, or cleanse effects before stepping in for the passive proc. Forcing a basic attack on a target who is not sufficiently weakened or controlled creates a punish window that can leave Zed vulnerable in the middle of the lane. Razor Shuriken serves as Zed's primary ranged damage tool, with threat scaling dramatically when multiple shuriken lines from Zed and his shadows overlap on the same target. The ability demands setup and prediction, requiring Zed to aim at where enemies must move rather than where they currently stand. A single shuriken provides poke, while double or triple shuriken pressure forces enemies to retreat, spend sustain, or misposition into follow-up engage. Missing Q removes most immediate kill pressure, forcing Zed to back off and reposition rather than swapping forward into an enemy who knows his burst is unavailable. Living Shadow represents Zed's most critical ability in Mayhem, functioning simultaneously as his weapon and insurance. The shadow copies his basic damaging spells and enables repositioning through swapping. Proper shadow placement creates crossfire angles with Q, making sidestepping harder for opponents while keeping Zed outside engage range. A wasted shadow creates the clearest punish window Zed offers, as opponents can step forward, force retreats, or engage his team while he cannot threaten a fast counterkill. Shadow Slash provides close-range area damage around Zed and his shadows, rewarding shadow positioning over raw reaction speed. It sets up Q by pressuring movement and punishing enemies who stand near shadow zones. The ability also serves a defensive purpose, allowing Zed to peel for allies by dropping a shadow near them and slashing divers before looking for a reset angle. Death Mark is Zed's commitment tool, making him untargetable during cast and applying delayed burst based on damage dealt during the mark window. Target selection is paramount: Zed should prioritize carries whose defensive tools are depleted and whose teams cannot instantly peel, rather than simply ulting the first reachable champion. A failed ultimate places Zed in enemy formation without his biggest threat, making it worse than a missed poke spell. After a failed mark, Zed must swap out and reset rather than chasing, which typically turns one mistake into a death timer. Throughout all phases, Zed rewards disciplined timing and punishes impatience, making him dangerous when he chooses the moment and fragile when he begs for one more hit.
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Zed in ARAM punishes sloppy hands and sloppy choices very quickly. You can look useless if you throw shadows for poke with no plan, and you can throw a winning fight by ulting the wrong target at the wrong time. Use this checklist when a fight feels messy: fix the mechanical error first, then clean up the decision that put you there. Mechanical mistakes often start with throwing shadow and shurikens at max range with no angle, just because the enemy team is grouped. Your damage gets body-blocked, reduced by bad spacing, or wasted into tanks, and your shadow is gone when someone walks at you. Cast from an angle where your shadow and Zed threaten the same target from different lines, especially when a carry has already used a dash or defensive spell. If you missed the poke, back up and wait for your shadow before stepping into threat range again. Swapping to a shadow instantly after casting it, without checking enemy crowd control or where the frontline is moving, means you arrive in the middle of the enemy team and get stunned, rooted, exhausted, or bursted before you can finish the kill. Treat the swap as a commit, not a reflex. Watch for the key disable first, then swap when the enemy carry is separated or when your team can follow the pressure. Using Death Mark as your opener every time allows the target to keep their defensive tools for your burst, the enemy team to save protection for the mark, and you may land in a predictable spot. Start with poke, shadow pressure, or ally crowd control when possible, then ult after the target has spent mobility or shielding. Missing shurikens because you aim where the target is standing instead of where they must move causes your combo to lose most of its threat. Aim after you see the dodge direction, or cast when the target is slowed, trapped against terrain, walking through minions, or forced by allied crowd control. Forgetting where your shadows are during a fight means you lose your escape route, recast to the wrong position, or fail to stack damage. Before committing, know which shadow is your damage angle and which one is your exit. Taking Snowball in and pressing every button immediately, regardless of enemy reaction, causes you to land into prepared peel, your burst hits shields or invulnerability, and you have no spacing tool left. Use Snowball as a threat extender or dodge tool, not only as a launch button. Spamming abilities into the wave and then fighting with no energy or no key spell ready shows yourself as harmless right when the enemy carry walks up. Clear only what you need and save enough resources for a punish combo. Overchasing after the mark pops or after a low-health enemy escapes moves you past your shadows, past your team, and into a respawn trade that gives away pressure. Decision mistakes include choosing the tank as your main target because they are closest. You spend your burst into high durability while the enemy carries freely hit your team. Pressure tanks with poke only when it is free, but save your real commit for the backline damage dealer, exposed enchanter, or low-health mage. Diving first when your team has no way to follow makes you the engage tool instead of the finisher, and Zed is much easier to punish when every enemy spell is still available. Let allied engage, poke, or crowd control start the fight unless the enemy carry is clearly isolated.
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Zed
Is Zed a good pick in ARAM: Mayhem? Yes, if your team can create enough distraction for him to enter fights without eating every crowd control spell first. Play him as a finisher and backline threat, not as a front-to-back bruiser. The tradeoff is that bad engages get punished hard because Zed usually has to spend shadows or ultimate access to deal real damage. What is Zed trying to do in most Mayhem fights? Zed wants to pressure carries, force defensive cooldowns, and clean up low-health targets after the first wave of spells has landed. Wait for enemies to use key crowd control, then enter from an angle with shadow pressure instead of walking straight down the lane. If you go first, you may create space, but you also risk dying before your damage converts into a kill. Should I poke or all-in with Zed? Poke when the enemy team is grouped tightly and still has shields, heals, or hard crowd control ready. All-in when a target is already chipped, separated, or has just used their main escape. The tradeoff is energy and shadow commitment: poke keeps you safer, while all-ins give kill pressure but leave fewer tools for getting out.
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