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This page is about the Champion. For the comic, see Zed: Issue 1.

Zed OriginalCentered.jpg
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Contempt for the Weak
Contempt for the Weak.png

Innate: Zed's basic attacks against targets Health icon.png below 50% of their maximum health deal 6 / 8 / 10% (based on level) of the target's maximum health as bonus magic damage. Against Monster icon.png monsters, the damage is increased by 100%, but is capped at 200 / 350 / 500 (based on level).

Contempt for the Weak can only affect the same target once every few seconds.

  • The enhanced attack applies other on-hit effects and can Critical strike icon.png critically strike as normal (the bonus damage cannot) but does not affect structures.
  • Contempt for the Weak is not consumed when Counter Strike.png dodged or Blind icon.png missed, but it is consumed when Spirit's Refuge.png blocked.
  • Contempt for the Weak considers the target's health upon landing the attack, not when it's declared.
    • If the target falls below the threshold while Zed is winding up the attack, Contempt for the Weak applies, and vice versa.

Razor Shuriken
SPEED: 900
COST: 75 / 70 / 65 / 60 / 55 energy
Razor Shuriken.png

Active: Zed and his Zed's Shadow.png Shadows throw their spinning blades toward the target location. Each blade deals physical damage to all enemies struck, reduced to 60% against units beyond the first.

Physical Damage:
80 / 115 / 150 / 185 / 220 (+ 100% bonus AD)
Secondary Damage:
48 / 69 / 90 / 111 / 132 (+ 60% bonus AD)

  • Razor Shuriken has been special cased to apply a stack of Electrocute Electrocute and Phase Rush Phase Rush for each Shuriken hit.
  • Spell Shield.png Spell shield only blocks the damage from one Razor Shuriken even if two hit at the same time.
    • Shurikens blocked by Spell Shield.png spell shield still count as being hit for the reduced pass-through damage.
  • If Zed buffers an attack command during Razor Shuriken's cast time the attack will perform slower than if Zed had attacked after the cast time.
    • The same does not happen if Zed recasts Living Shadow Living Shadow during Razor Shuriken's cast time.

Living Shadow
SPEED: 2500
COST: 40 / 35 / 30 / 25 / 20 energy
COOLDOWN: 20 / 18.5 / 17 / 15.5 / 14

Passive: Zed restores Energy icon.png energy whenever a Zed's Shadow.png Shadow lands a mimicked ability on the same target he does. This may only happen once per cast ability.

Energy Restored:
30 / 35 / 40 / 45 / 50
Living Shadow.png

Active: Zed's Zed's Shadow.png Shadow dashes to the target location, remaining in place for 5 seconds and being able to mimic Razor Shuriken Razor Shuriken and Shadow Slash Shadow Slash while in range of each other. Living Shadow can be recast at no delay for the duration.

Living Shadow 2.png

Recast: While in range of each other, Zed and his Zed's Shadow.png Shadow Flash.png blink to their respective locations, swapping places.

If an ability is cast while the Zed's Shadow.png Shadow is dashing, the Zed's Shadow.png Shadow will cast that ability at the moment of its appearance. Living Shadow will be buffered if it is recast while the Zed's Shadow.png Shadow is dashing.

"The shadows have enlightened me."

  • Both casts count as ability activations for the purposes of on-cast effects such as Spellblade and stacking Force Pulse Force Pulse.
  • The Energy resource.png energy refund is not granted if the mimicked ability is blocked by a Spell Shield.png spell shield.
  • Living Shadow cannot be recast while Grounded icon.png grounded or Root icon.png rooted.
  • Zed's Shadow.png Shadows grant Sight icon.png sight of their surroundings (700 radius) and they are Playful.png untargetable.
  • If Living Shadow is recast during Razor Shuriken Razor Shuriken, Zed will instantly release the shuriken from his original position while still remaining in cast time, and the Zed's Shadow.png Shadow will release the shuriken based on Zed's remaining cast time.*
  • The Zed's Shadow.png Shadow will cast Shadow Slash Shadow Slash independently of being in Razor Shuriken's Razor Shuriken's cast time or not.*
  • Zed will swap places with the Zed's Shadow.png Shadow by all means if he buffers Living Shadow's recast during its dash.*
    • Living Shadow cannot be recast while Zed is marking his target with Death Mark Death Mark, but may still be recast if it was buffered.*
  • If Zed casts Living Shadow while a non-Death Mark Death Mark Shadow is already present, the previous Shadow will instantly disappear.
  • Zed's Shadow.png Shadows will not disappear when Zed dies.*
  • Zed always has an arrow next to him pointing in the direction of his Zed's Shadow.png Shadows. It has three different colors, each one symbolizes important information about the specific Shadow. They are only visible to Zed.

Two arrows point toward their corresponding Zed's Shadow.png Shadows.

A green arrow (blue in colorblind mode) means the Zed's Shadow.png Shadow can be swapped places with.

A yellow arrow signifies the Zed's Shadow.png Shadow is about to disappear.

A red arrow (orange in colorblind mode) indicates the Zed's Shadow.png Shadow is unable to be swapped places with.

Shadow Slash
COST: 50 energy
COOLDOWN: 5 / 4.5 / 4 / 3.5 / 3
Shadow Slash.png

Active: Zed and his Zed's Shadow.png Shadows slash, dealing physical damage to enemies surrounding them.

Physical Damage:
70 / 90 / 110 / 130 / 150 (+ 80% bonus AD)

Enemies hit by the slash of a Zed's Shadow.png Shadow are Slow icon.png slowed for 1.5 seconds. Enemies hit by multiple slashes take no additional damage but the slow's potency is increased by 50%.

20 / 25 / 30 / 35 / 40%
Enhanced Slow:
30 / 37.5 / 45 / 52.5 / 60%

Each enemy Champion icon.png champion hit by Zed's slash reduces Living Shadow's Living Shadow's Cooldown reduction icon.png cooldown by 2 seconds.

  • Shadow Slash has been special cased to apply a stack of Electrocute Electrocute and Phase Rush Phase Rush for each slash hit.
  • Spell Shield.png Spell shield will only block one Shadow Slash even if two hit at the same time, the Slow icon.png slow will not apply regardless.
  • Shadow Slash does not interrupt attack commands.

Death Mark
EFFECT RADIUS: Global / 1950
COOLDOWN: 120 / 90 / 60
Death Mark.png

Active: Zed becomes Playful.png untargetable and, after 0.6 seconds, he Dash.png dashes through the target enemy Champion icon.png champion over 0.4 seconds, after which he marks them, gains Ghost.png ghosting for 3 seconds, and becomes targetable again. Zed additionally spawns a Zed's Shadow.png Shadow of himself at his casting position upon Death Mark's activation which lasts for 7.5 seconds and is able to mimic Razor Shuriken Razor Shuriken and Shadow Slash Shadow Slash while in range of Zed. Death Mark can be recast after 0.5 seconds of his reappearance.

For the next 3 seconds, Zed stores a percentage of all pre-mitigation physical damage and magic damage he and his Zed's Shadow.png Shadows deal to the marked target, detonating at the end of the duration to deal physical damage.

Physical Damage:
100% AD (+ 25 / 40 / 55% of damage dealt)
Death Mark 2.png

Recast: Regardless of the distance between each other, Zed and the Death Mark Zed's Shadow.png Shadow Flash.png blink to their respective locations, swapping places.

If the target dies or is 1950 or more units away before the dash begins, Death Mark is cancelled, goes on a 5 second Cooldown reduction icon.png cooldown, and Zed reappears at the cast location.

  • Both casts count as ability activations for the purposes of on-cast effects such as Spellblade and stacking Force Pulse Force Pulse.
  • Zed will be ordered to basic attack his target after reappearing.
  • The debuff for the mark is named Marked for Death.
  • Death Mark's stored damage derives from all basic attacks, abilities, items, runes and buffs.
  • Death Mark's Zed's Shadow.png Shadow is functionally the same as a regular one, but it lasts longer and can be recast regardless of range.
    • The range at which they mimic Zed's abilities do not change.
  • The mark can be prevented by becoming Playful.png untargetable before it is applied (untargetability after application will not prevent the mark's detonation).
  • Spell Shield.png Spell shields will only block the mark's application. They will not prevent Zed from initiating the cast nor block the detonation from a mark that is already applied.
  • If the target is 1950 units away during the Dash.png dash, Zed will stop following them and only dash through their previous location. The mark is still applied.
  • If Zed dies during Death Mark, the ability will cancel instantly and he will reappear at his current location. The cooldown is not compensated.
    • If he enters Revival icon.png resurrection before the dash, Death Mark does not cancel. If he enters it while dashing, the dash is interrupted.
  • If the Dash.png dash is interrupted, Zed stops, places himself to the ground (ends all displacements affecting him, but does not remove Airborne icon.png airborne effects), and reappears prematurely at his current location. The mark will still be applied regardless.
    • Zed will remove Airborne icon.png airborne effects from himself immediately upon starting the dash.
  • Once Zed begins the Dash.png dash, two shadows of himself will also appear to be dashing through his target, each one spawning a certain distance behind the target (from the right and left). These shadows do not mimic abilities and disappear immediately after they stop dashing but they grant Sight icon.png sight of their surroundings.
  • Death Mark does not cancel if the target enters a Omen of Death.png zombie state before the dash begins.
  • If the mark's post-mitigation damage is higher than the target's current health, a spinning shuriken will appear above the victim. This does not necessarily mean the target will die, as it does not consider Hybrid resistances icon.png shields or other forms of damage modifiers.

The indicator shown in-game (base skin).

  • This following table refers for interactions while Zed is in Death Mark:
Attacking Disabled
Abilities Disabled
Movement Disabled
Items Usable N/A
Disabled All items are disabled
Interrupted by N/A
Consumables Disabled
Spells Usable Barrier Barrier Clarity Clarity Cleanse Cleanse Exhaust Exhaust Ghost Ghost Heal Heal Ignite Ignite Smite Smite
Disabled Flash Flash Teleport Teleport Recall Recall Hexflash Hexflash Mark Mark Dash Dash
Interrupted by N/A
Interrupted by
  • Death, unless protected by Revival icon.png Resurrection
  • Map-Specific Differences
    Mirror Mode profileicon.png One for All differences
    • Enemies can only have a single Death Mark on them at a time. Subsequent Death Marks will delete any previous marks, removing all accumulated damage and preventing the detonation.
    • Individual Death Marks will track the damage dealt by any Zed.


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