Zed
ZEDSkills
Tier by Rank
Official- TierWinPickBan
- DiamondC50.3%3.7%1.7%
- MasterC50.4%3.7%1.6%
- GrandmasterB51.0%3.9%1.6%
- ChallengerB51.8%5.2%2.3%
Tencent official (CN server) / Mid / 2026-09-22
Tier moves C → B across ranks, a 1.5 point spread in win rate.
- TierWinPickBan
- DiamondC51.1%2.0%1.7%
- MasterC50.9%2.1%1.6%
- GrandmasterC50.8%2.5%1.6%
- ChallengerC53.5%3.2%2.3%
Tencent official (CN server) / Jungle / 2026-09-22
Tier stays C at every rank, with only a 2.6 point win-rate spread — consistent across ranks.
Stats
Drag slider to switch levelRanked 9 of 142 at level 1 and 18 at level 15. Drops in the ranking as levels go up.
Combat Power from stats 9,712 80%
Combat Power from skills 2,435 20%
- Bonus magic damage (vs sub-50% HP targets, 7-11% of max HP)1,050G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
Damage valued like healing
Damage to an enemy is valued like healing yourself the same amount, priced with the health regen rate.
- Physical damage (first hit)1,086G
- Physical damage (other enemies in path)760G
- Physical damage (shadow's shuriken)620G
- Physical damage (ultimate shadow's shuriken)158G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Summons attack once per second
A summon's attacks (Tibbers, turrets, plants, clones, etc.) are assumed to hit the same target once per second unless an attack speed is given, for as long as the summon lasts (5 seconds if not stated, at most the 10-second fight length). Summons are counted once per cooldown (at most once every 8 seconds), with the usual combat-only 50%. A summon's health is counted like a shield for the attacks it soaks, assuming it's targeted 50% of the time. Clones that mimic the champion's abilities are assumed to copy each one once while they last. Buffs to a summon are applied to that summon's share.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
This ability is only a dash, so it is counted in Mobility as a dash.
- Physical damage765G
- Slow512G
- Physical damage (shadow's slash, 50%)219G
- Bonus slow (+50% when hit by the shadow too)146G
- Physical damage (ultimate shadow's slash, 50%)56G
- Bonus slow (+50% when hit by the ultimate's shadow too)37G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Survival factor
Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.
Move speed % as flat
Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Damage valued like healing
Damage to an enemy is valued like healing yourself the same amount, priced with the health regen rate.
Summons attack once per second
A summon's attacks (Tibbers, turrets, plants, clones, etc.) are assumed to hit the same target once per second unless an attack speed is given, for as long as the summon lasts (5 seconds if not stated, at most the 10-second fight length). Summons are counted once per cooldown (at most once every 8 seconds), with the usual combat-only 50%. A summon's health is counted like a shield for the attacks it soaks, assuming it's targeted 50% of the time. Clones that mimic the champion's abilities are assumed to copy each one once while they last. Buffs to a summon are applied to that summon's share.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
- Physical damage (flat portion)135G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
Damage valued like healing
Damage to an enemy is valued like healing yourself the same amount, priced with the health regen rate.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
Converted to gold with the same formula as runes. These are bare values, so ratios such as AP grow with the build you make in the Build Lab. Dashes are counted in Mobility as a dash count. Tap a row to see the formula and assumptions.



