Wild Rift Guides
Zed Jungle Wild Rift Guide
Who counters Zed in Wild Rift? The toughest Zed jungle counters are Rengar, Pantheon, and Vi. Full Zed Jungle counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.
Overview
Zed is the jungle assassin who farms in two places at once. His shadows throw a second set of shurikens from another angle, so camps take Q from two sides, his W swap doubles as a repositioning tool, and his ultimate marks a target for a delayed hit that deals huge damage. He wins by turning farm into kills. Early on he is average: his clear is fine but not fast, and his squishy melee frame has no sustain. The payoff comes from ganks and dives. A shadow onto a lane lets him close the gap, slow, and chunk with energized shurikens, and once his ultimate is up he simply kills the first overextended carry he reaches. From there it is the usual assassin snowball: pick someone off, take the tempo, repeat before the map recovers. The problem is that everything depends on arriving alive. Zed has no hard crowd control, and his escape, the shadow swap, is also his engage, so using it to kill means giving up his way out. Early duelists ruin his rhythm at scuttle, lockdown catches him before he can swap away, and a tank standing in front of his target wastes the whole play.
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 sustain, so a rough early jungle or a lost scuttle duel leaves him with nothing to fall back on.
- 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.
Build Snapshot
Rune Setup
Summoner Spells
Zed Jungle Counters
Who counters Zed Jungle in Wild Rift (WR)? These champions beat Zed in the jungle matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Rengar: Rengar kills you before your combo starts: he leaps from a bush with full ferocity and bursts your squishy frame before your shadow lands, so your swap never gets to save you.
- Pantheon: Pantheon bullies you through your weakest window: his level-three burst arrives before yours, his Aegis blocks your shuriken poke, and his stun-leap pins your squishy frame before you can swap out.
- Vi: Vi removes the escape your whole game depends on: her ultimate is point-and-click, so the shadow swap only delays the pin, and her knockup catches you mid-combo.
Champions Zed Is Strong Against
Zed's best matchups in Wild Rift. Zed holds an edge against these picks in the jungle role, so look to press the advantage and contest objectives.
- Morgana: Morgana's bind is her only real answer to you, and once it is down she is a slow, fragile mage with no follow-up against your shadow swap and detonation.
- Viego: Viego wants a long duel he can reset from, but your burst kills him inside one rotation, before his sustain or passive heal ever matters, leaving him no corpse to take.
- Talon: Talon mirrors your squishy assassin frame, but your shadow throws a second combo from a range his blink cannot answer, and your ultimate marks him for damage he cannot dash away from.
Early Game
Your first clear is about staying safe, not speed. Drop a shadow at each camp so both sets of shurikens do the work and you take less damage back, then finish the full clear and take scuttle, because you want the levels before you commit to anything. That brings you to level five with the shadow, the slow, and the ultimate to punish an overextended laner, and the camp respawn timer is when to go looking for one. Zed earns his gold by killing people rather than farming laps, so do not linger once the camps are cleared. Respect scuttle, because plenty of early junglers out-duel you there; take the crab you can get for free instead of feeding a fight you lose. Track the enemy jungler and ward your own camps so you are not invaded blind.
Mid Game
Six minutes brings both objectives, and a pick on the enemy mid or jungler before either is worth far more than the camp you skipped. 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
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
Choose your target before the fight starts, then work out how to reach them. Open by sending a shadow toward the enemy carry, swap in with your ultimate marked, and dump your full energized combo so the detonation lands while their team is looking elsewhere. The shadow swap is both your entrance and your exit, so plan the way out before you commit: kill the carry, then swap back to safety instead of chasing a second target you cannot survive reaching. If the fight is a clean front-to-back and you cannot get around the tanks, wait. A Zed who flanks a moment late onto the right carry beats one who dives straight into the frontline and dies for nothing. You are the pick, not the anchor, so spend the fight where the enemy backline does not want you.