Zed - The Master of Shadows
This is the approved revision of this page, as well as being the most recent.
|HP Regen:||6 (+0.65)|
|Attack Damage:||49 (+3.4)|
|Attack Speed:||0.644 (+2.1%)|
|Magic Resist:||30 (+1.25)|
|Lore:||Zed is the first ninja in 200 years to unlock the ancient, forbidden ways. He defied his clan and master, casting off the balance and discipline that had shackled him all his life. Zed now offers power to those who embrace knowledge of the shadows, and slays those who cling to ignorance.
An orphan, Zed was taken in and trained by a great ninja master. Only one other student appeared to be Zed's equal - the master's son, Shen. It seemed Zed could never win the favor of the master, as every match between the rivals ended in a draw. Frustrated and jealous, he sought an advantage. The young ninja ventured into a sealed part of the clan's temple, where he found an ornate, foreboding box. Sensing the dark knowledge within, Zed knew he should not open it, but he peered inside nonetheless. In an instant, shadows touched his mind, revealing techniques that had long been hidden. Now armed with a secret edge, he challenged Shen, and this time he defeated the master's son. He expected praise and recognition in his moment of victory, but somehow the master knew Zed had used forbidden ways, and banished him.
| Balance is a lie - we are the true ninjas.
- Zed, the Master of Shadows
|In Premier Tournaments|
|Event||Bans||Picks||Wins||Losses||Win %||Picked/Banned in % of Games|
|IEM Season IX World Championship||11||4||4||0||100||78.9|
|IEM Season IX - Cologne||7||2||1||1||50||64.3|
|2014 World Championship||19||19||9||10||47.4||48.7|
|2014 Season China Regional Finals||0||2||0||2||0||13.3|
|2014 NA LCS Summer Playoffs||18||6||4||2||66.7||82.8|
- Shockblade Zed's shadow no longer loses its smoky visuals during Zed's dance animation
Zed now gains a portion of the attack damage of champions killed with Death Mark for himself.
Among our assassins, Zed’s the generalist—some stabbing here, a bit of sidelane pressure there—the Master of Shadows does just about everything you want from the role. It’s because of this that he’s been such a balance headache: whenever assassins are good as a class, Zed’s right there to push his knife-wielding brethren out of the spotlight. We’re giving Zed some more differentiation to help inform when you should and shouldn’t consider picking him. Given his ‘fondness’ for marksmen, we sought to hit two birds with one stone—reducing some of his general power while making him the blade in your arsenal when it comes to dealing with physical damage threats. While Zed will still be potent in the right hands against most team compositions, his true late-game scaling is now dependent not just on how he executes his foes, but who he chooses to mark for death. And how many BF Swords they have.
- Smoothed out the transition between PROJECT: Zed’s emotes back to his idle animation
W and R now have indicators.
While our last round of changes to Zed in 6.11 have made him less powerful, fighting him can still be a daunting task. Even though some of Zed’s inherent frustration is intended (it’s his job to kill people and dying isn’t really fun), we’re always looking into addressing that frustration head-on without removing his ability to compete. To that end, we’ve added some shiny new indicators to Zed’s shadows to keep foes out of the dark when he starts his shifting-shenanigans. We like Zed’s skill-intensive plays, but getting the upper hand simply because your opponents can’t see what you’re doing isn’t fair.
- THE SEEN BLADE: Shadows created by W - Living Shadow and R - Death Mark are now marked by a circular team indicator
Q damage and ratio down, but has less fall-off on multi-hits.
Melee assassins expect to excel at diving onto their opponents and bursting them down. Zed’s sustained ranged poke violates expectations by exerting a pretty significant amount of pressure on his lanes. The catch-22 Zed creates - get poked out at range or bursted in melee - leaves other midlaners without satisfying options for counterplay. We’re toning back on Zed’s damage (both from poke and all-ins alike) unless the Master of Shadows can line up multiple shurikens on his foes.
1.0 bonus attack damage⇒ 0.9 bonus attack damage
- DAMAGE PER ADDITIONAL SHURIKEN:
- Zed no longer gains 20 extra attack damage when activating W - Living Shadow
W cooldown increased. W’s bonus attack damage passive decreased.
From laning to late-game, Zed’s dominating every phase of the game. Zed’s a challenging opponent at all skill levels, but key among the frustrations of dealing with him is the safety at which he operates. Be it long-ranged, dual-shuriken action or a clean getaway, the window Zed presents to interact with him is on the shorter side when compared to the duress he places upon his victims. Widening the gaps between Zed’s aggression and taking out some of his back-loaded scaling (now that he’s got access to some sweet items) will bring careful opponents closer to victory and further from being styled on in someone’s highlight reel.
R damage lowered.
Back in 5.23 we added a bit more Death into Zed's Death Mark, citing a lack of itemization and scaling for AD-assassins as a whole. Now that Duskblade's entering an item shop near you, we're partially reverting that change so that Zed doesn't spike and snowball too heavily off just a single item purchase.
W cast range and missile speed increased. R's early damage increased.
W won't hide Q's cast time.
While often seen as an 'advanced technique' for Zed, this bug actually just removed the ability to react to Razor Shuriken if cast a specific way. Zed's been on the brain for us recently (stronger marksmen = higher-value assassinations), but he shouldn't rely on an exploit for power.
- IT ACTUALLY WAS THE DEADLIEST: Fixed a bug where quickly casting Living Shadow and Razor Shuriken would cause Zed's Living Shadow to cast instantly, instead of using the cast time
Patch Notes 5.17
The unseen spaghetti code is the deadliest.
"Just like Azir and Syndra before him, Zed’s script complexity was high enough we took him on as a refactoring project to clean up some of the issues with his code."
- Q - Razor Shuriken
- UNSEEN BUT NOT DEADLY: Fixed a bug where Razor Shuriken sometimes failed to launch if cast shortly after Living Shadow
- W - Living Shadow
- SHADOW MAGIC: Fixed a bug where casting Razor Shuriken before Living Shadow would allow the shuriken to be cast from the shadow
- R - Death Mark
- HE SAW THE LIGHT: Fixed a bug where Zed couldn't swap to his shadow after reviving from Guardian Angel
- IMAGINARY NINJA: Fixed a bug where Death Mark would sometimes spawn a shadow for the rest of the game
Patch Notes 5.16
Balance is a fool's master.
"Rounding out our trio of assassin changes, we have Zed. Similar to Leblanc and Kassadin, we’re happy with the direction, but not the destination. We’re still leaving the swap-timer back in (because counterplay is neato), but tipping the scales back in Zed’s favor."
Patch Notes 5.9
Zed can't teleport back to his Death Mark shadow instantly.
"Another one of the League's flashiest champions, Zed isn't well known for letting his opponents get a word in (let alone a single spell-cast) once he's marked them for death. Now even the most unsuspecting of prey has a small window to throw a wrench in Zed's plans before he vanishes to safety."
Patch Notes 5.2
Less attack speed all around.
"In the v5.1 notes, we mentioned Zed as a good example of what we refer to as a "Healthy Assassin" - but that doesn't come without its own set of balancing woes. To help bring Zed in line with other champions while preserving his power as a competitive option, we've looked toward his strengths outside of pure assassination - in this case, attacking his ability to split-push by lowering his attack speed.
Zed's pattern of poking from a distance and waiting for the moment to strike is layered with counterplay and complexity. That is, up until his AD items remove the need for his spells, allowing just a few auto-attacks to seal your fate. With a base and scaling attack speed rivaling that of Xin Zhao and Tryndamere, Zed's auto-attacks were as much a menace to champions as they were to towers. He'll still be effective in a side-lane due to his strengths in 1-v-1 duels, but taking power here allows us to keep his damage output focused in landing spells and using combos effectively."
- BASE ATTACK SPEED:
- ATTACK SPEED GROWTH STAT:
- BASE ATTACK SPEED:
Patch Notes 5.1
"Ah, Zed. With your amazing plays topping many a competitive player's highlight reel, how could we not love you? All in all, Zed is one of the best examples of what we call a "healthy assassin" in League of Legends.
That doesn't mean there aren't problems - while Zed's ability to delete squishies with a button press and some smooth moves is going to remain intact, he has so many other additional strengths that seem to push him over the edge. Given his amazing AD stats and his waveclear, should Zed be a top-tier tower-taker? Should he have amazing clean-up when his resources are depleted? While Zed's not receiving changes in this patch, we're committed to keeping LoL's favorite playmaking ninja fun to play as, and to play against."
- BALANCE IS WEAKNESS: NOT FOR LONG
Patch Notes 4.14
Death Mark now places Zed behind his prey and allows him to ignore unit collision while active, finally making him a real-er ninja.
"Zed lost a lot in 4.10 with our marksman itemization changes, but he's still performing consistently at the highest levels of play. That said, we saw we could give him some small usability buffs to help him stick to his Death Marked targets better."
Patch Notes 3.13
Summary: Living Shadow and Death Mark have had their cast wind-up time increased. Death Mark now spawns the shadow at Zed’s starting position rather than behind the target. Death Mark’s shadow will stay around longer and Zed can switch places with it at any range.
Context: Zed’s been a balance pain point for a while, especially at the competitive level. In particular, Zed’s current play patterns – while satisfying for the player – can be executed so quickly that they offer little to no reaction time for his opponents. In its current iteration, Death Mark sets up Zed’s gameplay for free with little execution needed beforehand. Because Zed’s intended gameplay focuses so heavily on manipulating his shadows, we want to force him to actively think about how he’ll use his tools to assassinate his targets.
- Living Shadow
- Significantly increased the time it takes for the Living Shadow to reach its destination (missile travel speed reduced to 1500 from 2500)
- Death Mark
- Now spawns the Living Shadow at Zed's starting position rather than behind the target
- Increased the time Zed remains untargetable before dashing to the target to 0.75 seconds (from 0.35)
- Death Mark shadow duration increased to 6 seconds (from 4)
- Increased the range at which Zed can switch places with his Death Mark shadow to 2000 (from 1100)
Patch Notes 3.07
As a resourceless champion, Zed was able to farm efficiently and safely without giving his opponent much opportunity for interaction. These changes should hit his wave clearing efficiency, especially at early levels. The vision reduction on Zed's Living Shadow was just to bring it more in line with other abilities of this type.
- Razor Shuriken
- Damage dealt to secondary targets reduced to 45 / 69 / 93 / 117 / 141 (+0.6 bonus Attack Damage) from 60 / 92 / 124 / 156 / 188 (+0.8 bonus Attack Damage)
- Living Shadow
- Vision radius of the Shadow reduced to 700 from 1,300
- Shadow Slash
- Cooldown increased to 4 seconds from 3
Patch Notes 3.06
Previously, Zed could safely farm large minion waves with Shadow Slash by consistently resetting the cooldown of Living Shadow. These changes were intended to promote aggressive play with Zed while also creating a window for players to engage on him in lane.
- Living Shadow
- Cooldown reduced to 18 / 17 / 16 / 15 / 14 seconds from 22 / 20.5 / 19 / 17.5 / 16
- Shadow Slash
- Hitting minions and monsters no longer reduces Living Shadow's cooldown
- Hitting enemy champions reduces Living Shadow's cooldown by 2 seconds, up from 1
- Living Shadow
- Fixed a bug where Living Shadow would sometimes cast in a random direction
- Razor Shuriken
- Damage increased to 75 / 115 / 155 / 195 / 235 from 75 / 110 / 145 / 180 / 215
- Shadow Slash
- Damage reduced to 60 / 90 / 120 / 150 / 180 from 60 / 95 / 130 / 165 / 200