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Zed by Mind Map: Zed

1. Pre Game Preparation

1.1. Pre-Game Knowledge

1.1.1. Preparation - Itemization

1.1.2. Preparation - Runes

1.1.2.1. Reds

1.1.2.1.1. Armor Pen

1.1.2.2. Yellows

1.1.2.2.1. Armor

1.1.2.2.2. HP/Level

1.1.2.3. Blues

1.1.2.3.1. CDR/level

1.1.2.3.2. MR and 4 CDR/level

1.1.2.4. Quint

1.1.2.4.1. AD

1.1.2.4.2. Armor Pen

1.1.3. Preparation - Masteries

1.1.3.1. 12/18/0

1.1.3.1.1. Thunderlord's Decree

1.1.3.2. 18/12/0

1.1.3.2.1. Fervor

1.1.4. Preparation - Skill Order

1.1.4.1. Max R, Q, E, W

1.1.5. Preparation - Summoner Spells

1.1.5.1. Exhaust

1.1.5.1.1. vs AD opponents

1.1.5.2. Ignite

1.1.5.2.1. vs Squishy Opponents

1.2. How Does Energy Work?

1.2.1. Ability combos can deplete Energy in an important situation and leave you unable to cast spells for a few crucial seconds while Energy regens

1.2.1.1. As opposed to mana, where mana pools increase over the course of the game, nullifying this problem

1.2.2. Calculating Energy is very important

1.2.2.1. Akin to going oom during a teamfight

1.2.3. Always need to reach the conditions to refund Energy

1.3. Utilizing Your Kit

1.3.1. Passive

1.3.1.1. Deal as much damage as possible in the shortest amount of time to proc .Passive

1.3.1.1.1. Quicker you can get them down to 50% the better

1.3.1.1.2. This is why BotRK is so good because it deals 10% max health in an instant

1.3.1.2. .Passive synergizes with .R

1.3.1.3. Using .Passive to last hit

1.3.1.4. Make sure to .AA when enemy is below 50% to pop passive

1.3.2. Q

1.3.2.1. Hit targets with multiple .Q for energy or damage

1.3.2.1.1. This will give you energy and damage increase per shuriken

1.3.2.2. .Q when there are no obstructions from the enemy

1.3.2.3. First .Q needs to hit with no obstructions and next .Q will deal 50% no matter what

1.3.2.4. Always max .Q

1.3.2.4.1. Will decrease energy cost

1.3.2.5. Hit .Q on CC'd targets

1.3.3. W

1.3.3.1. Anything that scales off of Bonus AD is great

1.3.3.1.1. Note: Thunderlord's Decree

1.3.3.1.2. Building raw AD items will give you higher damage

1.3.3.2. Place .W behind enemy to all-in

1.3.3.3. Place .W behind self to escape

1.3.3.4. Use .W + ability to restore energy

1.3.3.4.1. This will give you energy

1.3.3.4.2. Will also have some sort of bonus effect

1.3.3.5. Double-tap .W for quick escapes

1.3.3.6. Leave .W to tele back later

1.3.3.7. .W to dodge abilities

1.3.3.8. Placing .W in the right place

1.3.3.9. .W to get in range for .R

1.3.4. E

1.3.4.1. .WE to slow enemies to hit abilities more easily

1.3.4.1.1. This will allow you to land your abilities more easily

1.3.4.2. .WE to slow enemies to escape

1.3.4.3. .E as many champions as possible to decrease cooldown of .W

1.3.4.3.1. Reduce cooldown of Living Shadow by 2/champ hit, allowing you to escape

1.3.4.4. .E as many times as possible to decrease cooldown of .W

1.3.4.4.1. Reduce cooldown of Living Shadow by 2/champ hit, allowing you to escape

1.3.5. R

1.3.5.1. .R to dodge abilities

1.3.5.1.1. You can cast R to dodge abilities since you will be untargetable

1.3.5.2. .R - Deal as much damage as possible in 3 seconds

1.3.5.2.1. You'll know you can kill when Shuriken

1.3.5.3. Use .R to escape

1.3.5.3.1. Use this for mind games as well

1.3.5.4. Use .R to chase

1.3.5.5. Do not use .R on targets with QSS

1.3.5.6. Do not use .R on targets with Banshee's Veil

1.3.5.7. Reactivating .R

1.3.5.8. Don't have abilities on 3 sec + cooldown before you .R

1.3.5.9. If opponent is really low, just use .R to finish them and then get away

1.3.5.10. If there is a shuriken over your opponent's head after you .R, they will die to your after damage

1.3.5.11. Know when you can just get a kill and run away with .R

1.3.5.12. Don't 1v1 without .R, unless really ahead

1.3.5.13. Don't use .R if you don't need it to kill someone

1.3.5.14. Can follow gap creators by timing .R correctly

1.3.6. Ability Combos

1.3.6.1. .WEQ Poke Combo

1.3.6.2. .WEQ All-In Combo

1.3.6.3. .REWQ Combo

1.3.6.3.1. Can never cast Q twice on death marked target

1.3.6.3.2. With CDR can cast E twice on death marked target

1.3.6.3.3. vs non mobility champs, Triple Basic Combo: Ultimate, basic e, move up, basic, w (JUST SHADOW), double q, w behind them, last basic, ignite r back and e

1.3.6.4. .WQ Poke Combo

1.3.6.5. .WE Poke Combo

1.3.6.6. .WQE wait REQ Combo

1.3.6.7. .QE Combo

1.3.6.8. .WE wait until you are sure you can land .Q, then throw it combo

1.3.6.9. If only enough energy for .Q or .E, always prioritize .Q over .E

1.3.6.10. Triple Auto Combo

1.3.6.11. .W into .R Tricky Combo

1.3.6.12. Proc Blade of the Ruin King

1.3.6.13. Melee range into the opponent to hit slow on .E

1.3.6.14. Cast .E immediately after using .R for slow

1.3.6.15. Don't throw .Q immediately because they may use a dash to escape

1.3.6.16. This is why you take Thunderlord's Decree

1.3.6.17. .WQE poke combo

1.3.6.18. Flash to get in range of .R

1.3.7. Tips and Tricks

1.3.7.1. Q

1.3.7.2. W

1.3.7.3. E

1.3.7.4. R

1.3.7.4.1. Can .R back to shadow from literally anywhere on the map

1.3.8. Zed Mind Games - How to Outplay your Opponent with W

1.3.8.1. Mind Game - Poke with WQE, when they're low and still near shadow, wait for cooldowns and jump to shadow and ult kill them

1.3.8.2. Mind Game - Flash immediately after you use .R to get away

1.3.8.3. Mind Game - Using W out, then R back in

1.3.8.4. Mind Game - Wait in a bush for your opponent to face check and .QEAA

1.3.8.5. Mind Game - Pulling people away from your .R, so you can jump back and dip

1.3.8.6. Mind Game - Flash .E Auto to catch opponent off guard

1.3.9. Masteries

1.4. Masteries

2. Challenger in Bronze

2.1. Game Recordings

2.1.1. CiB Game Recording

2.1.2. CiB Game Recording

2.1.3. CiB Game Recording

2.1.4. CiB Game Recording

2.1.5. CiB Game Recording

2.1.6. CiB Game Recording

2.2. Game Commentary

2.2.1. CiB Game Commentary

2.2.2. CiB Game Commentary

2.2.3. CiB Game Commentary

3. Player Reviews

3.1. Bronze

3.1.1. Bronze Player Review

3.2. Silver

3.2.1. Silver Player Review

3.3. Gold

3.3.1. Gold Player Review

4. Laning as Zed

4.1. Winning Lane

4.1.1. General Principles of Trading

4.1.1.1. Positioning himself in lane to avoid skill shots.

4.1.1.2. Save abilities to harass

4.1.1.3. Playing safe until your .W is back up

4.1.1.4. Pushing enemies into a direction to line up your .Q

4.1.1.5. Melee

4.1.1.5.1. Melee Trade - .WQE forward in lane to deal maximum damage.

4.1.1.5.2. Melee Trade - .QAA at level 1 for damage

4.1.1.5.3. Melee Trade - Dodging specific abilities in a trade with .W to avoid damage.

4.1.1.5.4. Melee Trade - .WQ trade at level two for good damage.

4.1.1.5.5. Melee Trade - Using a level advantage in lane to win trades.

4.1.1.5.6. Melee Trade - .WQE in lane to land more damage and avoid damage.

4.1.1.5.7. Melee Trade - .WQE aggressively in trades to chase and deal more damage.

4.1.1.5.8. Melee Trade - Trade with .QE combo against melee champions

4.1.1.5.9. Melee Trade - Save energy to trade with enemy

4.1.1.5.10. Melee Trade - .WQE to proc Thunderlord's Decree

4.1.1.5.11. Melee Trade - .WQE after forcing them into direction

4.1.1.5.12. Melee Trade - If pushing or overextended all in them with .WQE

4.1.1.5.13. Melee Trade - .WQE to set up for .R

4.1.1.5.14. Poke with .Q while they last hit

4.1.1.5.15. Melee Trade - Make sure to .AA when enemy is below 50% to pop passive

4.1.1.5.16. Melee Trade - .WE wait until you are sure you can land .Q, then throw it combo

4.1.1.5.17. Melee Trade - Don't all in if you miss .WEQ combo

4.1.1.6. Ranged

4.1.1.6.1. Ranged Trade - .WQE forward in lane to deal maximum damage.

4.1.1.6.2. Ranged Trade - Dodging specific abilities in a trade with .E to avoid damage.

4.1.1.6.3. Ranged Trade - .WQ trade at level two for good damage.

4.1.1.6.4. Ranged Trade - Using a level advantage in lane to win trades.

4.1.1.6.5. Ranged Trade - .WQE in lane to land more damage and avoid damage.

4.1.1.6.6. Ranged Trade - .WEQ aggressively in trades to chase and deal more damage.

4.1.1.6.7. Ranged Trade - .Q enemy when they come in to autoattack you

4.1.1.6.8. Ranged Trade - .Q minions when your .W is not up

4.1.1.6.9. Ranged Trade - Save energy to trade with enemy

4.1.1.6.10. Ranged Trade - .WQE to proc Thunderlord's Decree

4.1.1.6.11. Ranged Trade - .WQE after forcing them into direction

4.1.1.6.12. Ranged Trade - If pushing or overextended all in them with .WQE

4.1.1.6.13. Ranged Trade - .WQE to set up for .R

4.1.1.6.14. Poke with .Q while they last hit

4.1.1.6.15. Ranged Trade - Make sure to .AA when enemy is below 50% to pop passive

4.1.1.6.16. Ranged Trade - .WE wait until you are sure you can land .Q, then throw it combo

4.1.1.6.17. Ranged Trade - Don't all in if you miss .WEQ combo

4.1.1.6.18. Ranged Trade - Enemies out of mana are very easy to harass and/or all-in

4.1.1.7. Kill

4.1.1.7.1. If opponent is low when you hit 6, ult and kill them

4.1.2. Wave Manipulation and Farming

4.1.2.1. What

4.1.2.1.1. There's a lot of overlap between these things, so I think we can combine them. If you're trying to push the wave quickly, you use farming tactics to do so. There are some differences, but I think they are minute.

4.1.2.2. Wave Manipulation - Combos in lane to push and reset the wave so that he can farm or trade.

4.1.2.3. Wave Manipulation - Quickly clearing a wave in lane so he can roam or base.

4.1.2.4. Wave Manipulation - Pushing the wave quickly after a kill in lane to deny the enemy gold and experience.

4.1.2.5. Farming - How to last hit under turret in lane for extra gold.

4.1.2.6. Farming - Use .Q to last hit

4.1.2.7. Wave Manipulation - Avoid pushing the lane with abilities if not necessary

4.1.2.8. Wave Manipulation - If enemy is out of mana push the wave in constantly, which will very likely result in them losing a lot of creeps

4.1.2.9. Wave Manipulation - If you have pushed wave, you can recall and buy necessary items if you're low

4.1.2.10. .WQEE Clear

4.1.2.11. Farming - Use .E to get creep low enough for .passive to last hit

4.1.3. Energy Management

4.1.3.1. Energy - Knowing when to prioritize blue buff so he can trade with/kill his opponent.

4.1.3.1.1. What

4.1.3.2. Energy - Calculating energy costs before engaging to ensure he can cast all spells and get kills.

4.1.3.3. Energy - Knowing how to save energy so that he has energy for trades and fighting.

4.1.3.4. Energy - Knowing when to use just .WQ to save energy

4.1.4. Playing According to Your Vision

4.1.4.1. Knowing when and where to ward in lane to die less and get more kills.

4.1.4.1.1. What

4.1.4.2. Knowing when not to use his mobility to engage without vision so the he does not die.

4.1.4.3. Save .W to ward

4.1.4.4. Save .W when no vision and could get ganked

4.2. Roaming

4.2.1. Maximizing Your Kill Chance when Roaming

4.2.1.1. Roaming - Opponents are low

4.2.1.1.1. What

4.2.1.2. Roaming - Opponents are engaged in combat

4.2.1.2.1. What

4.2.1.3. Roaming - Opponents' position in lane

4.2.1.3.1. What

4.2.1.4. Roaming - Knowing where the incoming minion wave is

4.2.1.4.1. What

4.2.1.5. Roaming - Diving potential

4.2.1.5.1. What

4.2.1.6. Roaming - Quitting a Bad Roam

4.2.1.6.1. What

4.2.1.7. Roaming - Pushing the wave before leaving

4.2.1.7.1. What

4.2.1.8. Roaming - A Challenger player knows not to roam or walk around in total darkness so he doesn't get caught and die.

4.3. Matchup Guides

4.3.1. Zed

4.3.2. Ahri

4.3.3. Yasuo

4.3.4. Annie

4.3.5. Lux

4.3.6. Diana

5. Group Fighting as Zed

5.1. Teamfighting and Skirmishing

5.1.1. Teamfighting as Zed

5.1.1.1. What

5.1.1.1.1. Proper target selection is a necessity for any assassin player. Being able to correctly identify the enemy team's most valuable player who is also killable will elevate your game to the next level.

5.1.1.2. Target Selection - Isolated Targets

5.1.1.2.1. What

5.1.1.3. Target Selection - Immobile Targets

5.1.1.3.1. What

5.1.1.4. Target Selection - High Value Targets

5.1.1.4.1. What

5.1.1.5. Target Selection - Identifying and Managing Peel

5.1.1.5.1. What

5.1.1.6. Target Selection - Rolling With the Punches

5.1.1.6.1. What

5.1.1.7. Target Selection - Love Me Some Squish

5.1.1.8. Target Selection - Target With Escape Potential

5.1.1.9. Assassinating in Teamfights Part 3 - The Execution

5.1.1.9.1. Hide

5.1.1.10. Dealing as much damage as possible

5.1.1.11. Picking - Start with .WQE and then .R to block abilities

5.1.1.12. Can use .W to get in range for .R in team fights

5.1.1.13. Multiple people hit by abilities

5.1.1.14. Wait for enemy team to have wasted cooldowns or be distracted, then go in

5.1.2. Identifying and Dodging Key Spells in Teamfights

5.1.2.1. A Challenger Zed main knows how to identify and/or dodge key spells so he can deal damage and survive.

5.1.2.2. Video Outline

5.1.2.2.1. Hook

5.1.2.2.2. Intro

5.1.2.3. Video Clips

5.1.2.3.1. Good

5.1.2.3.2. Bad

5.1.2.3.3. Bench

5.1.2.4. Ways to Dodge

5.1.2.4.1. Q

5.1.2.4.2. Zhonya's

5.1.2.4.3. Juke

5.1.2.4.4. Flash

5.1.2.5. Outro

5.1.2.5.1. Thanks for watching everyone. If you take anything from this videos, it's that you NEED to be thinking about and planning around key spells as you approach any fight. See you on the Rift, guys.

5.1.2.6. Identifying, Tracking, and Waiting for Threatening Spells

5.1.2.6.1. What

5.1.3. Split Pushing as Zed

5.1.3.1. Always split push especially when behind

5.1.3.2. Take champions head-on when split pushing

5.1.3.3. Draw pressure

5.1.3.4. Ward and look at mini-map

5.1.3.5. Don't waste all your abilities until your opponent has used Zhonyas

5.1.3.6. Use Ghostblade to ANNIHILATE towers

5.1.3.7. Hide in a bush, until you see the rest of the enemy team

5.1.4. A Challenger Zed main knows how to perfectly use his kit to deal as much damage as possible while surviving.

5.1.5. A Challenger Zed main knows how to use his amazing mobility in teamfights to survive and get kills.

6. Show Me 'Dat Gameplay!

6.1. Group Fighting

6.1.1. Group Fighting Analysis

6.1.1.1. Group Fighting Analysis

7. General Concepts

7.1. Saving ult for upcoming teamfights

7.2. Death is bad. Don't die.

8. TEMPLATE CONCEPT