Zed Wild Rift champion guide - Jungle

Jungle · Wild Rift Guide

Zed Jungle

Zed Jungle Guide

Updated for Patch 7.3E
S Tier

Zed Jungle Wild Rift overview and best build snapshot

How to play

  • Keep your camp clear moving Place your 2nd ability beside a camp, then aim your 1st ability so both you and your shadow throw through the monsters.

  • Save a shadow swap for the way out Your 2nd ability leaves a shadow; cast it again to swap positions. Keep a shadow somewhere safe instead of spending every swap to approach the enemy.

  • Use your ultimate on an enemy you can finish Land your damage while they are marked, then swap back before their team catches you.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • Elite single-target burst that removes one carry from a fight before they can react.
  • The shadow swap works as both engage and escape, closing the gap on a gank and pulling him back out of a dive.
  • Snowballs hard, because one clean pick funds the next and a fed Zed decides where the map fights.

Weaknesses

  • Squishy with no hard crowd control, so a lost early skirmish leaves him with no way to lock down the escape or peel the return damage.
  • No hard crowd control and no peel, so he does little once the enemy stays behind their frontline.
  • Dies to lockdown and burst, since getting caught before his swap is up means he simply dies.
Advertisement

Zed Jungle Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Zed Jungle, including items, runes, summoner spells, and skill order.

STARTING ITEM

Long Sword

Simple early attack damage, since his shadow rotation either kills a laner outright or achieves nothing.

BOOTS

Armorcrusher Boots

Attack damage and armor penetration strengthen Zed's shadow rotation, while out-of-combat movement speed helps him reach lanes and find a gank angle.

CORE BUILD

Youmuu's Ghostblade

Momentum builds while he paths between lanes, so the speed and penetration are active when his shadows land.

Eclipse

Build second after Youmuu's Ghostblade. Two separate attacks or abilities trigger max-health damage and a shield, rewarding Zed's quick shadow rotation and helping him survive the return damage before swapping out.

Black Cleaver

Build third. Repeated physical damage from Zed and his shadows stacks armor reduction, helping both Zed and his physical-damage teammates hurt the same target.

Spear of Shojin

Ability haste means more shadows, which is his clear speed and how often he can gank.

Edge of Night

The spell shield protects the angle his whole combo depends on, since one spell landing first turns an assassination into a death.

SITUATIONAL ITEMS

Serylda's Grudge

Replace Black Cleaver when your team has little other physical damage, or when you need more personal damage against heavily armored targets. Its percentage armor penetration supports Zed's own damage, while the slow helps keep targets below 60% Health inside his shadow rotation.

Crimson Lucidity

Choose Ionian Boots of Lucidity and upgrade into Crimson Lucidity instead of Armorcrusher Boots when you want more mobility at the cost of burst damage. Ability Haste brings Living Shadow (2nd) back sooner, while ability damage and summoner spell casts trigger movement speed to help Zed reposition.

Serpent's Fang

Build this when shields turn Zed's gank into a survivable chunk. Shadow abilities apply the reduction before Death Mark (Ult) repeats part of the committed burst.

RUNES

KEYSTONE

Conqueror

His shadow rotation lands many hits on one target, so he stacks quickly and the healing carries the skirmish.

PRIMARY

Battle Zeal

Zed and his shadows land repeated ability hits in one rotation, building the rune's combat amplification before Death Mark (Ult) detonates.

Cut Down

His kit is built to delete squishies, and this is what keeps him useful when the target is a bruiser.

Legend: Haste

Stacking Ability Haste shortens Living Shadow (2nd) and Razor Shuriken (1st) cooldowns, giving Zed more poke rotations and another reposition before committing to the next target.

SECONDARY

Transcendence

Ability haste means more shadows, which is his mobility, his damage and his escape.

SITUATIONAL RUNES

Coup de Grace

Take this against squishy teams, since his rotation already leaves them in execute range.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. His shadows are his engage and his ultimate commits him, so Flash is the only escape he keeps in reserve.

Smite

Smite

You are playing Jungle, you always take Smite. Monster damage upgrades from 600 to 1000 after 8 consumed Eco-system Protection stacks and to 1400 after 20 total.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    E Ability
    3rd Ability
  3. 3
    W Ability
    2nd Ability
Advertisement

Zed Jungle Wild Rift matchups and counters

Zed Jungle Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Zed Jungle, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Your first clear is about clean overlap. Place Living Shadow (2nd) so Zed and the copy can hit the camp with the same Shuriken (1st) and restore energy, without forcing the missile through another unit first. Shadow Slash (3rd) adds damage, but monsters do not trigger the champion-only Living Shadow (2nd) cooldown reduction. Reach level five with enough tempo to punish an overextended lane rather than forcing an early duel without hard crowd control. Clear toward the lane with the best setup, but do not force a gank when the target is healthy and protected by the wave. Contest Scuttle only with enough health, cooldowns, and nearby lane priority to survive the duel. If the enemy jungler controls one crab, take the other or return to camps instead of forcing a losing river fight. Track the opposing route and ward your entrances so an invade does not remove the farm Zed needs for level five.

Mid / Late Game

Levels 9+
Zed gains more from a pick before the objective than from standing in the pit during a fair contest. Watch the side lanes for a carry who pushed up without vision and collapse on them, then take the objective while their team is down a body. Contest when your team is ahead; in an even game take Herald, since your peak is now and a tower cashes it in. Between objectives, counter-jungling works well, because you out-duel a lot of farmers in their own jungle and a swap gets you out before help arrives. Keep an eye on the enemy jungler's position, though: a Zed who dives into a waiting counter-gank hands the lead back in one trade. Late game you are a pick threat, not a brawler. Your job is to find the enemy carry and kill them, which means flanking from fog, waiting until your swap and ultimate are both up, and committing when their backline is actually reachable. Group with your team but fight from the edges: walking through the enemy frontline gets you locked down and bursted, while a clean flank puts your shadow on the target that matters. Baron and dragon fights are where your picks matter most, so hold your engage for the carry instead of wasting it on the frontline, and let your own tanks create the moment of chaos you need. An alive Zed who kills one carry per fight wins the game; a dead Zed who dove the tank wasted his ultimate.

Teamfights

5v5 Combat
Choose the target and exit shadow before entering. Approach from a side angle, apply Death Mark (Ult) when the carry has spent a defensive tool, and land a basic attack plus abilities before swapping back. If tanks block every route, wait for the formation to separate or help damage the nearest target. Do not chase a second takedown when the return shadow is about to expire or the enemy control remains available.
Advertisement

Explore more