Surrounded around the Shuriman Continent are several clans of Brackern, including clans in the Shuriman desert.
Dormun[]
Dormun 1
Dormun 2
A depiction of a Mwatis
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The Dormun are gigantic, slow-moving creatures protected with large chitinous plates covering their body. In the harsh conditions of Shurima they have evolved to survive the perpetual drought by utilizing an unknown sense to locate hidden reservoirs of water. Incidentally, certain nomadic tribes have built themselves a permanent home upon the backs of these beasts where they clean the creature and hunt any airborne pests who venture near.
Eka'Sul[]
Desert goats that travel in herds.
Mwatis[]
Mwatis are goatlike creatures with large plated casques on their heads. Mwati wool and plate are prised for felting and insulation.
Kmiros[]
Gigantic scarabs that roam in swarms, looking for unfortunate travelers to feed on. They seem to be common prey for Rammus.
Beside the Xer'Sai, other creatures from the Void, referred to as 'outerbeasts', can be found in the desert.
Xer'Sai: Creatures from the Void that plague the southern deserts. They are the size of big dogs on average, but can be smaller or much bigger. Rek'Sai, as the queen, is by far the largest and most dangerous of her species. Xer'sai burst from their small burrows and ravage anything nearby, to the detriment of desert caravans. Once dead, the Xer'sai decompose at an abnormally rapid rate and become inedible.
Ralsiji[]
A Ralsiji
A Shuriman Camel 1
A Shuriman Camel 2
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Large and aggressive minotaur-like creatures. They are humpbacked quadrupeds with long limbs and thick horns.
Shuriman Camel[]
A breed of camels native to the deserts of Shurima and are used by caravans as well as common folk as primary mode of transportation. Despite being well-suited for lengthy travels in the desert landscape, they are still prey to a many predator such as the Xer'Sai.
Sandswimmers[]
Sandswimmers are massive quadrupedal creatures that traverse the Shuriman desert in cyclical patterns. They got their name due to their preferred method of travel. Their narrow bodies and webbed feet are perfectly design for swimming under the sand. They feed on bugs and other small creatures most desert beasts ignore. Scavengers will often memorize the predictable paths these creatures take, and jump onto their backs to ride as far as they wish.
Skallashi[]
Skallashi
Skallashi in The Great Sai
Skallashi at The Zoantha Cascade
Skallashi near The Sun Disc
Skallashi in Nashramae
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The Skallashi are large quadrupedal herbivores. These hardy beasts of burden are common across Shurima, ideally suited to the harsh desert environment. Their key body feature is their long legs. Notoriously bad-tempered, they are nevertheless treated with great reverence. Their brown hides are often painted with sacred symbols of protection, and their horns hung with totems and charms. While these creatures are mostly used for travel and carrying heavy loads, on some larger skallashi people are able to built miniature rooms for more comfortable travel. To own one is often considered a sign of considerable prosperity.
Since early antiquity, shadows have long been a subject of fascination. If you're a scientist, your shadow is probably a simple projection of light. If you're more spiritual, your shadow might be a reflection of your more shady whims. And if you're following a forbidden path filled with dark techniques and even darker motives, it's possible that your shadow is a sinister companion ready to help you pull off a vicious assassination in some dark corner of the Fields of Justice.
While we're delving into the forbidden ways, allow us to introduce Zed, a relentless ninja master who'll leave your enemies scared of their own shadows.
A forbidden new champion stalks the Fields of Justice in the upcoming patch: Zed, the Master of Shadows. Deadly in many roles, including mid lane and jungle, this dark assassin's energy-based gameplay revolves around conjuring and commanding shadow clones.
Whenever Zed attacks an enemy Champions killed with Comeuppance (R)below 50% Health, he deals an additional Champions killed with Comeuppance (R)8% of their maximum Health as Damage mitigated with Shifting Sands (E)magic damage. This effect has a short cooldown.
Razor Shuriken
Zed and his shadow both throw their shurikens, dealing Champions killed from outside standard Attack rangephysical damage to any target they pass through. Each Shuriken deals less damage to targets beyond the first.
Living Shadow
Zed's shadow dashes forward, remaining in place for a short duration. Zed's shadow will duplicate his spells. Activating Living Shadow again while his shadow is active will cause Zed to switch positions with his shadow. If both Zed and his shadow strike the same target with Razor Shuriken or Shadow Slash, Zed Champions hit with Hookshot (E)re-gains some energy and the target suffers an additional effect: Razor Shuriken deal additional bonus damage and the slow from Shadow Slash is dramatically increased.
Shadow Slash
Zed and his shadow both create a burst of shadow, dealing Champions killed from outside standard Attack rangephysical damage to nearby enemies. Zed's Shadow Slash slightly reduces the cooldown of Living Shadow for each unit struck. The shadow's Shadow Slash briefly slows enemies.
Death Mark
Zed sinks into the shadows and dashes to his target, dealing Champions killed from outside standard Attack rangephysical damage. He also spawns a Living Shadow beyond the target, which duplicates his spells and marks the target. After 3 seconds, the mark will detonate, dealing Champions killed from outside standard Attack rangephysical damage based on the damage dealt to the target by Zed and his shadow while the mark was active. Zed can reactivate this ability to switch positions with this shadow.
Unlike other champions with illusions, Zed's shadow clone is the lynchpin in his kit. With a shadow clone active, Zed's abilities are duplicated, allowing him to deal more damage, apply additional effects, or even engage an enemy from an unexpected angle. Zed can even switch places with his clones to perform surprise initiations or quickly head off a fleeing enemy. This ability to strategically reposition combines with some hefty bursts of both physical and magic damage to make Zed versatile across multiple roles.
When playing Zed in lane, Razor Shuriken can both harass the enemy and rapidly clear minions, making him a powerful bully. Spamming Razor Shuriken allows Zed to shove the lane and keep pressure up, buy time to roam, or stifle a push to drive enemies off his tower. Meanwhile, using Living Shadow to set up creative angles on your lane opponent can complicate juke attempts and allow you to land full damage nukes.
Zed's ganking and pursuit power also makes him an ideal jungler. Switching places with your shadow clone via Living Shadow creates opportunities for lightning-fast initiations, escapes, and even buff steals. The powerful slow from a cloned Shadow Slash can also lock down an enemy champion, leaving him vulnerable to execution from a heavy hitting attack charged with Contempt for the Weak.
Once the team fights start, Zed's clone enables him to alternately deploy his abilities from a safe distance or deal even more damage when he charges into the fray. He can also combine Living Shadow with Shadow Slash to blanket an area with a high-intensity slow, throwing off enemy positioning. Finally, Death Mark is an excellent cleanup ability to chase down and finish off fleeing low-health champions. The bonus magic damage from Contempt for the Weak is a great way to top off Death Mark's detonation damage for surefire killing blows.
Managing this clone-and-combo kit is crucial to dominating with Zed. Strategically positioning Zed and his clone for a two-pronged assault before deploying your skillshots will ultimately make or break your success on the Fields of Justice.