You open up with Living Shadow to get into Death Mark range, then naturally use Death Mark, then when you land you use Shadow Slash and auto-attack the enemy. Remember that once a mark pops up over your target's head, that means that you've done enough damage for the pop to finish off your enemy (not counting shields or heals that happen afterwards), so at that point you're either doing some extra damage to ensure that an unexpected source of healing/shielding doesn't save them, or you're free to disengage with your second R activation and let the pop kill them. Re-casting R will take you back to the point where you initially casted it, allowing for clean exits once you've gone in and done sufficient damage. The damage resulting from this is often very overkill and thus almost impossible to survive as an ADC without the aid of Exhaust or lots of shielding/healing.ĭeath Mark causing you to become invulnerable allows for a lot of outplay potential as it can allow you to dodge skillshots or even to dodge usually undodgeable targeted damage, like an auto-attack. After 3 seconds the target takes damage based on how much damage Zed dealt to them during that time. Death Mark makes Zed untargetable and makes him appear behind his target. I hope you enjoy reading the guide as much as I enjoyed writing it, and most importantly, that you take everything you can from it!ĭeath Mark: This ability is Zed's main form of assassinating enemies. He also however has a great laning phase in most matchups and can easily snowball in the early-game, making him stylistically a great champion to play in solo queue. He's extremely good at taking one champion out of the fight, but then loses a lot of his power once Death Mark is on cooldown. Zed is the classic assassin champion in LoL. I've also written some champion guides for Riot Games on the Lolesports site. And that's before the passive from BC is taken into account.I've been writing guides on MOBAFire since 2011, among which my achievements include winning the MOBAFire guide contest multiple times, achieving the highest score on the site multiple times with multiple guides, achieving the most comments on a single guide of all time by a very large amount which hasn't come even close to being surpassed in the 3 years that it's been archived, and having the most collective guide views on the site by a very hefty amount. Someone with 200 armour is gonna get about 50 armour. So someone would have to have at minimum 99 armour to avoid true damage. You get Black Cleaver, Youmuu's, Last Whisper, the 6% from masteries, and the 20 from reds+quints, that's a total armour pen rating of 50 flat/49%. Of course, dealing true damage is only going to happen to the uber-squishies, and only if they haven't bought any armour. If they had zero armour, you would deal a total of 650. Their armour means the first wave damage (fwd) will deal 150, and the mark will pop for AD+50%FWD =425, which is then hit again by the armour. You ult, and deal 300 before the mark pops. For example, say someone has 100 armour (50% dmg reduction). ![]() ![]() So any damage reduction from armour is actually applied twice: once from the damage done during the mark's exposure, and again when the mark pops. When you ult someone, when the mark pops, it deals damage based on damage done, and then additional damage on top. ![]() Zed's passive allows you to last hit relatively easy, but because of his ult, armour pem is incredibly important. Armour pen reds, quints either AD or more arm pen.
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