CHAMPIONSZed
Zed
CHAMPION · JUNGLE · MID

Zed

Verified across 3 sourcesLast updated · 2026-05-26
jungleS5 src
midS+5 src
01

Overview

last updated 2026-05-26
Editor's pick · most-quoted
Uh it's just that you don't really have that much damage. You don't have that much range uh potential. laning phase can be a little bit difficult, but as soon as you get jumped on, you know, if you're playing against the likes of like Jace or Zed or any of these junglers that are trying to jump on top of you, Ambessa, Wukong, you just keep your passive up and you keep your second ability up, you just fear them away and you can just escape pretty easily. You can just walk away and you can do a decent amount of burst damage as well, I think, with your passive and also being able to fear enemies away.
itzstu4rt · patch 7.1b · (50:29)
Open questions (4)
  1. 01Full-clear path (which camps in what order?)
  2. 02Build (lethality vs bruiser?) — aggregator answer: lethality (Youmuu's → Eclipse → Serylda's), see [[#Build (Jungler.GG, 7.1d)]] and [[#Build (WR Meta, 7.1E)]] (2026-05-26)
  3. 03~~Rune setup~~ — answered alongside builds above (2026-05-26)
  4. 04Power-spike timings
02

Tier history

10 entries · 3 sources · 3 patches
PatchSourceRoleTierΔDateNotes
7.1ehellsdevilmidS−12026-05-19
7.1ehellsdeviljungleGOD+12026-05-19
7.1eroyalmidS+−12026-05-17
7.1eroyaljungleS−22026-05-17
7.1ditzstu4rtmidA·2026-05-08
7.1ditzstu4rtjungleA·2026-05-08
7.1droyalmidGOD·2026-05-08
7.1droyaljungleGOD·2026-05-08
7.1hellsdevilmidS+·2026-05-08
7.1hellsdeviljungleS+·2026-05-08
03

Builds

2 sources + cross-source synthesis
Jungler.GGaggregator statspatch 7.1d
WR49.22%PR4.18%BR1.20%
Items (in order)
Youmuu's Ghostblade
Youmuu's GhostbladeIncreases Movement Speed
  • +55 Attack Damage
  • +15 Ability Haste

Slice: +15 Armor Penetration.

Momentum: Moving builds Momentum, granting up to 50 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.

Spectral Haste: Attacking with max Momentum grants 25% Attack Speed for 4 seconds.

3000 gold
Gluttonous Greaves
Gluttonous GreavesAttack Damage, Omnivamp
  • +10 Attack Damage
  • +45 Move Speed.

Conversion: +7% Omnivamp.

900 gold
Eclipse
EclipseGain a shield and deal bonus damage
  • +65 Attack Damage
  • +20 Ability Haste

Ever Rising Moon: Hitting an enemy champion with 2 separate attacks or abilities within 1.8s deals bonus physical damage equal to 7% of the target's max Health(3.5% for ranged champions), and grants you a shield that absorbs damage equal to 140 + 35% bonus Attack Damage (70 + 18% bonus Attack Damage for ranged champions) for 2s. (6s Cooldawn)

3000 gold
Serylda's Grudge
Serylda’s GrudgeArmor Penetration (%) and apply slows
  • +40 Attack Damage
  • +15 Ability Haste

Last Whisper: Gain +33% Armor Penetration.

Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.

Frostbite: Apply Frostbite to enemies slowed by Icy for 6s. At 3 Frostbite stacks, all stacks are consumed to apply bleed, dealing (10 + 2-30 () + 40% bonus) physical damage over 2s. Also applies 50% Grievous Wounds for 3s. (5s cooldown per target)

3300 gold
Mortal Reminder
Mortal ReminderArmor Penetration (%) and reduced enemy healing
  • +25 Attack Damage
  • +25% Critical Rate
  • +15% Attack Speed

Last Whisper: +30% Armor Penetration. Attacks that Critically Strike gain an additional 6% Armor Penetration.

Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.

3300 gold
Serpent's Fang
Serpent's FangAnti-Shielding
  • +50 Attack Damage
  • +10 Ability Haste

Stab: +15 Armor Penetration.

Shield Reaver: Dealing damage to an enemy champion reduces any shields they gain for 3s. Melee champions apply (10% of bonus AD + 40)% shield reduction, capped at 60%; while ranged champions apply (10% of bonus AD + 25)% shield reduction, capped at 45%. When you damage an enemy who is unaffected by Shield Reaver, all shields on them are reduced by the same values.

2800 gold
Runes
Conqueror
KeystoneConqueror
ConquerorKeystone

Basic attacks and abilities generate stacks of Conqueror on enemy champions hit, up to one per attack or cast. Each stack of Conqueror lasts 6 seconds and grants 3 - 7 (based on level) bonus (Adaptive) Attack Damage 4 - 12 (based on level) or Ability Power 4 - 11 (based on level), stacking up to 6 times, for a maximum of 12 - 36 (based on level) bonus Attack Damage or 18 - 54 (based on level) Ability Power (Adaptive). While fully stacked, gain 8 % melle ( 5% ranged) Physical Vamp and Magical Vamp. Adaptive Damage: Deals either physical or magic damage depending on your bonus stats, defaulting based on the origin of the effect.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Sudden Impact
Sudden ImpactMinor · Domination

Damaging an enemy champion deals a bonus 10–80 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s. (10s cooldown) The damaging attack/ability gains bonuses at higher levels: Level 5: Deal an additional 10 true damage. Level 9: Deal an additional 20 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Chain Assault
Chain AssaultMinor · Domination

Hitting an enemy champion with an active ability applies a mark to them, causing your next 2 attacks or active ability casts against them to deal 20 - 35 (+5% bonus AD +2.5% bonus AP) bonus adaptive damage. (15 second cooldown)

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Eyeball Collection
Eyeball Collection

Mechanics not yet captured in the vault.

Transcendence
TranscendenceMinor · Sorcery

Gain a bonus when reaching the following levels: -Level 1: Gain 6 Ability Haste. - Level 5: Gain an additional 6 Ability Haste. - Level 9: After a basic ability hits the target, reduce 10% of the ability's cooldown. (8s cooldown)

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Bone Plating
Bone PlatingMinor · Resolve

Blocks damage from the next triggering champion attack and 2 more attacks.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Skill priority
QWE
Spells
FlashFlashIgniteIgnite

Source: [[Sources/web-pages/2026-05-26-junglergg-zed-build-7.1d|Jungler.GG]] · sampling: mid-to-high-elo ranked games.

WR Metaaggregator statspatch 7.1E
WR50.33%PR4.07%BR1.37%
Items (in order)
Youmuu's Ghostblade
Youmuu's GhostbladeIncreases Movement Speed
  • +55 Attack Damage
  • +15 Ability Haste

Slice: +15 Armor Penetration.

Momentum: Moving builds Momentum, granting up to 50 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.

Spectral Haste: Attacking with max Momentum grants 25% Attack Speed for 4 seconds.

3000 gold
Gluttonous Greaves
Gluttonous GreavesAttack Damage, Omnivamp
  • +10 Attack Damage
  • +45 Move Speed.

Conversion: +7% Omnivamp.

900 gold
Eclipse
EclipseGain a shield and deal bonus damage
  • +65 Attack Damage
  • +20 Ability Haste

Ever Rising Moon: Hitting an enemy champion with 2 separate attacks or abilities within 1.8s deals bonus physical damage equal to 7% of the target's max Health(3.5% for ranged champions), and grants you a shield that absorbs damage equal to 140 + 35% bonus Attack Damage (70 + 18% bonus Attack Damage for ranged champions) for 2s. (6s Cooldawn)

3000 gold
Serylda's Grudge
Serylda’s GrudgeArmor Penetration (%) and apply slows
  • +40 Attack Damage
  • +15 Ability Haste

Last Whisper: Gain +33% Armor Penetration.

Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.

Frostbite: Apply Frostbite to enemies slowed by Icy for 6s. At 3 Frostbite stacks, all stacks are consumed to apply bleed, dealing (10 + 2-30 () + 40% bonus) physical damage over 2s. Also applies 50% Grievous Wounds for 3s. (5s cooldown per target)

3300 gold
Serpent's Fang
Serpent's FangAnti-Shielding
  • +50 Attack Damage
  • +10 Ability Haste

Stab: +15 Armor Penetration.

Shield Reaver: Dealing damage to an enemy champion reduces any shields they gain for 3s. Melee champions apply (10% of bonus AD + 40)% shield reduction, capped at 60%; while ranged champions apply (10% of bonus AD + 25)% shield reduction, capped at 45%. When you damage an enemy who is unaffected by Shield Reaver, all shields on them are reduced by the same values.

2800 gold
Edge of Night
Edge of NightBlocks an enemy ability
  • +250 Max Health
  • +50 Attack Damage

Gouge: +8 Armor Penetration.

Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)

3150 gold
Runes
Conqueror
KeystoneConqueror
ConquerorKeystone

Basic attacks and abilities generate stacks of Conqueror on enemy champions hit, up to one per attack or cast. Each stack of Conqueror lasts 6 seconds and grants 3 - 7 (based on level) bonus (Adaptive) Attack Damage 4 - 12 (based on level) or Ability Power 4 - 11 (based on level), stacking up to 6 times, for a maximum of 12 - 36 (based on level) bonus Attack Damage or 18 - 54 (based on level) Ability Power (Adaptive). While fully stacked, gain 8 % melle ( 5% ranged) Physical Vamp and Magical Vamp. Adaptive Damage: Deals either physical or magic damage depending on your bonus stats, defaulting based on the origin of the effect.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Sudden Impact
Sudden ImpactMinor · Domination

Damaging an enemy champion deals a bonus 10–80 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s. (10s cooldown) The damaging attack/ability gains bonuses at higher levels: Level 5: Deal an additional 10 true damage. Level 9: Deal an additional 20 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Chain Assault
Chain AssaultMinor · Domination

Hitting an enemy champion with an active ability applies a mark to them, causing your next 2 attacks or active ability casts against them to deal 20 - 35 (+5% bonus AD +2.5% bonus AP) bonus adaptive damage. (15 second cooldown)

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Eyeball Collection
Eyeball Collection

Mechanics not yet captured in the vault.

Transcendence
TranscendenceMinor · Sorcery

Gain a bonus when reaching the following levels: -Level 1: Gain 6 Ability Haste. - Level 5: Gain an additional 6 Ability Haste. - Level 9: After a basic ability hits the target, reduce 10% of the ability's cooldown. (8s cooldown)

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Skill priority
QEW
Spells
FlashFlashIgniteIgnite

Source: [[Sources/web-pages/2026-05-26-wrmeta-zed-build-7.1e|WR Meta]] · sampling: Diamond / Master / Challenger (Legendary tier).

Situational item swaps (explicit):

  • Gluttonous Greaves → Ionian Boots of Lucidity — depending on the situation
  • Boots upgrade → Stasis Enchant or Quicksilver Enchant — depending on playstyle
Build divergence notescross-source synthesis

Consensus across both aggregators

  • Keystone: Conqueror (both)
  • Core items: Youmuu's Ghostblade, Gluttonous Greaves, Eclipse, Serylda's Grudge, Serpent's Fang (five of six items match across both sources)
  • Summoner spells: Flash + Ignite (both)
  • Skill order: differ — Jungler.GG runs Q > W > E, WR Meta runs Q > E > W (both lead Q)

Where the aggregators diverge

  • Item differences: Jungler.GG closes with Mortal Reminder (item 5) → Serpent's Fang (item 6) — anti-heal then anti-shield. WR Meta closes with Serpent's Fang (item 5) → Edge of Night (item 6) — anti-shield then spellshield; Mortal Reminder is dropped.
  • Late-game flex: WR Meta enumerates explicit boots and boots-enchant alternatives (Ionian, Stasis, Quicksilver); Jungler.GG publishes one canonical build with no swaps.
04

Commentary

verbatim creator quotes
royalhand-written· Patch 7.1d analysis (Royal)
patch 7.1d

Scope: This section reflects state as-of patch 7.1d per Royal. May be outdated for later patches — see top-level Tier history. "Full clear dominate the late game with an insane amount of gold from farming. So the best champions at doing that are going to continue to be the best. And that obviously includes Zed, who I'm a huge fan of." — [[Sources/videos/2026-05-04-royal-tier-list-7.1d|Royal, 7.1d tier list]] (02:35-02:38) Why he's GOD in 7.1d: Full-clear scaling jungler — farms efficiently, scales hard with gold from clear. Royal flags self-bias here ("I'm a huge fan of"), so the placement should be cross-checked against another Sovereign creator before treating it as consensus.

itzstu4rtauto· Auto-extracted commentary (iTzSTU4RT, 7.1b)
patch 7.1b

Generated by /wr-extract from iTzSTU4RT's patch 7.1b video transcript. Re-running this skill OVERWRITES this section. Promote keepers into your hand-written ## Patch 7.1b analysis (iTzSTU4RT) sections above. Jungle "So technically, Stasis has gone down by 500 gold if you want to uh equate the uh boots value into it as well. And again, of course, Stasis is one of Zed's biggest counters. And with so many tanks at the moment, with Ice Overlord being so strong, with so many bruisers just being so tanky and so many tanks being so tanky, Zed kind of struggles to find targets right now in the meta at times, but still a very strong champion to play." (32:25) Mid "You can even do the same against AD champions as well. You're also pretty good counter against the likes of Yasawo and a lot of these AD champions Zed and Jace. Um but overall as you can see most of the time you'll see mages being played in the mid lane which Gallo can um can benefit from a lot." (46:20) "Then mid lane also pretty solid. Again, magic boots benefits the likes of Zed and Jace. Uh just being able to win more trades during the early game and try and get a little bit of kill threat after level five. Again, stasis being pretty important and going down in price means that Zed can be countered quite easily. Vex's also very solid." (50:09) "Uh it's just that you don't really have that much damage. You don't have that much range uh potential. laning phase can be a little bit difficult, but as soon as you get jumped on, you know, if you're playing against the likes of like Jace or Zed or any of these junglers that are trying to jump on top of you, Ambessa, Wukong, you just keep your passive up and you keep your second ability up, you just fear them away and you can just escape pretty easily. You can just walk away and you can do a decent amount of burst damage as well, I think, with your passive and also being able to fear enemies away." (50:29)

itzstu4rtauto· Jungle
patch 7.1b·jungle

So technically, Stasis has gone down by 500 gold if you want to uh equate the uh boots value into it as well. And again, of course, Stasis is one of Zed's biggest counters. And with so many tanks at the moment, with Ice Overlord being so strong, with so many bruisers just being so tanky and so many tanks being so tanky, Zed kind of struggles to find targets right now in the meta at times, but still a very strong champion to play.(32:25)

itzstu4rtauto· Mid
patch 7.1b·mid

You can even do the same against AD champions as well. You're also pretty good counter against the likes of Yasawo and a lot of these AD champions Zed and Jace. Um but overall as you can see most of the time you'll see mages being played in the mid lane which Gallo can um can benefit from a lot.(46:20)

Then mid lane also pretty solid. Again, magic boots benefits the likes of Zed and Jace. Uh just being able to win more trades during the early game and try and get a little bit of kill threat after level five. Again, stasis being pretty important and going down in price means that Zed can be countered quite easily. Vex's also very solid.(50:09)

Uh it's just that you don't really have that much damage. You don't have that much range uh potential. laning phase can be a little bit difficult, but as soon as you get jumped on, you know, if you're playing against the likes of like Jace or Zed or any of these junglers that are trying to jump on top of you, Ambessa, Wukong, you just keep your passive up and you keep your second ability up, you just fear them away and you can just escape pretty easily. You can just walk away and you can do a decent amount of burst damage as well, I think, with your passive and also being able to fear enemies away.(50:29)

royalauto· Auto-extracted commentary (Royal, 7.1e)
patch 7.1e

Generated by /wr-extract from Royal's patch 7.1e video transcript. Re-running this skill OVERWRITES this section. Promote keepers into your hand-written ## Patch 7.1e analysis (Royal) sections above. Mid "I do think she's a better jungler than a mid laner. However, she's still really really good in the mid lane. She does have a few more counter and hard match-ups against a lot of these assassins like the Kassadin, like the Zed who I've also included in god tier. I think those champions do have great match-ups into the Taliyah. However, she can easily just push the lane quickly and look for roams in the side lanes." (03:51)

royalauto· Mid
patch 7.1e·mid

I do think she's a better jungler than a mid laner. However, she's still really really good in the mid lane. She does have a few more counter and hard match-ups against a lot of these assassins like the Kassadin, like the Zed who I've also included in god tier. I think those champions do have great match-ups into the Taliyah. However, she can easily just push the lane quickly and look for roams in the side lanes.(03:51)

hellsdevilauto· Auto-extracted commentary (hellsdevil, 7.1e)
patch 7.1e

Generated by /wr-extract from hellsdevil's patch 7.1e video transcript. Re-running this skill OVERWRITES this section. Promote keepers into your hand-written ## Patch 7.1e analysis (hellsdevil) sections above. Jungle "Zet jungle, my favorite pick. This is my favorite jungle pick because I'm really good at Zed and I can cheese people when I pick him in a jungle. You know, if you know how to clear jungle with Zed and I coach so many people on Zed, by the way, it's a really it's a champion a lot of people like to play, which is interesting." (07:15)

hellsdevilauto· Jungle
patch 7.1e·jungle

Zet jungle, my favorite pick. This is my favorite jungle pick because I'm really good at Zed and I can cheese people when I pick him in a jungle. You know, if you know how to clear jungle with Zed and I coach so many people on Zed, by the way, it's a really it's a champion a lot of people like to play, which is interesting.(07:15)

05

Recommended runes

creator-cited rune picks
Chain AssaultChain AssaultDomination · 2 mentions
  • *"S Impact is usually the if you if you're going to take any of these three runes, people usually take silent impact, right? Then you have Chain Assault, Tyrant, and Hubris. So Told and Tyrant are kind of uh in this in this game with each other where they both kind of suck, but Chain Assault is usually a little better for most most champions. Let's say you're playing
Eyeball CollectorEyeball CollectorDomination · 1 mention
  • *"A lot of the times you want to go scorch so you can have a better laning phase so you can get to your late game, right? The you have to think about it like that as well. like you're not taking uh you're not taking for example let's say that you're playing I don't know
TyrantTyrantDomination · 1 mention
  • *"S Impact is usually the if you if you're going to take any of these three runes, people usually take silent impact, right? Then you have Chain Assault, Tyrant, and Hubris. So Told and Tyrant are kind of uh in this in this game with each other where they both kind of suck, but Chain Assault is usually a little better for most most champions. Let's say you're playing
Zombie WardZombie WardDomination · 1 mention
  • *"A lot of the times you want to go scorch so you can have a better laning phase so you can get to your late game, right? The you have to think about it like that as well. like you're not taking uh you're not taking for example let's say that you're playing I don't know
Bone PlatingBone PlatingResolve · 1 mention
  • *"A lot of the times you want to go scorch so you can have a better laning phase so you can get to your late game, right? The you have to think about it like that as well. like you're not taking uh you're not taking for example let's say that you're playing I don't know
Second WindSecond WindResolve · 1 mention
  • "Bone plating might not actually be the choice for that matchup. It might be something like second wind. And that's because zed can proc bone plating very easy." (12:05)
Absolute FocusAbsolute FocusSorcery · 1 mention
  • *"Like on
ScorchScorchSorcery · 1 mention
  • *"I'm going to gathering storm, right? A lot of the times you want to go scorch so you can have a better laning phase so you can get to your late game, right? The you have to think about it like that as well. like you're not taking uh you're not taking for example let's say that you're playing I don't know
TranscendenceTranscendenceSorcery · 1 mention
  • *"Even those champions, most of them prefer ability haste. So, they will go transcendence, right? Transcendence is so so OP as a rune, which is very commonly built even if you go like precision or domination. Like on
ConquerorConquerorCross-path keystone · 1 mention
  • *"It used to be taken on pretty much every assassin jungler, every jungler in general because it used to be 9% damage and you get a lot more gold. So champs like
First StrikeFirst StrikeCross-path keystone · 1 mention
  • *"And uh I think now we should probably talk about let's skip all the other ones. Talk about first strike because it's very very similar to those other two runes and you kind of already talked quite a bit quite um about first strike. So let's talk a little more about it. So, initiating combat with an enemy champion or dealing damage to them within 0.25 seconds of engaging them in combat grants 10 gold and first strike for 3 seconds, allowing you to deal 7% bonus true damage to them. After the effect ends, gain bonus gold based on the bonus damage dealt for its duration. If you do not deal damage to the enemy champion within 0.25 25 seconds of engaging them in combat. First strike will go on a 10second cool down which means that if you get hit first strike go and you don't do anything like you don't like if they hit you first it goes on a 10-second cool down. Uh if you attack them first it goes on a 20 to 13 second cool down. You get a big of bit of gold that becomes a huge amount of gold for a lot of champions in the mid game. So, one one tip that I do with Casadin all the time is in the mid game, I will literally just go on a champion I know I can kill, like a tank, like let's say it's a Mal fight or an Norn, I will jump on them, use all my abilities, get like 120 gold from First Strike, and then just ult away, right? And I get a huge amount of gold surplus. So, First Strike in the early game, you want to be procking it consistently because that base 10 gold is kind of what you're looking for. Like that first like like from one trade, you need like 25 30 gold. like you're not super worried about dealing a lot of damage during it because at the beginning of the game you barely do any damage. Your main goal is to proc it as many times as possible, So, first strike, you kind of have to think of it versus electrocute. This rune will be better late game or it will be at least the same late game, but it will also give me a lot of gold to help me reach my power spikes. So, it's a very, very strong burst snowball rune. It used to be taken on pretty much every assassin jungler, every jungler in general because it used to be 9% damage and you get a lot more gold. So champs like
06

Patch notes

mentions of Zed

No patch-note mentions parsed yet.