Zed is a pure Assassin played in Jungle and Mid Lane, using Energy as his resource. His passive Contempt for the Weak deals bonus magic damage on-hit against targets below 50% health. Razor Shuriken (Q) throws a long-range skillshot that deals reduced damage to secondary targets. Living Shadow (W) deploys a Shadow clone that mirrors Q and E, restores energy when both Zed and his Shadow hit the same target, and can be recast to swap positions. Shadow Slash (E) is a point-blank AoE slash that slows enemies hit by a Shadow’s version and reduces W cooldown per champion hit. Death Mark (R) marks a target for death — Zed dashes to them, becomes untargetable briefly, spawns a second Shadow, stores a percentage of all damage dealt during 3 seconds, and detonates it as bonus physical damage. Released November 13, 2012.
Zed is a champion in League of Legends played in Mid Lane and Jungle, classified as an Assassin. He uses Energy (200 flat, no scaling) and deals Physical damage. Zed was released on November 13, 2012, and is currently in patch V26.03.
📊 Base Statistics
| Statistic | Base Value | Max Value (lvl 20) |
| HP | 654 | 2600.84 |
| Energy | 200 | 200 (fixed) |
| HP5 (Regen) | 7 | 19.78 |
| Energy Regen | 50 | 50 (fixed) |
| Armor (AR) | 32 | 124.43 |
| Attack Damage (AD) | 63 | 129.86 |
| Magic Resistance (MR) | 29 | 69.31 |
| Crit. DMG | 200% | 200% |
| Movement Speed (MS) | 345 | 345 (fixed) |
| Attack Range | 125 (Melee) | 125 (fixed) |
| Base Attack Speed | 0.651 | — |
| Windup% | 19.759% | — |
| Bonus AS | 0% | 64.89% |
💡 Unique Mechanic — Energy: Zed uses Energy instead of Mana. Energy is capped at a flat 200 and regenerates at a fixed 50 per second — it cannot be increased by items or runes. This means Zed cannot run out of resource permanently like mana users, but his ability spam within a single fight is tightly constrained. The Living Shadow energy restoration mechanic is not optional QoL — it is the core resource loop that makes sustained combo execution possible in extended duels.
⚡ Passive: Contempt for the Weak
Target Immunity: 10 seconds (cannot proc on the same champion more than once within this window)
INNATE: Zed’s basic attacks on-hit against targets below 50% maximum health are empowered to deal 6% / 8% / 10% (based on level) of the target’s maximum health as bonus magic damage. Against monsters, Contempt for the Weak deals 75% damage and is capped at 175. The passive cannot occur on the same champion more than once every few seconds.
💡 Passive Application: The 50% health threshold means every kill Zed secures is preceded by a passive proc — but more importantly, when a target drops below 50% HP mid-combo, the next basic attack after your abilities will immediately proc the bonus damage. Weaving an auto-attack into the W → Q → E → auto sequence at sub-50% health is a core part of Zed’s burst output that most players underutilize.
🔪 Q: Razor Shuriken
| Parameter | Value |
| Cost | 75 / 70 / 65 / 60 / 55 Energy |
| Cooldown | 6 seconds |
| Cast Time | 0.25 seconds |
| Target Range | 925 |
| Width | 100 |
| Speed | 1700 |
| Physical Damage (primary) | 80 / 120 / 160 / 200 / 240 (+ 100% bonus AD) |
| Physical Damage (secondary targets) | 60% of primary damage |
ACTIVE: Zed throws a shuriken in the target direction that deals physical damage to enemies hit, reduced to 60% against targets beyond the first. When cast while a Shadow is active, the Shadow simultaneously throws its own shuriken from its position — both shurikens travel parallel paths and can hit the same target for full damage from each.
💡 Shadow Q Overlap: The most important Q mechanic is that Zed’s shuriken and the Shadow’s shuriken are independent projectiles. Against a single target, positioning the Shadow so both shurikens converge on the same enemy doubles the Q damage — effectively making a properly positioned W → Q combo deal up to 480 physical damage (+ 200% bonus AD) at rank 5.
👤 W: Living Shadow
| Parameter | Value |
| Cost | 40 / 35 / 30 / 25 / 20 Energy |
| Cooldown | 20 / 19 / 18 / 17 / 16 seconds |
| Cast Time | NONE |
| Target Range | 650 |
| Effect Radius | 2000 / Global |
| Speed | 2500 |
| Shadow Duration | 5.25 seconds |
| Energy Restored (per double-hit) | 30 / 35 / 40 / 45 / 50 Energy |
PASSIVE: Zed restores energy whenever he and his Shadow (or multiple Shadows) hit an ability on the same target. This may only occur once per cast ability.
ACTIVE: Zed creates a Shadow that dashes to the target location and remains there for 5.25 seconds, being able to mimic Razor Shuriken and Shadow Slash regardless of range. Living Shadow can be recast while within range of the Shadow.
RECAST — Shadow Swap: Zed and the Shadow blink to swap places. If an ability is cast while the Shadow is still dashing to its location, it will cast that ability once it has been placed.
⚠️ Key Interaction: The Shadow Swap recast is the foundation of Zed’s escape and repositioning — not just an offensive tool. After a Death Mark dive, the W placed at cast position + Shadow Swap is the only guaranteed escape route. Always place W before engaging so the swap escape point is pre-positioned behind you.
💫 E: Shadow Slash
| Parameter | Value |
| Cost | 40 Energy |
| Cooldown | 5 / 4.5 / 4 / 3.5 / 3 seconds |
| Cast Time | NONE |
| Effect Radius | 315 / 290 |
| Physical Damage | 70 / 95 / 120 / 145 / 170 (+ 80% bonus AD) |
| Slow | 20 / 25 / 30 / 35 / 40% |
| Slow Duration | 1.5 seconds |
| Slow Effectiveness (Shadow’s version) | 50% increased |
| Living Shadow CDR per champion hit | 3 seconds |
ACTIVE: Zed slashes to deal physical damage to nearby enemies. Enemies hit by a Shadow’s slash are slowed for 1.5 seconds, with multiple slashes dealing no additional damage but the slow’s effectiveness being increased by 50%. Living Shadow’s current cooldown is reduced by 3 seconds for each enemy champion hit by Zed’s slash.
💡 E + W CDR Loop: Shadow Slash reduces W cooldown by 3 seconds per champion hit. In a 1v1, hitting E on a champion while W is on cooldown brings the next W back up 3 seconds faster — effectively allowing rapid W re-deployment after a swap escape. In teamfights with 2–3 champions hit by E, W cooldown can be reduced by 6–9 seconds in a single cast.
☠️ R: Death Mark
| Parameter | Value |
| Cost | No cost |
| Cooldown | 120 / 110 / 100 seconds |
| Cast Time | NONE |
| Target Range | 625 |
| Effect Radius | Global |
| Untargetable Delay | 0.6 seconds |
| Dash Distance | 125 units beyond target |
| Dash Duration | 0.35 seconds |
| Ghosting Duration | 3 seconds |
| Shadow Duration | 9 seconds |
| Mark Duration | 3 seconds |
| Recast Window | 0.5 seconds after reappearance (not in last 1.25s) |
| Physical Damage on Detonation | 100% AD (+ 25 / 40 / 55% of stored damage) |
| Death Mark Cancellation Range | 1950 units |
ACTIVE: Zed becomes untargetable and after a 0.6-second delay, dashes to 125 units beyond the target enemy champion from his position at the end of the delay over 0.35 seconds. Afterwards, he becomes targetable again, renders the target Marked for Death for 3 seconds, and gains ghosting for the same duration.
Zed also spawns a Shadow at his casting position for 9 seconds, able to mimic Razor Shuriken and Shadow Slash regardless of range. Death Mark can be recast after 0.5 seconds of reappearance while the Shadow is active, but not in the last 1.25 seconds of its duration.
MARKED FOR DEATH: Zed stores a portion of all pre-mitigation physical damage and magic damage he and his Shadows deal to the target, detonating at the end of the 3-second duration to deal physical damage equal to 100% AD + 25 / 40 / 55% of stored damage.
RECAST — Shadow Swap: Zed and the Shadow blink to swap places.
If the target dies or is 1950+ units away before the dash begins, Death Mark is cancelled, placing R on a 0.5-second cooldown, Zed reappears at cast location, and the Shadow disappears.
💡 Pro Tip: The stored damage percentage makes front-loading damage before the detonation critical. The full rotation into a Death Mark target should be: R → W placement during untargetable window → Q (double shuriken overlap) → E (Shadow Slash slow) → passive auto-attack → R recast swap → detonation. Every ability cast between R activation and the 3-second mark contributes to the stored damage that converts into the execution hit.
🎯 Strategies and Gameplay Tips
Early Game (Levels 1–6)
- W → Q poke from safety: Deploying Living Shadow forward and firing Q through it creates a double-shuriken poke line that many mid laners cannot safely walk into. Use this to chip enemy HP toward the 50% threshold where your passive kicks in, converting poke pressure into an all-in setup.
- Energy discipline: You have 200 energy and it regenerates at 50/sec. A full W → Q → E → auto combo costs roughly 155 energy. Before committing, make sure you have enough energy for the full sequence — incomplete combos at 50 energy are the leading cause of failed Zed all-ins at low elo.
- Level 6 R kill condition: Death Mark at rank 1 stores only 25% of damage dealt — significantly less than the 55% at rank 3. At level 6, the detonation alone is not a kill tool; the combo needs to land at near-full efficiency to secure the kill. Only all-in with R at level 6 when the target is below 65% HP.
Mid Game (Levels 7–13)
- W placement before R: The single most important habit to develop is placing W at your escape point before pressing R. After Death Mark dashes you to the target, the Shadow at cast position is your only guaranteed exit. Without W pre-placed, you’re committing to a fight you might not escape from.
- Shadow Slash CDR: In skirmishes with multiple targets, landing E on 2 champions reduces W cooldown by 6 seconds. This effectively means your swap escape is available sooner after the engage — reducing the risk window where you’re committed in the enemy’s backline without a repositioning tool.
- Passive auto weave at sub-50%: After your combo drives a target below 50%, insert a basic attack before using Death Mark recast or escaping. The passive proc at sub-50% is 6–10% max HP as magic damage — on a 1500 HP midlaner, that’s 90–150 free magic damage that most players never account for in their kill threshold calculations.
Late Game (Level 14+)
- 55% stored damage detonation: At R rank 3, Death Mark stores 55% of all pre-mitigation damage dealt during the mark window. A full rotation on a 2000 HP ADC deals roughly 1200–1500 pre-mitigation physical damage, storing 660–825 additional bonus damage for the detonation on top of the 100% AD base. Against squishy targets, this is effectively a second full combo delivered after the first.
- R as an escape tool: Against champions who have already committed their CC abilities, R’s 0.6-second untargetable window dodges most targeted ultimates clean. Use R reactively as a dodge if needed — a missed Death Mark that saves you from a Zoe bubble or Syndra R is still net positive when you survive and can re-engage.
- Shadow micro in teamfights: Both W (Living Shadow) and R (Death Mark Shadow) can cast Q and E independently. In a 5v5, keeping one Shadow near the backline while Zed engages with R creates dual threat vectors — the R Shadow throws shurikens at the ADC while the W Shadow can E-slow anyone chasing you after the swap.
❌ Common Mistakes and How to Avoid Them
- Not pre-placing W before R: This is the most punishing mistake at every skill level. Pressing R without a W already placed means you have no escape route from the enemy backline — the only option after the mark detonation is to run past the enemy frontline on foot. Pre-place W at your intended escape angle as a habit, always before pressing R.
- Firing Q before W is placed: Both Q and E are mimicked by the Shadow from its position. Firing Q before the Shadow has reached its location sends only one shuriken. Wait the 0.25–0.5 seconds for the Shadow to land before casting Q to guarantee the double-shuriken convergence on the target.
- Over-relying on R at low stored damage: At R rank 1, the detonation stores only 25% of damage. Players who auto R at full health targets expecting an execution will consistently find the detonation underwhelming. Build the habit of tracking how much damage your full rotation actually deals before the detonation, not just assuming R wins every trade.
- Ignoring the passive proc: Contempt for the Weak is free damage that doesn’t cost energy. Weaving one auto-attack when the target crosses 50% health is the difference between a kill and a 100 HP escape. Practice the habit of inserting an auto after the Q/E damage has landed and the target drops below threshold.
- Using R recast too early: Shadow Swap after Death Mark is most valuable when used at the detonation moment — not immediately after the dash. Swapping early places you at the cast position before the stored damage detonation fires, potentially wasting the best escape timing. Detonate first, then swap if escape is still needed.
⚙️ Recommended Build and Itemization
Core Items
- The Collector: Execute mechanic fires at 5% HP — this threshold is reached constantly during Death Mark detonation windows. The Collector turns near-kills into confirmed kills and provides lethality that amplifies every ability’s scaling. It also generates gold on executes, snowballing Zed’s item advantage.
- Opportunity: Lethality at the start of a fight before engaging, plus a movement speed burst on out-of-combat movement. The impel passive is perfect for W → R approach angles where Zed is running toward the target before the R dash. Provides the lethality per gold ratio Zed needs in the mid game.
- Edge of Night: Spell shield that blocks one targeted ability — deployed proactively before diving. Against assassin matchups or poke mages like Lux whose R would interrupt the Death Mark combo, Edge of Night gives Zed one free engage attempt that cannot be countered by a single targeted spell.
Situational Items
- Serylda’s Grudge: Armor penetration for tank-heavy compositions combined with an AoE slow on ability hit. Shadow Slash’s AoE fires from both Zed and his Shadows — Serylda’s slow activates on all three E hits simultaneously in a properly positioned W + R combo, creating a near-full AoE slow zone around the target.
- Axiom Arc: Reduces Death Mark cooldown on kills. Against squishy compositions where Zed secures kills reliably, Axiom Arc enables a second Death Mark within the same teamfight phase — a game-winning mechanic when the enemy team has two priority squishy carries.
- Guardian Angel: Revive against compositions that have enough burst to kill Zed despite his untargetable window. GA gives Zed a pseudo-second life during Death Mark windows where he takes heavy return damage after the dash. More relevant in late-game teamfights than early-mid game dueling.
⚔️ Counter Picks & Matchups
✅ Zed Counters
1. Katarina
Katarina’s Shunpo dagger-jump mobility does not prevent Death Mark from tracking her — she cannot Shunpo out of the mark radius before the detonation. Her squishiness makes her the ideal Death Mark target: a full combo rotation stores significant damage that detonates for an execution. She has no reliable CC to interrupt Zed’s untargetable window.
2. Twisted Fate
Twisted Fate has no mobility before level 6 and Wire/Pick A Card are his only crowd control tools — both of which Zed can dodge via the R untargetable window. Shadow Slash slow makes Twisted Fate unable to disengage after a Death Mark dive, and his low base armor makes lethality builds near-true-damage against him in the mid game.
3. Lux
Lux relies entirely on skillshot crowd control to survive assassin pressure. Final Spark’s long cast time is easily avoided with R’s 0.6-second untargetable window, and Light Binding’s single-target root can be sidestepped by W Shadow Swap positioning. Zed reaches Lux’s range before she can fire her most dangerous tools.
❌ Zed is Countered By
1. Malzahar
Malzahar’s Nether Grasp suppression cannot be cancelled by Zed’s R untargetable window once it is already applied — the suppression persists through the untargetable duration. Void Shift passive spell shield blocks Death Mark completely when active, and Malzahar’s Voidlings provide zoning that punishes the W → E approach path.
2. Lissandra
Lissandra’s Frozen Tomb self-cast immediately renders her untargetable — used reactively the moment Death Mark lands, it completely negates the mark’s stored damage detonation by making her temporarily unkillable during the 3-second window. Her CC chain into the Zed approach is also extremely reliable at nullifying his pre-R poke.
3. Zhonya´s Hourglass (Any Champion)
Zhonya’s Hourglass is the single most effective counter item against Death Mark in the game. Activating Zhonya’s during the Death Mark window stops all stored damage accumulation and delays the detonation through the stasis duration — by the time the user exits stasis, the mark timer has significantly reduced and Zed is already out of position. Every AP midlaner who builds Zhonya’s as a first or second item severely limits Zed’s kill potential.
FAQ
Q: Does Zed’s R have a cast cost?
A: No — Death Mark has no energy cost. It is completely free to cast. This is intentional, as the energy constraint on W (the pre-R setup) is sufficient to limit his combo frequency without also gating the ultimate itself.
Q: Can Zed be targeted during the R dash?
A: No — Zed becomes untargetable during the 0.6-second delay before the dash and remains untargetable through the 0.35-second dash animation. Most targeted spells fired during this window will fail to land. However, already-in-flight projectiles and AoE ground effects that are already active will still hit him once he becomes targetable again after the dash.
Q: What happens if the Death Mark target is too far away?
A: If the target dies or is 1950+ units away before the dash begins, Death Mark is cancelled. Zed reappears at his cast location, the Shadow disappears, and R is placed on a 0.5-second cooldown — effectively a near-full cooldown refund that allows him to immediately re-engage. This is not a wasted R; it’s a repositioning tool that costs almost nothing.
Q: Does the Shadow inherit all of Zed’s stats?
A: Shadows mimic only Razor Shuriken (Q) and Shadow Slash (E) — they do not auto-attack, cannot use Living Shadow, and do not receive item proc effects like Kraken Slayer or Trinity Force. Shadow damage scales off Zed’s AD but does not apply on-hit effects from items.
Q: Is Zed beginner-friendly?A: No — Zed has one of the highest skill ceilings in the game. Optimal play requires mastery of Shadow positioning for double Q convergence, W pre-placement before every R, energy management across the full combo, passive auto weaving at sub-50% HP, and the W + R Shadow management simultaneously during the Death Mark window. He is rewarding for experienced players who invest significant practice time but consistently punishing for those who don’t.