P / Contempt for the Weak
Zed's basic attacks against low health targets deals bonus Magic Damage. This effect can only occur once every few seconds against the same enemy champion.

the Nine-Tailed Fox
Innately connected to the magic of the spirit realm, Ahri is a fox-like vastaya who can manipulate her prey's emotions and consume their essence—receiving flashes of their memory and insight from each soul she consumes. Once a powerful yet wayward...
DoKeep Charm and an exit available while his all-in is a realistic threat. Use ranged wave access to avoid offering a free approach.
AvoidDo not spend every defensive tool on poke before the actual commitment.
Zed's basic attacks against low health targets deals bonus Magic Damage. This effect can only occur once every few seconds against the same enemy champion.
Zed and his shadows throw their shurikens. Each shuriken deals damage to every enemy hit.
Passive: Zed gains energy whenever he and his shadows strike an enemy with the same ability. Energy can only be gained once per cast ability. Active: Zed's shadow dashes forward, remaining in place for a few seconds. Reactivating Living Shadow will cause Zed to switch positions with this shadow.
Zed and his Shadows slash, dealing damage to nearby enemies. Enemies hit by a Shadow's slash are slowed.
Zed becomes untargetable and dashes to an enemy champion, marking them. After 3 seconds the mark triggers, repeating a portion of all the damage Zed dealt to the target while they were marked.
Keep enough space to see both Zed and his shadow. Change your movement when the shadow appears so one predictable retreat does not line up both shuriken paths.
After he swaps or commits forward, reassess the distance before using Charm. Preserve Spirit Rush for an exit while Death Mark is available; spending every dash on poke removes that choice.
Decide whether your next Charm protects a teammate from Zed or opens a pick elsewhere. Watch his shadow positions before following him away from your team's safe space.
Optional changes for this matchup.
Armor and stasis are a defensive branch. Plan when to activate stasis and where you can move afterward; owning it does not replace tracking his shadows.
Unrated matchup notes. Inspect sources
Ability references are available for every opponent. Matchup advice covers 10 pairings; the rest are unrated.