

Zed spikes in lane once he gets lvl 6, his ultimate. If you keep hitting this combo, opponent will eventually have low hp and get into lethal range for kill, which will allow you to switch place with your W shadow at the end of the combo and go for solokill. Basic combo with Q W E is to spawn shadow on top of the enemy with W, use E to slow the target and then try to land both of Qs, one that shadow throws, and the other one that Zed himself throws. After Zed gets pushed in first 2 waves, he can look to fight on bounce(3rd wave) after he gets level 3 and has all of his spells learned. Zed can last hit very efficiently under the tower because his passive makes his auto attacks more dmg to low hp targets. You almost always want to get pushed in first 2 waves, last hit with your Q since it has decently big reach and low CD. His Q has vey high base damage and if you manage to get the isolated damage, hitting 2 to 3 Qs in lane makes you win the matchup. Zed is all about killing and outplaying your opponents, then transitioning your lead to win other lanes and later the game. All those tools makes him very difficult mechanical champion, but also very fun and to play. Zed can also switch places with his shadows by recasting his W or R. Zed's W and Ultimate abilities spawn shadows that copy his Q and E spells, which means you can have 2 shadows up, and yourself as a 3rd character that would throw skills. He is often played in the mid lane but recently he got buffs that allow him to play jungle position as well, which makes him even better champion overall. Jeweled Protector was also considered but can sit in your hand too long, or is just a slower/weaker play compared to Field Musicians and Kinkou Wayfinder.Zed is one of, if not the best snowballing AD assassins in the game. I've tried one/two off copies of syncopation/sown seeds for better attacks but it more often then not is a dead draw / bad mulligan.ĭeath Mark is too situational and sits in the hand too long, but maybe you could make a version of this deck that includes Silent Shadowseer.Īnd Shadow Shift has the potential to be a very strong card in this deck for aggressive trades early on. (You could run 3x of any depending on the meta decks).Ī card that I have thought of including is rangers resolve for to prevent board clear and enable better trades into Azir Irelia, but I've found that I lose that matchup if they have good openers anyways, so I chose not to include it. The reason for 2x Copies of Deny, Nopeify!, and Homecoming is for better flexibility in match-ups, Some deck architypes can't be stopped with just a 3x copy set of Deny / Nopeify!, and without Homecoming the Deck has no removal for Landmarks. The reason I ran 2x copies of Relentless Pursuit is it allows for forced levels on Zed, and huge unexpected attacks with developed boards right after field musician combo. 3x copies of Mobilize made me over draw the card in bad scenarios and interrupted Kinkou Wayfinder's allegiance effect. The reason I have 2x copies of Mobilize is because it enables potential for setting up with a wide and strong defensible board by enable combos with field musicians and Wayfinder while still maintaining spellmana to use interactive spells. Sometimes doing this can allows opponents to interact or interrupt your combo and delay a strong attacking turn, so it you should be familiar with your opponents decklist.

When you play Shows of the Past it is important to know that the recall effect stops once your hand is full, you are very prone to overdrawing if you position Dancing Droplets incorrectly, this is also important to remember when you have a Greenglade duo, since if you have it on the farthest right of the board with a semi-full hand she will grow to be HUGE.įield Musician and Dancing Droplets Attune effect allows you keep your spell mana up, so when enabling your Field Musicians effect of summon 3 to refill spell mana and draw a card, you should ALWAYS consider using spells before triggering said text effect.
ALL ZED COMBOS FULL
Shadows of the Past is a highly interactive card when played, and takes a while to get full efficiency out of it.īoard Positioning is KEY when you have a Field Musician, ALWAYS keep him on the farthest right when blocking or on the bench, since shadow of the past recalls from left to right Mobilize to Enable Retreat on Field Musician and Kinkou Wayfinder w/ Retreatįield Musicians > Shadow of the Past / Zed / Kinkou Wayfinder
