How 2 Zed (and basics of laning/midgame)
Summoner Spells Back to Top
New Runes Back to Top
Masteries Back to Top
Abilities Back to Top
Items Back to Top
Matchups Back to Top
Recommended to help kill her in all in.
Recommended for her CC/Burst
Recommended or if you are bad and can't dodge his spells. Taking exhaust in this lane is toxic because you are capable of outplaying him, so I would say don't be a dick and take ignite.
permaban this champion. No clue how to play against her because i don't allow her to exist in my games most overpowered shit in the game
Try to dodge her with your , if you can, you can do a lot of damage to her because you will be behind her.
Skill match for both sides
You want to behind him when he uses then walk so he cant walk behind you to make it land. You should outtade his melee past level 4 if you are on even terms, but if you are behind and lose even in melee range the lane is pretty over for you
Cancer champion. You can't 1v1 her if she is good past 3 items
Recommend for his exhaust or
Intro Back to Top
What is Zed?
Because he is fun and has high outplay ability which is valuable in high diamond+ if you have the mechanics for it. Highly rewarding champion to main.
How 2 Lane Back to Top
Introduction to Laning/Basic Tips:
1. CS in lane
· Basically this is trying to get as much farm as possible while taking as little damage possible.
· In early levels as melee vs. ranged, you may try go in to last hit with basic attack when one of your minions is low. This forces your lane opponent to choose between poking you and last hitting.
· You may want to practice this in customs if you find that you are straight up failing to land the killing blow under no pressure
· Zones of control are basically the area in which champions are capable of being a threat.
o For example Annie’szone of control would normally be her ability ranges - a radius of 625units around her.
· Zones of control change often due to dynamic effects such as:
o Cooldowns: Annie is not a threat, even in 625 range if her abilities are on cooldown or if she is out of mana
o Kill potential: Her zone of control increases to her flash range, totaling 1050 (425+625) if she can kill you with flash stun
o Override: The lane opponent may have a stronger zone of control due to:
§ More abilities/more powerful abilities
§ Greater trading tools – shields are usually very potent early game for trading
§ More sustain – so you don’t want to trade because they will heal it back
o So for example a Cassiopeia would override Annie’s zone of control so long as she does not miss Q, due to better trading with heals and sustained damage early game
· Being able to accomplish your object, be it to farm, poke, or waveclear while properly spacing is fundamental to laning.
3. Basics of Trading
· It’s pretty obvious, but when trading you want to get as much damage off as possible while taking as little damage as possible. Take into account sustain and lane position as well though
· You can try to do this by:
oMaximizing use of basic attacks in between abilities
oLanding more skillshots while also dodging your opponents’
oMaintain spacing advantage (kiting)
· Tips for skillshots – Basic skillshot theory
o The use of basic attacks as well as most abilities in the game by a champion cause it to perform an animation. This animation often cannot be interrupted, thus effectively “Stunning” the caster for the duration of the animation. During this time, they cannot move and therefore are vulnerable to skillshots so long as you prepare to react to them quickly
o When attempting to land an ability that can be dodged even if aimed perfectly, be it due to an animation delay or slow travel speed, it is often effective to:
§ Bait the target’s dodge attempt by stopping or using a similar animation. This both slows them down and makes them unprepared for the actual attack
o When trying to land ability, you want to minimize the area in which your target has to dodge. This can be done by:
§ Forcing them to walk into tight positions such as between the tower and the wall
§ Position yourself so the angle of your skillshot minimizes the area to dodge
· Trading advantages:
o Level advantage – higher level means more abilities for the first 3-4 levels and level 6, as well as higher base stats and ability stats in the other levels.
§ 7 minions get level 2 in solo lanes
§ 9 minions (3 melees of 2nd wave) get level 2 in duo lanes
o Cooldown advantage – similar to level advantage, if you have more abilities, you will most likely do more in trades
§ I suggest googling your opponents’ cooldowns on leagueoflegends.wikia.com
o Minion advantage – minions, especially the ranged caster minions, do a decent amount of damage in the early game. They have an attack range of 550 and will target you if you basic attack an enemy champion. You should try to include them in your calculations.
o Basic attacks actually do have a cooldown, though they are quite short. The cooldown of basic attacks is usually 1.5 seconds early game on mages (no attack speed runes), and 1.3 seconds on marksmen (due to attack speed runes). You may want to take advantage of this
· Applying spacing to trading:
o First, understand your lane opponent’s zone of control and trading capabilities with your Game Knowledge
o In a perfect world, you always want to stay out of your opponents’ zone of control. However, this is not always feasible since you will need to CS or even be pressured to win early game in some matchups
o Simply, you ask yourself this: Do you out trade your lane opponent in the current situation (levels, cooldowns, minion position, sustain)?
§ If yes, exert your zone of control on the minion wave in order to deny your opponent or force a trade
§ If no, maintain your spacing outside of your opponent’s zone of control while being able to maximize the amount of things you can still do (farm, poke, waveclear).
· Don’t go so far back that you can’t farm,
· Don’t get too close so that you will be in your opponent’s zone of control and lose HP or die
4. Lane Management:
· How to freeze a lane:
oControl the minion count so the enemy side has 1-2 more minions than yours at all times, so that the wave does not get to your tower and also does not push towards your opponent’s tower
· Recalling after my lane opponent: Freeze or Push?
oIn most cases, push. This will deny your opponent the minions that hit the tower and cause the minions to push towards you, giving you the option to freeze or push again when you return to lane
oYou may ask your jungler to help you push faster if necessary
oIn the case that you are unable to push fast enough, due to being out of mana, or the enemy jungler pressuring you, it may be more optimal to leave the lane frozen, with either equal minion count or your opponent having one more so that you are not denied and you are not at risk
oThe WORST thing you can do is push partially, where your minions will slowly get to the enemy tower, as this will deny you the creeps your minions killed as well as build up a juicy wave for your lane opponent when they get back
oTake into consideration of how the lane position will be if you decide to trade kills in lane. This is most often what decides if a 1 for 1 trade is worth
· The position of the lane (pushed up or pushed in) dictates many things:
oPushed up means:
§ More room to maneuver
§ Easily poke lane opponent under tower if you are ranged vs. melee
§ Potentially deny lane opponent if they have difficulty last hitting under tower
§ Minion advantage for trading usually
§ More susceptible to enemy jungler ganks
o Pushed in is just the inverse
· Applying trading to lane management:
o Some abilities will have the side effects of causing the lane to push. Some examples are
§ Basic attacks will agro enemy minions so they hit you instead of your minions for a while, as well as drag them
§ AoE spells like Darius’s Q – Decimate
§ Shields or buffs on your minions
o Take this into consideration when you are using your abilities for trading but still want to maintain lane position, and take advantage of your opponent if they need to push in order to trade
Zed in Lane
How 2 Mid Game Back to Top
Generally, mid game is macro play that happens outside of lane, ranging from 10 minutes to 25 minutes usually. (Or up to 35 or even 50 minutes in low elo...) Zed is really good in this part of the game.
Pushing advantages in Lane:
Surviving while behind:
Roaming:This is when you leave lane sacrificing farm and tower hp to get kills or objectives.
1. Prioritize first tower, the gold is massive.
How to Get Objectives as Zed/Assassin:
When trying to fight for dragon as Zed, you usually don't want to be hitting the dragon yourself because you don't do much dps and it wastes your cooldowns if the enemy team comes. Only want to attack dragon if you are sure the enemy team wont come or if your team can't kill it without you.
Since Zed is melee, it is not optimal for him to be attacking the tower as he will get poked by the defender. Instead, when your team starts to group for a tower, you should be in the jungle to kill the enemy team who is moving from their lanes to reinforce the tower. If you are able to kill one, it will be a 4v5, giving your team an advantage in the dive.
How 2 Late Game Back to Top
Late game consists of teamfighting, splitpushing, major objective control.
Major Objective Control:
In terms of value, Elder>Baron>Inhibitors
Mechanics/Combo Back to Top
Mechanics are very important on Zed. The whole purpose of Zed as a champion is the ability to outplay the skillshots of opponents. There are too many things to go over in text in one guide, so I will mention only the basics and the important things.
Basic Lane PokeW>E>Q
Sandwich (Basic all in)
Extra tips to not throw. Back to Top
-Always Ward Baron