Selfish tank build
My recent build path
Win more Build
Threats to Zac with this build
|Katarina||Cancel her R, lock her down and doneso. Against katarina all anyone has to do is CC her and you win, if not prepare for an ult with stupidly high damage and scaling.|
|Nautilus||shouldn't be a problem for you to peel or fight. He is very low on mobility and can get peeled very easy, albeit there are a few things he will do regardless of your peel, once he is done his combo you can easily keep him off your carries. Additionally you should be able to 1v1 him at any point in the game.|
|Ivern||I mean, He is a support jungler, The worst thing he can do to you is counter jungle the heck out of you, but on his own this guy should be no threat at all.|
Hello and welcome to my moba fire guide for Zac, The secret weapon. He is a generalist who you can pretty much pick into any situation, and for the most part I over emphasized the difficulty of each matchup to better relate to a newer Zac player. Zac is a champion with a decent skill floor and roof and is a very solid pick into anything. ANYTHING. He is a champion whose ability to carry is based off of a small portion of skill, and a large portion of decision making as is with any tank. A good Zac can carry games through a multitude of ways whether it be; killing carries, peeling, stealing objectives, or simply engaging in cool ways that most don't expect. With this champion you can single handedly turn a fight around in your favor, save turrets, and make some cool looking plays! Zac can absolutely carry you to higher elos IF YOU PLAY HIM RIGHT.
I have been playing league since Season 3 from the Vi patch and have slowly gone from bronze V to peaking at plat 1! I struggled to find champions I liked and had much to improve upon in terms of mindset, mechanics and such and as a result I was terrible at this game. Over long hours of practice, feeding, getting salty, etc, I have developed a "proper" mindset that I would hope was finalized in me falling from plat I - V due to salt. I am currently in the recovery stages of that fall and I aim to make diamond at some point season, which I know I can! (as long as I don't get salty again.) After almost a year, I have returned to the world of the living! Hopefully will get around to updating the guide again :D
Zac was the champion that has carried me all the way to where I am today, and that I have tried to reflect in my more chill, peacekeeping, mood towards this game. Zac When played Properly can solo carries, and do everything I have said above! He really is a generalist champion that you can play whenever, against whoever! and has extreme consistency, (within relation to your skill.)
Within the latest Buffs to Zac You can pretty much Elastic Slingshot into the middle of lanes from bushes making him an Even MORE potent ganker in all points of the game.
Some important notes before the guide:
* Zac support is ghetto AF but still kind of works. Please stick to Zac jungle as it is marginally better.
Pros / Cons
|+ Consistant Champion
+ Overall Generalist / Safe pick
+ Amazing Engage
+ Decent Damage
+ Never picked / Banned
+ Decent at carrying
+ destroys squishy with the above build
+ Tanky, and can stick around after fights to keep going
+ High reward, Low risk
+ Clears fast, with little cost, and amazing ganks
+ Pretty much never gets ignited for some reason
+ AOE for days + mini malphite and gragas ults in his kit
+ Heavily underestimated champion
|Zac has many general strengths and few weaknesses making him an easy champion to play and master. When built properly you have enough tank to last for the duration of most fights, and stick around even later after healing with blobs. Zac's capabilities are heavily underrated as he can carry with massive turnarounds in teamfights. His E is extremely easy to land, and most people aren't ready for it when they are clumped because they can't notice the shadow under their feet quick enough making it easier to land multi man knock ups than single targets. Additionally, With my build I have solo'd rather fed hyper carries such as Riven, Vayne, etc, just by catching them off guard from the jungle. The healing from Cell Division is very useful for clutch plays and sustaining through clears. It does come at a cost of 4% current hp, but heals 4% max per ability making it a small net gain.The defining trait of him is his range on Elastic Slingshot and the unique play patterns this provides to the game.|
|- Gameplay based around Elastic Slingshot
- % damage champions kind of counter him -ish
- Higher elos require better predictions and judgements
- grevious wounds destroy your healing
- Q is weak
- weak duelist early, gets invaded in higher elo sometimes
- Has problems against ranged CC
- the revive passive can be useless 65% of the time
- Low base movespeed
|Zac's weaknesses aren't extremely prevalent but the fact that he is a champ based around the use of his Elastic Slingshot, getting cancelled or somehow missing it really destroys your game presence. This being said, Another thing to note is that his Q is basically only used for blobs and it's weak slow. The hits it took were a result of Zac Top being too strong upon release, but with all his recent changes He remains a very stable and viable pick. Another problem you may run into is not knowing his limits, because many times you can return to the fight with <10% hp and turn it around for your team. or get some cleanup kills. Zac has a weakness against hyper scaling combo mages just because most have the cc and damage to lock him down and burst him hard with a few skillshots. This is situational however because it comes down to who hit who first. (generally you will though)Another problem Zac has is that he is weak against high mobility champions that rely on split-pushing and Rotations to win games. eg( Yasuo, Tryndamere, and Master Yi)|
Greater Mark of Magic Penetration
Greater Seal of Scaling Armor
Greater Glyph of Scaling Cooldown Reduction
Greater Quintessence of Scaling Cooldown Reduction
- Greater Mark of Magic Penetration: This is what gives you a decent bit of damage, Magic penetration from runes and items allows you to go around squishing carries for fun. I have tried armor marks, and attack speed, but this is by far the best choice. most pro players that try out Zac use attack speed, This is good for the first clears, and that only. For the most part they are just using generic tank jungle pages.
- Greater Seal of Scaling Armor: Your early clears are already great, and allow for near full hp ganks without recalling, and you are a jungler so you don't really need that early armor for clears / fighting. moreover, you're a tank, that means mid-late game.
- Greater Glyph of Scaling Cooldown Reduction: This is what gives you your spammability, amazing clears, and decent dps. Cdr makes Zac the champion he is, given no mana costs. Scaling comes into effect around lv 9 which only dents your early clears, and we don't need mR / Ap as it is already part of our build / masteries. The combination of these, the Quints, and masteries gives us 35% Cdr @ lv 18. We do this because Zac's build path really limits his ability to build Cdr which is EXTREMELY IMPORTANT.
- Greater Quintessence of Scaling Cooldown Reduction: AR, is junk and kills your Dps and clears. Stick to three of these for maximum Dps, clearing, and clutch blobbing! Alternatively you could opt for three Greater Quintessence of Ability Power to just have more flat damage / burst. Taking two of these allows you 20% Cdr @ lv 18 alongside
- Greater Quintessence of Spell Vamp: This is not all that great as you don't deal amazing bursts of and as you have no single target abilities. These can work well with Runic Armor and Spirit Visage but I'd only recommend them if you were planning on buying some ap items
Going 12/0/18 allows you to be somewhat tanky at all points in the game, all the while doing decent damage to enemy champions and camps. The extra healing from Runic Armor and the bonus shield from having points in Courage of the Colossus is very useful. The points in the resolve help us to get more tank and increased healing in conjunction with Unstable Matter's blob spam. We really don't need the stats from the ferocity tree, or anything else it gives, so 0/18/12 is way to go. Moreover, Zac is a tank / Ap bruiser, so we don't often need any points in ferocity. Generally with these runes and masteries you will reach 45% Cdr in most games. I use the same mastery and rune page for all games as Zac rather needing different resists for laning against specific champions in the early game Zac is flexible enough in itemization to build to fit situations as opposed to being forced into needing specific ones to function. I won't make a section for summoner spells because you will always take smite and flash intoEVERY situation as Zac (tp flash for top, exhaust / ignite flash for support)
Cell Division This is the skill that gives Zac fun play styles and counter play. It is important to note the you lose 4% current per spell cast and gain 4% max hp per blob you pick up. This can be increased by Spirit Visage and Second Wind but we won't always build visage as it is more of a luxury item for when we face low ap teams, and don't need a locket for whatever reason. Another nerf Zac took as a result of toplane was his blobs pretty much flying at people with a short delay before they can be interacted with. This is a nerf to zac top, a buff to Zac jungle. This is because blobs flying at your opponents helps you better chase and not need to swerve around while running at them. However this is still a minor nerf when you are trying to run away on foot as opposed to using Elastic Slingshot as your blobs fly away towards your opponent, however generally you don't run away and use abilities. In reality you don't run away unless you can escape, and if you can escape you can fight! Don't be that guy who tries to run away even though death is inevitable, Turn and fight or get out and surprise your enemy with a re-engage if your team is still healthy enough to keep going. Additionally it's important to note that your blobs only fly towards enemies if they are within 1000 units, and they have .25 second delay before they can be interacted with unless you are using Let's Bounce! in which case you can pick them up instantly. Blobs have a pickup range of 50 units. If you get "popped" early game in a minion wave, you die. There is almost no way out of it unless a teammate kills them all quickly. Quite literally the minions will kill your bloblets faster than an enemy champion in the early game so try not to "die" in an area where your bloblets will be prioritized by minions.
The other side to this passive is the revival which is useless if you die deep in the enemy team, so try to be near your allies when you pop it. Each bloblet has 12.5% of your max health, and 50% of your resists. Additionally they take 33% less AOE damage. After 8-4 seconds your Bloblets "recombine" to revive you with 10-50% hp based on how much damage the bloblets took. Even if they are further away because of being knocked away or cc'd they still "combine" after 8 seconds. This means that if you TP and make one of the bloblets temporarily invincible for 3.5 seconds, it betters the chance of you being revived. Generally though, if you die near an enemy, you are donezo. Also note that other revive items or abilities take place before your passive can pop, and that turrets priorities bloblets over minions.
Definitely not the best ability Zac has but it is important non the less. it has a weak slow but it still helps us keep up with some champions. Just has all of his other abilities work it spawns a blob when we hit an enemy champion. We can use this to help find invisible champions such as Rengar, Shaco, and Twitch when they try running away. It's base damage is meh, It's utility is mediocre at best, and it's scaling is terrible. So we max it last. However we take it at level 2 for faster clears as it has a MUCH shorter cooldown than Elastic Slingshot @ rank 1. A cool trick you can do with this skill is press Q, and mid animation quickly flash to "extend" it's range. Moreover this gives less reaction time etc. Would be a cooler trick if Q was better.
This skill's Dps is fairly good, if not the best in Zac's Kit so we max it Second for better clears, and more damage. When activated Zac briefly ignores unit collisions against monsters he hits with it, to allow you to walk around in camps and pick up blobs without getting creep blocked. The most interesting buff to this skill is that picking up blobs reduces it's cooldown by 1 second. The base CD of this skill is 5. minus a max of 2 seconds from 40% cdr leaving us at a 3 second cooldown before blobs. Normally a full basic skill rotation (qwe) on a single enemy will yield 3 blobs leaving this at a 1 second cooldown. It has a decent range (350) which is 50 units or 1 blob shorter than the range of sunfire cape. This is the only ability you can activate during Let's Bounce! and it does not interrupt your previous commands, meaning it has no cast time. This skill is good at shredding tanks and squishies alike, but as with most of Zac's abilities, it has poopy scaling and decent base damage.
This is what Separates the boys from the blobs, the jelly to Zac's Jam, Your defining skill. Max this First for respectable base damage, WAY less CD, and so much range that a vocal instructor would be like "DAymmmmmmm SON" This is your Elastic Slingshot and your ability to land it and chain it at the right angle with Let's Bounce! is what will define your ability to play Zac. It's Range is 1800 which is massive, like obscenely long and it has a hit range of 300 units, so it's a pretty hard ability to miss. For each enemy champion hit by this skill you spawn an extra blob meaning that if you hit all five members of the enemy team you are rewarded heavily, gaining 20% max hp in blobs and 5 seconds of CDr for your E. Not exactly darius level broke healing, but it's close enough for me. It knocks all enemies hit up for 1 second, and at max rank takes 1.5 seconds to fully charge. If you cancel this skill by moving you are refunded half it's cost and half the cooldown. I have yet to remember if you get half cost refunded if you are Cancelled by enemy CC but I will promptly be adding this information. I will have a section later in the guide for the strategy surrounding this skill.
This skill is the Mini Gragas to your mini malphite, and basically makes it so you are a movable knock back machine. Upon activation it breaks you free of all slows, locks out all champion abilities and aa's, outside of Unstable Matter and gives you an accelerating movespeed buff starting at 20% and ending at 50%. Additionally it bounces four times, knocking back (for 1 second) and slowing each enemy hit for the first time. This skill is pretty underrated as most people assumed it was garbage after the removal of it's tenacity as it's damage is definately there. to put it in perspective, hitting all bounces against a single target deals 700 BASE damage, and a 1.0 Ap ratio before resists of course, and makes you very hard to peel as anyone who tries gets bounced away. Additionally, hitting each bounce of this skill will spawn 4 chunks or 16% of your max hp, this in addition to your previously casted skills can create anywhere between, 28-44% of your max Hp in blobs to pick up through one full skill rotation. Additionally, because of the movespeed your ult gives you, you can use it to run away in a few situations.
Skill Rotations and leveling
> + > AA
We use this for clearing, and ganking pre-six, probably going to be most of what you do in the early to mid game. Make sure you throw some AA's in all the while moving ahead of them before hand to block help stay on the enemy longer, Especially if you have red buff. I cannot begin to explain how many kills I've gotten off of red buff procs and proper AA chasing!
Clearing combo (without E)
AA > + > AA > > AA
Pretty simple, we just Weave AA's between our blob picking up and use Q and W whenever available. You start off with an AA just to get that burn damage from machete going. Once we have E all that changes is you start with E, then follow the same order. Or you can QWER, I'm not judging ;D and remember, any MONSTERS (aka jungle creeps) hit by your Unstable Matter Allow you to briefly ignore unit collision with them to aid in blob collection.
Fight engaging combo
> > > > (Ult ends) > > > > AA
This is how you roll over people, and get those nice looking wombo combos. This order is probably the most efficient for locking people down-ish or more specifically, making them fly around in an unorganized bundle of "oh god where is my champion" This full combo has the possibility to produce 18 blobs in total if you hit 5 people both times you cast E, but more often than not, you will spawn around 13-14 blobs if you hit a "good" Elastic Slingshot. This is equivalent to 72% of your max Hp if you get 18 blobs, which is crazy unlikely, or 56% if you hit a "good" slingshot. My favourite thing to do is fly in from the jungle or fog of war on someone who is trying to get some tower damage down with only a few minions by their side, ulting them deeper under the tower, and watching them take 1-3 tower shots while I force them to embrace my warm, loving, tender flubbering.
In depth explanation on Items
This will always be your starting build. The Hunter's Talisman is for building into Stalker's Blade, and the Health Potions are there to top your hp off for early ganks.
We buy this on our first back, the boots are a luxury item-ish and help us get around. Sweeper is crazy important because it saves you so much time, rather than sitting in a bush unaware of if it's warded or not. Buy Hunter's Machete over any other item just because it is by far the best choice for building into stalker's for early ganks as you are a gank jungler, not a farmer, counter jungler, or duelist. In all reality though, stalker's blade has netted me MANY kills. The final thing to note about Hunter's Talisman is that it makes you heal more Hp when damage monsters due to the new passive with, and gives you more exp per camp cleared. This is why we buy it so early.
you can opt to buy this instead of 3 health potions however it is fairly uneeded as your sustain from blobs will keep you healthy at all points in the game. it holds 2 charges that heal 125 hp each whereas 3 health potions will restore 450 hp total. This is more of a long term investment item but is only somewhat useful early / mid game. you don't need this but buy it if you feel like you are going to be buying lots of hp potions for whatever reason. *please don't buy this or hp potions past the first clear, it wastes a lot of gold.*
-you seriously don't need this as potions lose value to have on Zac after the first clear.
This is the best jungle enchantment available to you, devourer is useless, warrior is useless, and runeglaive is ghetto, and the mana is useless to you. Cinderhulk gives 400hp, A burn aura, 15% bonus hp, and in general makes you pretty tanky. Best jungle item by far for our purposes. oh! and the magic damage works with our magic pen. Buy this 1st to second completed item.
This item gives you ridiculous burst for whatever reason right now and I really hope they keep it. I have added in a build for this item in which boots are even more optional than usual. Like seriously, you can go bruiser Zac with this and burst the enemy team hard, it gives you a completely different way to play Zac and opens up many different build paths. I highly recommend this item currently as the damage it provides makes landing you Elastic Slingshot go from a massive impact to an astronomical one. Like I seriously cannot oversell how amazing this item is on Zac any more than I already have.
Buy this for more vision if you are going sweeping lens, which you should be, and your team lacks vision, or simply you wan't more control over rift herald and dragon. By buying this however, you do not gain a smite enhancement, just 2 wards.
A fairly decent choice on zac, interchangeable with Ninja Tabi and Mercury's Treads The 15 magic pen this item gives you is never really appreciated to the level it should be. Consider it a massive powerspike in damage but don't build it if you are behind and need to just survive hard CC or heavy AA damage. you will buy this 35% of the time, but always consider the enemy team when you do. In short it helps you destroy enemy carries, and is used to help you "win more"
build this into heavy crowd control. the tenacity is extremely valuable in that with sorcs, you may get peeled hard core, so this guarentees you have an easier time soaking cc, or diving into carries. The magic resist is also very nice, as with the above build you have low mr until you build it.
Build this into heavily based auto attack champions and crit reliant champions such as; Gangplank, Yasuo, Master Yi, Udyr, or just fed marksmen in general. the 10% aa damage reduction is very nice when added to the 10% crit reduction from the mastery tree, and randuins.
before the recent change I wouldn't have bought these but because of them having a total cost of 800, they are now worth buying. Consider these if you want a consistent move speed boost, or when you are against a slow heavy team.
Pick these when all your laners require you to be ganking and such, or when you just need to get around faster vs. high mobility compositions. Personally I just like going fast. These are nice as they allow you to get into position much faster for Elastic Slingshot and only lose effectiveness once you get hit.
This item is bleh overall but necessary none the less. Cost a fair chunk, gives 200 hp and 25 ap, so nothing special, but the 15 magic pen is why we consider this. Really this item sucks, and it's upgrade is what we want, however often times we won't upgrade it. regardless of how bad I think this item is, it helps your damage a decent amount, and that's all we need really. as with sorc's avoid buying this if you are not very ahead.
The fact that you are playing a tank jungler insinuates the fact that you must buy this item. It provides lack luster stats to you, but it's value to the team is incredible. Normally if you buy this part, you will want to upgrade it ASAP to Locket of the Iron Solari buy this at some point in the mid game - late, unless they have non-existent magic damage. The shield this item provides is massive, and when one mistake can lose you a fight late game, being able to save your carries by a sliver of health is the best thing imaginable. I normally build this near late game as visage provides a bigger spike in tankiness
This item is a baby frozen heart, which you will probably not buy unless extremely needed by your team. this item may look a little lame but it gives decent stats for a decent value. It's cost is 1100 and it gives 45 armor, but when you are hit by an auto attack, it slows the enemy attack speed by 15%. This adds 450 to the value of this item making it a total of 1550 for 1100. This is very nice as you buy it and take away a Dagger from an enemy essentially. Upgrade it to Randuin's Omen or Frozen Heart, most likely Randuin's though.
A selfish buy, that you will only ever build into Spirit Visage or Banshee's Veil. There are VERY few scenarios when you will build Banshee's Veil out of this, and that would only be in a circumstance wherein you getting hit by something would result in your team being destroyed, or in higher elo where you will may get blocked by champs such as Janna. With all this being said though, you normally buy Spirit Visage early with the need for locket being higher as the game goes on and Ap's scale harder.
Consider this at higher tiers of play or in ranked 5v5's or just whenever vision will be the winning factor of your game. You may also consider this if your support isn't warding and no one else is contributing.
This item does wonders for your damage. 80 ap, 300 hp, 15 magic pen, and a passive so good it makes me cry . The passive burns 6% of the enemies current health over 3 seconds. This is doubled to a maximum of 12% if they are cc'd for the entire 3 seconds of the burn. This shreds EVERYONE whether they be tank or carry. and you can reapply the burn easily with the spammability of Unstable Matter. Unfortunately this is more of a luxury item than anything unless it is absolutely REQUIRED to deal with the enemy team, or if your team lacks damage. Build it when possible otherwise focus on getting tankier. Please note that the damage on this item will decrease as the game goes on longer.
This is the trademark logo of the tank jungler and supports. You get this at any point in the game and you help your team. Recently they nerfed the duration of the shield, and a little mR, but significantly buffed its power. I absolutely love this buff to this item and it made it much better, and fun to use because you actually have to time it now. With this Item you can save carries with slivers of hp allowing you to sweep the enemy. Its importance is paramount to your success with Zac. It's power slowly decreases as the game goes on and enemy magic dealers scale in more.
This item is the armor version of locket in terms of importance. it reduces the damage you take from critical hits by 10% which as stated above, has great synergy with Ninja Tabi and Reinforced Armor in reducing damage from marksmen by a lot. When you are attacked, the enemy essentially loses a dagger or 15% of their attack speed, and with this item you can activate it to slow surrounding enemies by 35% for 4 seconds. This is nice for helping peel carries or catch people in the late game.
this item is the "selfish" version of randuins. It gives more hp, and less armor than randuin's but provides 60 movespeed at max stacks, a tad bit of burst, and a strong 1 second slow. This item is amazing for getting around and peeling. A lot more attention has been put onto this item and for good reason. It fixes tanks and bruisers or "juggernauts" problems with getting kited and for that, any tank main loves this. I like this item when I need to be getting into position quickly
The "selfish" version of locket, this item synergizes amazingly with zac's playstyle and constant hp gain, gives him Cdr, and a good chunk of tankiness, however the value of locket is much higher as the game goes on in higher levels of play, so consider always buying this before buying that item. generally this is only built in every game, and I really love this item. it's very potent on Zac overall as he fully utilizes every aspect of this item, and if you have someone like Soraka on your team, her heals are increases as well. pretty much it makes your hp gained per blob go from 4% max to 4.8% max. This may not seem like a lot but when you collect a ton of blobs it adds up very fast.
This thing was so amazing once upon a time. Still a strong item after much testing. Seriously though, This item was amazing until riot dumpstered it. Carrying with tanks was a breeze and they had to take it away... ._. anyway 100 armor, expensive as a 50$ league card (in canada) for what it gives, and reflects 15% of damage dealt + 25% bonus armor. it is meant to be a niche buy against high attack speed champions but you will need it most games for a decent damage spike. Buy it if you want / need it or if the enemy marksmen has no lifesteal. This thing is only a shadow of what it once was.
A weird item on Zac, I don't recommend it as he can never apply the full duration of the slow because he is entirely AoE. the flat hp is nice but it doesn't really help you get "tankier" so to speak. and the ability power is wasted through the lack of good scaling and penetration items you won't have if you are buying it. regardless of all this you can consider this item if you need harder peel for you carries as well as more magic damage. Everything really comes down to personal preference in relation to the situation in terms of build paths. A nice thing is that you can proc it quite often with your W.
Honestly this item is meh right now, for its cost in relation to what it gives. The value of 20 mR reduction in AoE is very nice if you have a heavily AP based team. I will definitely recommend this item once they rework it into the magic damage lovechild of black cleaver and sunfire cape. All that said, buy this when you need more magic pen, and have a team heavily reliant on magic damage. Other than that, this can be a good buy but I would avoid this item as it takes away from your tankiness and ability to front line in many situations.
Buy this against champions like Poppy or Janna whose main gimmick against you is cancelling Elastic Slingshot overall similar stats to Spirit Visage but you don't gain increased healing off blobs. If you don't specifically need this against a certain team or champion don't buy it, stick to Spirit Visage.
This item, I rarely buy because I like to get resists as well as hp, but it isn't terrible at all. This item makes a good mid-late game buy and can heal you to full hp in 33 seconds out of combat. This passive requires at least 3000 Hp but is very strong. This item is a massive Hp boost and is fairly cheap imo for what it gives. The effectiveness of this item is more noticeable in the late game and is a good buy for when you don't have time to back all that often but need to keep fighting.
This hold 5 charges and heals 60 hp and 35 mana per charge. You gain one more charge every time you kill a camp. This is almost useless on you as your healing off of blobs is already insane and you can get 1-2 blobs to outheal what one charge of this would get you. Don't buy this it's a massive waste of gold on Zac
You already have a revive and the stats this item gives aren't quite good enough to justify buying over another item. You know what's better than having a second revive? Not dying in the first place or providing more utility to your team. This item is pretty selfish and is moreso for carries than anyone else. Please Don't buy it.
This item is somewhat wasted in terms of mana, but I have seen many high elo players build it regardless against high attack speed teams or simply teams with loads of attack damage. The Cdr is kind of wasted if you are using my standard rune set but otherwise if you lack Cdr this can be a decent pickup. This is a fairly situational buy so keep that in mind and try to minimize wasted stats by actually needing the Cdr.
You are playing a tank that disrupts and draws attention. That is kinda what tanks do, this item takes focus off of you for 2.5 seconds, and its stats are outclassed for this champion. Don't buy this.
I have considered this item but it is junk because you don't gain any tankiness for it and it does not offer enough offense to make up for that. Additionally if you are buying this you need more damage to actually benefit a noticable amount from the spell vamp, so just avoid this item.
This item is actually not entirely bad on zac as it acts as more of a support item and is better in the late game when more emphasis goes onto the carries. If the support doesn't have it, link to the ADC, if they do, link to the mid laner and if the mid laner is bad, link to the toplaner, assuming they aren't a tank as well. The reason this item isn't terrible despite wasted mana is because it offers Cdr, Ap, and armor. The main draw however is the fact that you have an extremely spammable kit with Unstable Matter which allows for rapid charging for the "kill everyone time" wherein you AND your linked ally have 20% bonus ap and 50% crit. If you buy this focus on peeling your carry or the passive will be useless. TLDR: if you buy this; PEEL DON'T DIVE, OR ENGAGE THEN FALL BACK AND PEEL.
I have actually built this a few times in the past and have won a few games due to sneaky voidlings, It is a very situational buy and is often outclassed by many other tank items so consider that before buying it. It gives a nice sized boost of armor and magic resist also while providing pushing power and mobility near turrets / turret nubs. It's not good, but it's not bad either.
I feel like this is moreso a support item and doesn't offer enough for Zac's diving playstyle. Additionally the stat gains aren't good enough for him in conjunction with staying near allied carries to justify this item.
Not on zac pls. A good item. But not on zac.
how to Rick roll all over the enemy ( General Tips and tricks)
Ok, so if you are playing Zac, that means you are playing a tank, and what does that mean? It means rolling over your foes or simply sitting on them to death, and what is the best way to roll?!? LE RICK ROLL ᕦ( ͡° ͜ʖ ͡°)ᕤ
As Zac, you are playing as a tank and that means you require a few basic things; Good decision making, proper positioning, and presence. without any one of these three, you will have a hard time carrying as Zac, or any tank really.
-Early game is the time wherein you gank as early as you possibly can, don't farm hardcore, you are not a champion based on farming, you are a ganker so act like it.
-Don't force ganks to happen, unless your teammates are ready don't go 110 on an enemy and pop everything when they can't respond. This is especially true in ganking bot as a forced gank here almost always results in you dying / no follow up. part of not forcing ganks is understanding how minions work and choosing your time correctly based of the situation. Don't gank top if the fed Rengar has recently been spotted near red.
-Commit, don't quit. If you are going to fight, fight, don't suddenly decide, "oh dang I'm gonna die, better run" Summed up this means don't run away from a fight and be indecisive, more often than not doing this is how enemy characters survive with under 100hp. This said, don't force fights that obviously can't be won or that already have been lost. Don't run then decide to fight or fight then decide to run, you fight if you're gonna fight and run if you're gonna run, not both pls, and remember, BE SMART ABOUT WHAT YOU DO. This has exceptions in the form of shifts in fight momentum, something I will cover in a later chapter.
-Call out the enemy jungler's position. This helps yours teammates immensely, communicating where they are the instant they appear on your map / screen is paramount to preventing ganks.
-(semi) spam pings. one ping is meh, and can easily be ignored / not noticed, ping like 3-4 times to ensure your team understands your intentions and is ready to react. This being said, don't be that guy spamming 100 pings in a teamfight making it impossible for people to focus / spamming a million pings at just anything. 3-4 makes sure they cannot say you didn't ping / that they didn't know, and prevents anyone from raging due to ping spam.
REMEMBER, DON'T SPAM PINGS IN TEAMFIGHTS. ESPECIALLY IF DEAD.
- Always remember to weigh your options and take time to think. Is clearing wolves worth that mid tower / missing a counter gank on bot? Is going top for red a good idea when dragon is spawning in 1 minute? Prepare in advance and be there in advance. for example, enemy junglers often ward up drag around 1:30 - 1:00 min before dragon spawns. the best practice is to be there 1:40 - 1:20 early before it spawns to gain control. Remember to always weigh the possible costs of trying to gain something such as scuttle crab and make your decision off of that logic.
-Don't gank just as the enemy minion wave comes in / is huge. This pretty much ensures that you and / or your laner(s) will take a load of minion damage which almost ensures someone friendly dying early game. Just don't
- Zac thrives in teamfighting situations, so try to force these in the mid / late game by landing a "good" knockup (around 3-5 members of enemy team)
-Always call out where the enemy jungler whenever you see them, which side of the map, and where they may possibly look to gank. also pay attention to the direction they are going, and ward for your laners if possible. ESPECIALLY THAT TOP LANER.
-Remember, sometimes it is better to let yourself be carried, this means understanding that you can't alway look for engages with E. Just because you hit 5 people does not mean your team will be able to followup, or even want to go in based on the enemy team composition. Moreover this means that you need to understand win conditions and how you should play against the enemy team. For example, some games you want to engage but immediately pull back to peel for your carries, others you may want to just dive the enemy as hard as you can, and some you may not even want to go near the enemy team on their own simply because they can counter engage extremely well.
-It is good to ping out your E range, then explain it to your team. this is so they can set up baits, many good supports that I have seen use my E range so set up free kills.
- Zac is a great counter engager / ambush ganker. Use this when considering a teamfight
-Split pushing is something you are weak against. Make sure you or your teammates are pushing out the lanes before you try anything as to prevent the enemy from widdling away at your towers. additionally, buying deadman's will help you get around much faster.
-know when a lane is lost so you may focus on others to bring your team up as a whole.
- Zac can make amazing plays and drastically shift the game in his team's favour and a nice thing is that given his role in the jungle and his kit, he can actually be played to a moderate degree even with noticable amounts of lag. Consider this in champion select if your internet isn't optimal. (I still wouldn't recommend queuing up knowing you have lag though}
- Zac's newly increased attack range allows you to auto attack camps from furhur away. More specifically, you can attack the main monster past the smaller ones without having to walk around.
-If the enemy jungler goes top, consider doing a dragon as the enemy team will have no ability to react to it, or be forced to fight an unequal fight to try for it.
-Basic knowledge but if people go bot lane late game when your team has decent DpS consider a baron rush if they are immobile and your team is nearby.
-you are playing a tank, not a carry. Don't be mad if you did well and didn't win, A tank's job is to help his carries carry, not do it for them. If you want your plays and decisions to matter, play someone like [Vayne] or [ahri] whose job is to CARRY.
-another pretty basic tip, if the enemy team groups for a mid-late game dragon consider sending your team to baron if you have a high DpS composition for a free baron, and if you still have time before drag spawns, rush over to it. Generally the enemy team won't want to fight your team right after you got baron. This tactic only works if the enemy is preemptively grouping for drag (1-2 min before spawning)
-not sure if I talked about this in the guide already but, Don't die like a coward! If you are about to die, DO NOT FLASH AWAY. 9/10 times you will die anyways and lose your flash for the next 5 minutes. If you are going to die, die making an impact on the fight, lay down as much damage / cc as you can before you die rather than being removed from the fight before you can make any real impact. This is so important as it happens all to often in the teamfight stage of the game that someone survives with 100 hp and as a result can take out 2 members of the allied team and win the fight, and later the game as a result of this one fight.
- If you know the next fight will be the last one to decide the game, BUY AN ELIXIR specifically Elixir of Iron as every little boost you can get means the world in a win or lose situation. This will provide you a 300 hp boost, 25% tenacity, and a the ability to leave a singed-like trail that boosts ally movespeed by 15% With this, merc treads, and the swiftness mastery, you will have a whopping 49% tenacity, which effectively halves the duration of most CC.
- Boots are optional! if you want to just be as tanky of a behemoth as you can be, don't buy boots! if you do this you will mainly make use of elastic slingshot to get around and if you do this I highly recommend buying Dead Man's Plate at an early point in the game. All this said, it can be detrimental in that you can't get around as quick on foot, you will have a harder time getting into position for elastic slingshot, and may not be able to use Elastic Slingshot to fight due to having to use it for increased mobility. Do this at your own risk if you feel like you need the tank, are in the extreme late game, or don't need boots. Personally I haven't done this in a while because I like moving fast.
- Zac's "grouping" is kinda weird, I mean sure, you could group with your team possibly accidently clumping for a 5 man malphite ult, but how about nah. The best way to "group" as Zac is to lurk around the outskirts of the impending fight, normally in the nearby jungle. Make sure you get creative with your engage locations such as using wolf pit, etc. Make the most out of your Elastic Slingshot range and chill out in the jungle until you see an opportunity. not only is this safer, it allows you to counter engage against the enemy, catch people out, safely re-position, and gives you the element of surprise. This is how I spend most of my mid-late game and it tends to general work js. Make your choices wisely. The more you do this, the more they can prepare if the enemy has half a brain Be inventive and NOT PREDICTABLE. This said, don't engage bad fights or fights you can't win obviously, or waste E on a camp, if you are lurking outside a fight, be ready to fight, remember Wolves < your team.
TLDR: Don't "group", lurk in the jungle around both teams and look for opportunities.
~~~PS: Don't always do this ya dumbs, if your team is gonna get aced in a single AoE hit or something or needs you in lane or w.e, be there.
-Understand that the different roles of how a teamfight works.
- The role of the front line is to dive the enemy carries, by getting through the front and mid line if necessary. or to simply create a wall by which the enemy team may not pass
- The role of the mid line is to occasionally attack the any enemies within range but more or less primarily focus on peeling for the back line.
-The role of the back line is to attack whoever is nearby, NOT THE ENEMY BACKLINE.
Using these strategies, leads to a clean, organized team fight, however all rules go out the window in the name of making a play.
-If you can win a fight by leaving your "line" do it 100%!, but do this at your own risk.
-The later the game goes, the more emphasis goes onto the backline. It becomes more or less a game of peeling the marksmen more-so than the midlaner but regardless, PROTECT YOUR BACKLINE. The importance of this is key to understanding how team fights work.
- Mid laners carry off of a mix of gold, and experience, Top laners generally carry off of levels, and marksmen carry almost solely from gold.
-All laners follow a similar rule of thumb;
Now expanding on the above knowledge, each champion has different "lines" which they may go
Assassins : generally front line, rarely back if they are having a tough time with CC
Mages: Normally safest in the back depending on the mage they can all of the "lines" ex:
Bruisers / fighters: generally front liners, occasionally mid vs hard engage comps
Tanks: front or mid liners, its interchangeable really. << Zac
Marksmen: Always the backline, THEY ATTACK WHOEVER IS NEAREST, NOT THE ENEMY CARRIES PLEASE.
Supports: Mid/Back line depending on if they are a caster, or tank. Their job is to peel for the other back liners the best they can, or dish out long range damage and cc if they are a caster.
(Extremely wordy) ways to improve yourself as a player
-No game is the same, Adapt your build to fit the situation for example if you are in a heavy gold deficit, A: go tank, skip the magic pen until you can at least survive B: try to keep farming, don't go on tilt and trick yourself into needing to make kills happen that won't work. You are more useful not forcing failure and farming, than you are by getting counter ganked by a 5 man bot.
-REAL WORLD ALERT: Try to get enough sleep, and have proper dietary routines. Drink water and etc. As someone who is nearing the end of High-school, let me just tell you, you think 1 MILLION times better when you get enough sleep and eat properly. I cannot stress this enough. Having an unhealthy routine of staying up 'til 3am and waking up at 8am, is not good at all. Try it and trust me, you are WAY less likely to go on tilt and make bad plays if you don't go overboard on the internet and bad habits.
-avoid playing league too often, or when stressed, or it turns into a grind, and again, you lose sight of basic human needs and are WAY more likely to go on tilt. I know this advice may seem redundant but it is so extremely important to your success at school, and even more importantly, this game. ( ͡° ͜ʖ ͡°)
-stay calm, remember it's only a game, and try to mediate any arguments within you team, by telling them to mute each other and chill. Also try to brighten things up with some Gnarly bad jokes and ALWAYS STAY POSITIVE!!! Going 5:0 against the enemy team means junk, throws happen easy if you make them. Just keep your head up and look for opportunities, you are a jungler and that's your job anyway.
-Understand how the league system works: The first dodge of the day costs 3 lp, 5 min and no MMR, lp and rank tiers are just a visual reward based of your MMR which you cannot see, and are not the defining factor of your skill, you don't get placed with worse players after a dodge. that being said each consecutive dodge costs more lp, and much more time, BUT NO MMR. I say this because you need to ask yourself, is 3 lp worth a possible 40 minute game, your happiness, and 20 lp? TLDR; dodge the games you know your team will cause a negative attitude in you, or have players who go afk, troll, etc.
-Also please, please, please, understand that if you start winning too many games in a row, riot will try to knock you one in the boing-loins to test if you are as tough as you say, more often than not you won't be. This is how riot prevents people from climbing too quickly off of lucky teams etc. so expect to lose games, in your journey to the top. The absolute worst thing you can do in this situation is get salty, or argue with team mates and that Sivirly impacts your performance in future games. I know I got salty, And I went from plat I-V in no time at all.
-even more so, never say that you deserve more, or your teammates hold you back. This is a team game and if you deserved higher you would have gotten higher, how do you think everyone else did? They got lucky a whole bunch of times in a row? I tell this to my little brother all the time, and yet he disagrees indefinitely. He's silver. The way you carry games isn't by winning lane, its all about presence. Going 4-0 in the Top lane but never leaving top lane is useless, and you are even worse than the guy who went 0-4, because guess what, you win games by getting an advantage, and carrying that advantage to all the other lanes. You don't win your lane, and leave the other 2 to chance, you go to those lanes with your advantage and you destroy those nerds.
- Expect to lose This is the most realist thing in the world, Expect to lose. getting into promos and losing because of "bad luck" is nothing to get mad over. IF you are good you will get back to that promo in one to two games and have your chance again. You are more likely to waste more time by getting salty and losing games over your one promo than you are to accept defeat and move on.
-Mindsets are everything. Why is faker the best? Because his mindset forces him to keep improving, its not to be THE BEST , its to be the best you can be. and if that's how you claim what you actually deserve.
To win a divisional promo you need a 66% winrate, to win a tier promo, you need a 60% winrate. You win some, you lose some, but even then the theory of probability forces the opposite to happen, the more wins you have, the higher a chance of a lose gets, think about it in terms of a coin flip 50% for either way, but whats the chance of a 50% chance getting you heads 4 times in a row? 6.25 percent. This being said unlike the coin toss, you can influence if you win or not, but regardless BE READY 2 LOSE BOYZ.
The blame game is a terrible one, never get angry at anyone, and mediate ALL disagreements, its not worth the time, stress, or loss, and especially not the salt. Also, don't allow the enemy team to make your teammates salty, because that is just as bad, and is a strategy some players use for free wins.
Remember, my guide can only teach you how to play zac to a certain extent, no guide can make you an instant master of a champion, if at first you do bad, keep at it and try to improve! Some players will be able to destroy with Zac while others will feed hard and time everything wrong. Just remember that the more you play the better you get, assuming you aren't salty in which case you learn none son.
"practice makes improvement" ~some person from a skype call
Reflect Zac as a champion in who you are, a chill dude who is just doing his own thing.
The extravagant and sophisticated art of pressing E.
As stated before, Zac is a champion who is more or less a single defining skill, your wonderful Elastic Slingshot. This skill is practically a longer range, slower, slightly shorter of a knock up Malphite's Unstoppable Force. It has burst damage similar to that of Malphite, but has a much shorter cooldown to the point wherein you may hit 3-4 slingshots per teamfight, thats 3-4 seconds of Aoe knock up, the best type of cc. (tenacity doesn't reduce it's duration, and Qss + a mobility spell are required to escape it once hit)
This section of the guide will be covering the wonderful art of pressing and holding E.
Alright so some base information.
Zac attaches his arms to the ground and stretches back, launching himself forward.
Charges up and launches towards a target area, knocking up enemies.Zac faces the cursor and charges up over 0.9/1/1.1/1.2/1.3 seconds. Reactivating the ability launches him towards his target, dealing 80/130/180/230/280 (+70% Ability Power) Magic Damage to all enemies hit and knocking them back for 1 second.In addition, Zac will spawn extra chunks if he hits multiple enemy champions.Can be cancelled by moving, refunding half of the ability's cooldown and cost. The range is between 300=1800 depending on how long you charge. The newest change to this ability is that A circle indicator will appear .75 seconds before he lands, immediately if his flight is shorter than that. (Hurts @ higher elo)
Your ability to land this ability is your ability to play zac. It is fairly easy but you need to be in a proper position in the fog of war to land it. Additionally, you need to PREDICT. this means looking at how everything is going, and making an inference as to where the enemy will attempt to go. A very good rule of thumb is that against dash-heavy champs like Riven, Vayne, Yasuo, and Fizz is that if they are trying to kite back from you or your team, they often will attempt to turn back in an attempt to make you miss your E, and get behind you. NEVER let this happen, always be ready to go from a long range to a flop on where you are standing . This because these hyper aggressive champions often try to get in your face when you charge rather than running, cancel your E, and make a "clutch play"
Timing is extremely important on this skill, for example when the enemy team pushes up to your inhibitor tower, initially they will be clumped together, then afterwards will split into proper positions. If you engage while they are still walking up, with your teams
awareness of course, you can set up some nasty wombo combos.
The best way to play Zac is as an ambush ganker through the use of E. (This means waiting for your enemies to walk into a position or trap where you can catch them out with E)
Timing is everything with this skill. Predict where your opponents will be and launch right as they walk into that position.
This ability also makes a great escape tool, if the enemy has CC on cooldown you can charge it up, or if they have cc you can instant cast it for a 300 unit dash. This being said, it is VERY hard to jump even a tiny wall with no charge time.
The more people / monsters under your E landing spot, the harder it is for the enemy to see the shadow. This means if you aim onto multiple targets it is more likely you will be successful.
Be careful when using Elastic Slingshot onto baron near its death or you will get pseudo knocked up and be unable to smite baron. This also applies to dragon upon it "lifting" off or landing as the gust of wind it creates can knock you back too far to smite and cancel your E. Be careful, and wait for the right time!
Without further ado, the Elastic Slingshot locations
What to do at each stage of the game
At this stage in the game you want to get lv 3 as quickly as you can, then proceed to gank the nearest lane possible. Many laners are not prepared for this early of a gank, and it often results in a kill for your team. your focus should be much more on ganking than clearing, but do not neglect clearing or you will fall behind unless you are vacuuming kills in for free, which should be going to your laners. Try to give kills to your laners, and if not possible take it for yourself. Every gank wherein a kill is achieved is an advantage, regardless of anyone complaining that they lost their lane by not getting a kill, you have given them free gold. Try warding for your mid / top laner as more often than not they won't do it for themselves. Make sure you upgrade to Sweeping Lens as soon as you can to ensure you don't waste time in bushes wondering if they are warded. Gank very often, and keep camp hard. Due to the new rift herald the decisions you make will determine the outcome far more in the early game. If you have a snowballing top / mid laner this is especially true as the mini baron buff can help topple the enemy laner.
Ganking bot lane has the effect of possibly putting 2 members of the enemy team behind, ganking mid allows for hard snowballing, and map presence. Ganking top allows for more tower gold, and pressure on the top lane. This translates to more map control as a whole if they must keep your toplaner in check. I generally avoid toplane ganks however because it is too far out of the way from the "center" of the game and opens up free dragons and mid and bot lane camping. More over, top laners are meant to be indepenedant and able to hold their own.
This is when the game matters. Fights in the mid game often determine the outcome of the game and are very important. Remember dragon is valuable but not worth getting 4 members of your team killed. Choose your time, and understand when you can take an objective. The mini teamfights of this stage in the game are often unorganized and rowdy, try to focus the proper carries and not overstay past fights. The decisions you make at this stage in the game will determine if you reach late game, and your teams ability to carry. Remember as well, tower gold is insanely important to snowballing the game. To me these hold more value than any drag (1-4) and baron.
Normally games don't get to this point unless both teams are making mistakes. Minimize yours and stay organized. this is when your ability to understand teamfight mechanics comes into play. All emphasis should go on the enemy carry and yours. focus moreso on peeling than diving the enemy carry, as generally the dps at this point in the game is sometimes too high to deal with.
This Section will only mention champion synergies that I deem worthy of mention.
This guy can both set you up for amazing wombo combos or follow you up for amazing teamfight knockups. Try to time each other's knock ups to maximize air time as a knock up during a knockup does not add more time, but resets it to the second duration.
His ult sets you up very well for a good E. Outside of that I doubt you two will end up on the same team.
She can flash R for follow up and burst the entire enemy team, that's really the one thing annie can do.
He has enough mobility to follow up on your E and can link it with his R to allow your R to devastate the enemy team.
I like this combo because you can engage and he can follow up and the result is 4 assured bounces on the enemy with your ult whilst they are taunted by his ult.
This synergy is nice because you can keep people in his ult for a slightly longer duration, bounce them in, or stall them long enough in a clump for a devastating barrel combo.
He can react instantly to your E with his R and make massive plays, Fun stuff.
You can bounce enemies out of the circle if they are close to the edge to ensure their death once they are low hp. Additionally anyone that runs out of the circle is easy to catch up to with E.
she can follow your E with her R for massive Aoe Damage. try to wait up on using your R to avoid bouncing enemies out of her R path
Need I say more? E + R = Rekt. Be careful in team comp as this won't end well without actual damage dealers on your team to follow up.
She can follow your E with shunpo and while you are bouncing with R maybe even get her full ult duration off, this only works if you bounce near her / people into her to prevent a disruption or escape. Be careful or you may mess everything up.
Her ult + you = a an amazing teamfight for you that will leave the enemy team disoriented to say the least.
Once again, her ult plus your E is amazing, she can give you the ball to set up an amazing fight all the while dishing out amazing AoE damage. She is pretty much built for teamfighting as are you.
Her high mobility and AoE burst damage synergizes amazingly with your AoE cc, this champ can pretty much follow you into anything and clutch fights alongside you.
His ults long range and damage over time works very well with you, this synergy kind of requires more skill as does Zac + any line skill champ as you have to be careful to not bounce them out, and bounce them in. Just try not to save the enemy with your R and you pretty much win teamfights.
Pretty straight forward AoE engages, doubt you will be on the same team though.
Large AoE damage alongside you, both of you can set each other up for massive team wombo combos, I like the synergy a lot but Sion isn't played as much as he used to be. A nice thing about this is that you can both "tank" people to death. (do damage only because you aren't taking any)
For some reason all high tier support mains consider Sona to be trash tier, I somewhat agree because all she can do is flash R, kind of like annie, the AoE combo is nice though.
Just like your synergy with Miss Fortune his ult plus your R means a team wide shredding that is very disorienting given the amount of particles that would be going on during the fight.
This is kind of like Lux and Rumble but Vel'Kozs tend to require more peeling and such but is far more flexible with ulting around Let's Bounce! as he can move his R to follow the enemies. overall a fun wombo.
His gravity field, and death ray work amazingly with Let's Bounce! and are somewhat like a mini Galio ult because you can knock them in, and gain 4 guarenteed bounces of the stun / snare thingy his E does.
His ult and mobility synergies perfectly with you in terms of following one another up or simply destroying the enemy 2v5. (which you actually can do)
do I even need to say what these two are capable of? His ult plus your E or R is amazing, this has the potential to be the best synergy ever, but all the "good" Yasuos are in high elo so the lower your rank the worse this will be. quite often Yasuos will be garbage or have playstyles riddled with mistakes in lower elos. Overall though this is my favorite synergy / wombo in the game.
Zac's flaws and overcoming them
I know this is kind of weird to have in my guide but knowing how to beat other Zacs and knowing how other players can try to beat you is extremely beneficial in preventing it from happening. All this said, This is how you beat Zac.
Zac's main flaws as a champion are that his gameplay is based around Elastic Slingshot, he gets shutdown by ranged CC, normally by combo mages, and that his CC can be dodged. additionally Zac can have problems peeling his carries against certain champions such as Vi Malphite and others in which your carries will be responsible for their survival. additionally Zac has flaws in that he has difficulty against high mobility champions controlled by players with good reaction times. All this said each way of defeating Zac can be played around, and coordination with one's team can be used for and against people trying to exploit Zac's weaknesses as a main win condition.
Many solutions to Zac's problems are quite easy to solve, but this said, someone not entirely skilled as Zac can face counter-play with great difficulty. Your team will be key in filling in the gaps in Zac's design against well coordinated enemies.
How to deal with ranged CC
The easy solution for this is banshees veil, the better solution for this is; have your teammates or yourself bait it out then go, many times you won't be able to bait out all the enemies CC so wait for them to waste it trying to do something dumb or wait for the most impactful skill to be used / wasted then go. Using this tactic and getting banshees will ensure the highest success rate.
~oh yeah, Tenacity is pretty okay I guess... ya know if your into tanks or anything like that
-Suggested items & masteries:
How to deal with High mobility champions
The best thing I can say is prepare to predict and get pseudo CC items like Dead Man's Plate and Randuin's Omen This has to potential to be very difficult for you but is more or less a skill based thing to deal with. Either they have amazing reaction times and you can't hit them, or you have amazing predictions and they can't dodge you properly. When looking to engage try to wait for their mobility skills to be down such as Ezreal's Arcane Shift or other dash / blinks. Another very viable method is to wait for your teammates to CC one of them and then follow up on it. The most common method I use against high mobility champions, or anyone really is to wait for them to push up then engage, rather than waiting on a neutral stand-off or allied push in which you would most likely fight under tower. Engaging when the enemy pushes up is a very consistent way to get a good engage and catch the enemy off guard as most teams tend to feel more secure / strong when pushing up as opposed to being pushed. Another benefit to this method of dealing with high mobility comps is that because the enemy is pushing they will be closer to your team meaning easier follow up by your allies. Heck even increasing your mobility will help a bit against these kind of champions. Remember that against high mobility champions every ability hit on them will have a profound impact especially if it does a lot of damage so just try to land one or two abilities and everything should work out well.
TLDR; CC ambush ganks / engages, follow up on teammate's CC, capitalizing on wasted / used mobility skills.
How to deal with hard-to-peel champions
against champions that are hard such as Malphite, Vi, Irelia, etc your main options are to engage on them before they can engage on your team, avoid clumping, and properly space out with your teammates as to prevent them from seeing any "opportunities" to kill your carries other suggestions are to shut them down early to prevent them from becoming beasts in the late game as well as buying CC items / peeling items for your carries. Generally this job falls to your support but the later the game goes the more important the carries become and you have to chose between killing the enemy, or protecting your carries. A lot of preventing these champions from succeeding comes from coordination and your carries having good reaction times. Do what you can but you can't prevent it completely so don't blame yourself if you can't protect them.
Remember coordination with one's team transcends all the above, a well coordinated team can both destroy and ensure Zac's chances of succeeding.
Oh yea, Death is the best CC ლ(ಠ益ಠლ)
jungle smites and how to use them effectively. (OUTDATED)
This is probably my favorite smite of all time as it pretty much gives you a mini Thornmail if you don't have the item itself, and a super roided out Thornmail if you do have the item. Generally you want to smite this while clearing early game for easier clears, in the mid game before ganks and objective fights, and in the late game before any fights in which the enemy adc is included. The damage this provides is amazing and makes all auto-attackers think twice even more about attacking you. Gift of the toadstool is the best gift any jungle camp can give to a tank, outside of baron of course. Always try to smite this before any fights as it can mean the difference between tanking damage and taking someone down with you. This deals 10 damage + 5% of your max Hp over the next 3 seconds to whoever attacks you and despite what many think, this affects more than just the ADC. Everyone auto attacks, 90% of players will do this to try and boost whatever damage they already deal whether it be a lot or a little and using this smite you can essentially punish them for it.
this is nice for Auto attack reliant farmers who need to constantly be farming for gold / devourer but it is pretty bland of a smite bonus for you. The stun on camps is nice but you don't really need it that much as you already don't take tons of damage from clearing as you are a tank. It is however, usefull for getting some free turret damage on enemy towers. sometimes when in the enemy jungle I will smite krugs and walk up to their tower, hit it once and leave, only in the mid game while I am tanky and if the enemy team is pre-occupied of course. Using this on a tower uses the buff up instantly and deals 65 + 15 per level in true damage.
Greater Murk wolf
Nice to smite in the late game when the enemy team is way up on your half of the map. This allows you to have more control over your blue side of the jungle while warding is risky and the enemy is in the area. it only lasts 95 seconds but is good for vision and can tell you some of the enemy team's rotations and positions. This smite is decent as it can net your team a few kills. Outside of the mid-late game usage this can be used in the early game against champions such as Lee Sin or Shaco who will invade you quite often. If you have to choose between this and gromp, take gromp. Duh.
Raptor's smite, Razor sharp is good in the early-mid game ganking phase for clearing wards you pass by and can help you find out if the enemy team is prepared for your gank or not. This can also give you some information as to whether or not the enemy team is warding lots or not. Unlike the red sweeper this alerts you whenever you pass over a ward as opposed to whenever you click a specific area for sweeeping this is very useful the early game but kind of loses a little bit of priority compared to other smites in the game as you will have already upgraded your sweeper. This smite gives you "true vision" and as a result allows you to detect Teemo's shrooms which is pretty cool.
Don't smite this as Zac or you will bring shame upon your family and be forced to commit Sudoku. Seriously this smite restores mana, you don't need that. The only acceptable cases would be if you were about to die to it but that won't happen because blobs heal you up and abilities cost less hp when you are at lower percentages of hp. The other acceptable case to smite this is to steal /secure it from the enemy. The bluebuff itself should often be donated to a CAPABLE midlaner that won't instantly die with it or another teammate that actually needs the buff, but otherwise should be taken by you as it gives 10% cdr. (not to mention the exp, small heal, and gold from killing it)
This smite is nice as hit heals a large chunk of hp (20% max hp) which can be used in the early game to allow you more clears, or more ganks, and in mid-late fights near this buff, smiting it for hp can mean surviving or dying to the enemy champions. Seriously, smiting this for Hp is really nice and can indirectly / directly lead to you winning games. The actual buff itself is very nice at all points in the game as it slows by 8/16/24% for all melee characters at levels 1/6/11 and 5/10/15% for all ranged characters. Additionally, this deals 5-56 true damage each 1.5 seconds for 3 seconds in D.O.T on hit and heals whoever has it for 1% of their max hp per 5 seconds. This buff does a lot for you as it can help you secure many successful ganks in the early and mid game due to the slow / damage. Mid-late game you will almost always give this to your ADC or auto attack heavy champions on your team such as Tryndamere, Master Yi, Yasuo, etc. Both blue and red buff last 2 minutes unless otherwise affected by Runic Affinity . It is important to note that characters having an excess cannot apply this any better than someone who attacks once every 3 seconds as the applied debuff on enemy champions does not stack. I should note that this buff and blue buff will be passed onto whoever killed the champion with this unless it's duration expires before their death. This can be used to strategically pass buff along to team mates if you are dying anyways.
this buff is very nice but should always be donated to your laner unless they die to an enemy champion or are about to before they can get the buff. Pretty much a mini baron buff but should be given to laners as you cannot fully use it to its best potential as you, as a jungler, are not in lane enough to utilize it fully. This buff can only be aquired in the midgame pre 19:45 - 19:55 and gives 10% increased damage, 40 movespeed, improved recall, and a mini minion aura that increases their attack speed by 40% and gives cannon minions 100 more attack range. although the minions appear baron enhanced, it's only a minor buff to them. Similar to red and blue buff this lasts 2 minutes. and remember, GIVE THIS TO YOUR LANER.
what more needs to be said about this buff? you get this and you close out games. it affects everyone on your team and pretty much makes everyone super saiyan for the next 3 minutes, even the minions. Gives an improved recall and homeguard effect, a massive minion aura that can win the game in itself,(it's amazing) and grants up too 40 AD and AP depending on game length. Best buff NA.
Often times people overvalue the lower tier dragons and throw themselves at the enemy team to prevent them from getting it and end up getting 4-0 and losing dragon. Don't do this. Losing dragon isn't the end of the world unless it's the elder dragon whilst they already have a ton of the others. The different dragons can actually help your team get back in the game as if your team is lower in average level than the opposing team your team gains +25% bonus exp per average level difference, which is added onto whatever amount of exp the dragon was already giving your team. (up to 200% more exp)
The benefits of the following are rather straight forward so I won't elaborate too much.
Cloud drake gives mobility, which helps getting around the map out of combat and into position for ganks and fights. Infernal drake helps you kill stuff. Mountain drake is good for split pushing, and farming jungle. Ocean drake is great for sustaining allies in lane and jungle, and synergizes well with spirit visage. Elder dragon is baron nashor on aids. If you get elder dragon which is almost harder to kill than baron imo, you lock stuff down, and laugh as your Janna proceeds to solo carries. (not really but you get the idea)
* Cloud Drake: Gives 15/30/45 movespeed while out of combat
* Infernal Drake: Gives 8/16/24% bonus attack damage and ability power
* Mountain Drake: 10/20/30% additional damage to towers and epic monsters
* Ocean Drake: restores 4/8/12% of missing Hp and mana per 5 and 8 seconds out of combat
* Elder Dragon: lasts 120 seconds or until death, boosts all previous dragon bonuses by 50% and gives (45* #of elder drakes slain) + (45* #of Elemental drakes slain) true damage on hit over 5 seconds.
Additional notes on Dragons
-the above bonuses depend on how many of each elemental Dragon you have killed
-It is important to note that only 3 types of elemental drakes will spawn per game, 1 every 6 minutes until 35 minutes at which point the elder dragon spawns, and respawns every 10 minutes.
-The type of Elemental drake that spawns next out of the 3 per game is indicated by the symbol in the dragon pit
-Cloud drake has high single target damage and movespeed, Infernal has splash damage, Mountain has slow heavy hitting AOE attacks and high resists, and ocean drake's attacks slow for 30% over 2 seconds.
Killing a Dragon grants it a Passive called "Ancient Grudge", which gives it bonuses against enemies with Dragon Slayer stacks of 20% bonus damage and 7% damage reduction per stack.
^not sure if still true^
OKOKOKOK. So all the smites got removed and healing from camps are given on smite.
Jungle Zac specific information (Read bottom note)
How to not get invaded
Zac in the jungle is somewhat prone to invades at higher elos given the compositions, quite often you can make a strong inference as to whether or not they will invade based on their champions generally this occurs with assassin junglers such as Lee Sin, Pantheon, Shaco or support champions such as Thresh, Blitzcrank, or really any champions that: can start off with a semi-reliable CC level 1 / have a non-terrible early game. Your ability to not be invaded is partly your team's awareness and readiness, and another part your ability to recognize the chance of the invade and warn your team accordingly. Generally when you start the game, you want to start at gromp or krugs based on your botlane, whether or not they want the camp or not. Please note that the following is personal preference and only a suggestion based off of my playstyle.
important notes before you continue:
*Solo invades occur on red / blue buff most commonly and after you are leashed for the first camp
*team invades occur on krugs / gromp during the first clear and are mostly for cheese kills.
*solo invades are most common on blue side red buff in the early game
*mid+top+jungle invades occur on purple side @ red early-mid game
blue side @ krugs the main location you will be invaded from is the from the red buff bush, if they come from the the tri-bush the invade will almost always fail unless someone is afk. I generally skip past red buff as my second clear to avoid solo invades as the majority of team invades / solo invades occur at or around red. It is better to let someone steal it while you farm and gank then to die early and lose it as well. I will elaborate more into this in the jungle clearing section
blue side @ gromp the main locations you will be invaded from are from the river into blue to gromp or from river, past wolves, into gromp. Generally you won't be invaded at blue as most invasions occur @ botlane side.
purple side @ krugs the main locations you will be invaded from here are from red buff to the krugs or from river tri-bush into krugs, similar to blue side the second invasion tactic will rarely work unless someone is afk. Getting invaded here is unlikely as most invasions occur @ botlane's side.
purple side @ gromp This location is similar to bot lane blue side @ krugs in that if they invade, this will be where they invade 95% of the time most invasions will be from river > past wolves / through wolves > gromp. This is the most common invasion tactic as it is most successful, whereas going river > past blue > gromp is often seen and gives slightly more reaction time. In my opinion this is the easiest location to be invaded at so be careful. The shaping of the walls gives many vision chokes and paths for the enemy team to take. This is the sight of most team invades whereas solo invades on blue are not as common as solo invades on red @ blue side but still a minor threat none the less.
In this section I will underline Different jungle paths, their benefits, and their shortcomings.
My "safe" path (blue side)
This path is what I use most often to allow for max hp ganks and safe clearing in which I don't have to worry about invades. note that the point of this pathing is to get a gank off as soon as possible with a near full amount of hp. another factor that makes this a "safe" path is that you start with your botlane leashing you to allow for maximum Hp later on.
The reason I skip red in my clearing is because it is the location of the majority of solo invades and as Zac, you can always go back later and clear it. The nice thing about Zac is that you can keep clearing after a gank / lots of farming as your blobs will always keep you topped off. With both versions of my "safe" path you won't need to go back due to low hp unless you mess up a gank horribly which allows for hard camp grinding.
Krugs > raptors > wolves > blue > gank on top or mid
> > > >
My "safe" path (purple side)
This is similar in manner in that it's purpose is to allow for a full hp gank as soon as possible but it is used when starting on purple side. The route is as follows:
similar to the previous clearing path you follow this path up with a gank on top or mid given the available circumstances. Remember that for both of these paths, if you cannot gank given your laners positions try to gain river control through scuttle crab and ward. Afterwards return to farming. In short, if you cannot gank help defend your teammates from the enemy jungler through vision control which will in turn lead to countergank oppurtunities. Zac is a potent counter ganker as well as an engager making responding to enemy jungler ganks a breeze. I should also mention that quite often when going for scuttle crab at that point in the game you will run into the enemy jungler. Be wary and ready to run / fight given their early game strength.
Gromp > wolves > raptors > red > gank on top or mid
> > > >
Standard bot lane start (blue side)
I won't explain much about this path as it isn't different from any other junglers path really and is quite basic. You pick a side, you kill everything you can, you gank if your hp allows, and you recall. This path can lead to being successfully invaded at a quite higher rate so be aware. alright so onto the path:
Krugs > red > raptors > wolves > gank / farm
> > > > /
Standard bot lane start (purple side)
Very similar to the above, kill all you can, then do whatever you feel you can do based off your current Hp and position of your laners. Both of the botlane starts are for setting up a mid / top gank once clearing is complete so please follow up on that. The path is as follows:
Gromp > blue > wolves > raptors > gank / farm
> > > > /
standard top lane start (blue side)
In this path you get your top laner to leash and clear as much as possible and follow up with a botlane gank (you can still gank mid if the opportunity is there. you can skip clearing the first "major" buff (red/blue) to allow for higher hp when it comes time to gank botlane. I recommend skipping the first "major" buff as it is safer and since you will be taking more damage by ganking bot then you would @ top or mid, given the fact there are 2-3 enemy champions rather then 1-2 (the extra person is accounting for a possible jungler countergank) it is less common that you will be invaded clearing in the blue side of the jungle but be wary nonetheless.
Gromp > blue (optional) > wolves > raptors > gank / red buff then gank
> > > > />
standard top lane start (purple side)
Similar in goal to the above path, you gank bot / mid afterwards. Remember the goal is to gank bot lane (and mid) and because you are potentially taking on more enemies the higher your hp, the higher your chances of success. Ask yourself if a camp is potentially worth failing a gank / being late for a countergank. All above notes apply similarly to this path, now onto the clearing path:
Krugs > red(optional) > raptors > wolves > farm / gank
> > > > /
Literally the new jungle is easy as heck, especially for Zac. If you are sketch about your skill level skip over raptors and you will be 100% fine trust.
Support Zac specific information
Preliminary notes on Zac support
- Support Zac can be countered / easily dealt with by many support champions such as Janna, Thresh, etc
- Requires more thought and care about how you use abilities as to avoid pushing the lane
- Don't engage unless your ADC is ready to go
- Elastic Slingshot becomes very telegraphed as the enemy will almost always expect it in the early game.
- Your primary engage is also your only escape pre-6 and you aren't as safe to become a strong late game tank in lane
- I do not recommend this as Zac jungle is way better and in many situations there are better supports to pick than Zac
-My knowledge on this is limited and as with top lane I am open to suggestions and improvements
Suggested Runes and masteries
Greater Quintessence of Armor x3
Greater Mark of Armor x9
Greater Seal of Scaling Armor x9
Greater Glyph of Scaling Magic Resist x9
*use masteries under the "flat tank stats" tab at the top of the guide*
-The reason for the full tank stats is because Supports build a lot of flat HP items early game, and because you don't have much freedom to safely scale into the late game for CDR runes to be useful. Taking these allows you to not die in lane, which is pretty nice I guess...
Suggested skill maxing order
> or > > or
Max E for range, mobility, Cc, utility, the works. Afterwards max Q or W second to either op for more CC or more damage against a high mobility / low mobility botlane. max R third and finish with whichever of W or Q that you didn't max second.
As Zac support you are lucky in that many support items give CDR and HP but resists are harder to come by. You will almost always want to go full tank if you are doing playing this as your job will be to peel your carries moreso than to dive the enemies.
Early game build path:
> > > > > w.e other items you want to build
Surprisingly, you may want to use this in most situations
Vs heavy AP
Build this aginst heavy ap compositions or againt mage supports like Vel'Koz, Lux, etc as they will most likely scale hard into the late game if allowed
+ / + / /
Thornmail and randuins are interchangeable and the last item can be chosen by asking your carries what they would like or by reading the situation. Build Zeke's for more damage, abyssal against MR stacking enemies,and Rylai's, against fast opponents.
*Ninja Tabi, boots of mobility, and Merc Treads are all interchangable with boots of swiftness*
You will want to play somewhat like a Malphite in the support role throwing out damage when you can in the form of Stretching Strike and engaging only in response to a jungle gank, an enemy mistake, or if you and your ADC are certain you can take the enemy botlane without enemy jungler interference. Do not spam abilities, avoid hitting minions with Q while poking, and only go for last hits with Auto attacks as low level Unstable Matter / Stretching Strike is very hard to last hit with. Never overcommit to getting poke damage or an engage or you will be punished for it and possibly die, remember because your primary engage is also your main escape, engaging and getting ganked early game means almost certain death. Try to mix up wherever you are slingshotting from whether it be the bushes, the jungle, or simply the fog of war. This being said DO NOT STAND IN THE BUSHES AT ALL TIMES. the more aggressively / unnecessarily you slingshot, the better your opponents will get at reading, countering, and punishing you for it. You can occasionally roam mid lane for ganks and such and really should apply pressure to otherlanes once you reach mid game as to not waste Zac's amazing gank potentential. In short, whatever applies to other support playstyles applies to you. use flash and exhuast against hypercarry marksmen / teams with assassins, and ignite against less threatening targets you can kill and snowball your lane off of. Remember that Zac is weak in the early game and apply this to your thought process before you even consider trying anything. One of your main jobs is warding specifically the river, dragon, parts of the enemy jungle, and tri-bush in the early game. Mid-late game this expands to the entire map. I won't make a full section on warding as it is mainly common sense and there are many other guides on mobafire that cover this. I suggest reading up on other actually popular tank support guides such as ones for Braum, Thresh, and Leona and emulating them on Zac
please help suggest improvement for this section as I am always willing to hear new ideas and thoughts to better help players understand Zac as a champion.
Top lane Zac specific information
Alright now just a few preliminary notes on Top lane Zac
- Top lane Zac can be sucky in many matchups, your early game is hard to play through.
- Zac is extremely limited by his cooldowns in the early game and is extremely squishy.
- His health costs can be hard to deal with early on, especially if you are bullied out of blobs, or heavily poked by champions such as Jayce
- His AoE pushes lane very hard if spammed
- Your primary engage is your only real escape before considering your ult and has an extremely long cooldown before having max rank + lots of Cdr from items.
- I would generally not recommend this but if you want to or have to, do it up!
- My knowledge on this playstyle for Zac Is somewhat limited and I am very open for suggestions and improvements, Please help me help you!
Suggested Runes and masteries
Greater Quintessence of Ability Power x3
Greater Mark of Magic Penetration x9
Greater Seal of Scaling Armor x9
Greater Glyph of Scaling Cooldown Reduction x9
Suggested skill maxing order
> > >
max Q first for poke and damage, then max E second for range and mobility. you will have to max W last as R takes priority. You can possibly level W in place of E but I don't recommend it as your kit is very much based around Elastic Slingshot
As Zac top you run into problems as you need to be tanky and deal a decent amount of damage to remain relevant in lane and into the mid game. This is somewhat of a problem given Zac's specific needs in terms of build path. I kind of want to say, build like a Maokai in top lane, but without the mana.
Use this build in most situations building the last item in response to the enemy teams main sources of damage. Offers general utility and tankiness. The slow from rylai's is useful for ensuring good jungle ganks. Use the above boots only if you are using my 30% CDR @ 18 page. Otherwise you will need to use Ionian boots over mercs or tabis to make up for the lack of CDR. Remember, your tankiness, utility, and damage are based off of your CDR.
This build is very situational and should only be built when your team lacks damage building abyssal means you won't be as tanky which can be very detrimental to your team composition if they are already squishy.
This build is when your team has no front line and or mid line. your main focus with this build will be to peel your carries and disrupt the enemy team as much as you can. Boots can be opted in, in place of any item other than spirit visage and are only not in the build because you don't move around the map as much as top lane Zac and already have high mobility with Elastic Slingshot. Just personal preference though.
Similar to other toplane Tanks such as Maokai, Dr. Mundo, or Malphite, you do damage because you are not taking any. your build should reflect this. against squishier damage dealers you can try getting ahead and going for kills, against fellow tanks, you should probably farm and occasionally fight. Never be too HAM about fighting, especially before level 6. Because you are playing a champion in a lane that would be considered "ghetto" it is somewhat more likely that you will be ganked by the enemy jungler for what they would call free kills. In order to avoid this you must ward river and *tri-bush* (*if you are purple side) to not get ganked, pay constant attention to the location of the enemy jungler, and never go to hard for a kill. This is because your E is your engage and escape. If you miss it, you get punished, if you land it way too deep while still not quite tanky and get ganked, you are probably dead. Think before you slingshot, it is all to easy for the enemy jungler to wait for your engage and jump on you for the kill. If you don't have ult you are even more susceptible to this. You want to last hit and poke with Q but don't unnecessarily push the lane, to do so is calling to be ganked. use W to gain hp but try to hit only 1 minion if you want to freeze or chill on the safe side of the lane. E should only ever be used for engages or escapes in this lane and should not be used just for the heck of it. Remember in the early-mid game, without CDR and skill levels, your E will have an extremely long cooldown. This makes it all the more important that you choose wisely on how and when to use it. try to remain passive and farm unless an opportunity presents itself and you can get your jungler to gank for a kill or you see an easy TP gank on botlane. Remember, going 4-0 in lane is useless unless you apply your pressure to other lanes to tilt them in your team's favour. Always ping your MIAs a few times so your team knows whats up, and make sure to follow your laner if they try leaving to gank mid or do rift herald. Occasionally if your laner leaves to go back, you should highly consider a gank on midlane as your engage potential is amazing and would likely result in an easy kill, especially if your jungler helps as well. Always Save TP for getting places that would help your team, not to your lane, unless you must defend your towers from hard minion / split pushes in which case you would benefit your team. In short, don't TP anywhere you could walk / slingshot to in time to prevent the enemy from gaining an advantage.
~Just think and build like a Maokai, but without the mana.
please help suggest improvement for this section as I am always willing to hear new ideas and thoughts to better help players understand Zac as a champion.
Champions similar to Zac
Don't wanna play Zac in a specific situation? Has he been picked? if so or if you enjoy Zac as a champion, the below champions may be right for you, I know I love them!
For each of the below champions, I will outline their similarities, unique traits, and reasons to pick them. (In order from most to least recommended)
Hecarim - The Shadow of War
Hecarim shares bears many similarities to Zac if not being only a little more straight forward, His Q is basically Zac's W, he has healing properties, engages with E, and can turn fights in an instant through the use of E and R. Similarly to Zac this champion goes fast and can shred a team in seconds, I love this champion because He is what I would call the "AD version" of Zac without the minigames and such. Hecarim brings more damage and mobility at the cost of mana and lack of sustain. He cannot heal anywhere on the same level as Zac and has to build more damage-y thus being slightly less tanky. Totally recommend this guy if you like Zac however he may take some getting used to. (also he got some crazy E buff recently, the MS boost is multiplicative now)
Malpite - Shard of the Monolith
Heck, every Tank player probably thought at one point; "Hey, I'll main Malphite" and with good reason. Hitting a good Malphite's ult is one of the more satisfying things in this game as it can instantly win a teamfight or be followed up with the dankest of memes, I mean followup. Malphite is an amazing pick into Heavily AD based teams, but maybe not so much in the jungle. He can cripple Marksmen, tank people to death and occasionally delete someone. Again, another highly recommended champion but he's kind of mainstream and occasionally gets banned so I wouldn't put all your effort into mastering this guy as your only alternate champ. I would say this is one of the main parent champions to Zac alongside Gragas. If you liked Zac, You're gonna love this guy.
( Malphite is moreso an engage champion Imo)
Gragas - The Rabble Rouser
Gragas is the other half to Zac's core roots and despite having slightly less "hard" cc he bring more damage and can heal similarly to Zac the main draws to Gragas are his increased damage, and ability to peel Gragas can send someone so far out of position that they are left thinking, "what now?" This guys disruption and body guarding is spectacular, and just as such your main focus on this champion will be to disrupt and peel, less so dive / engage. This guy is amazingly fun and is again, highly recommended.
Dr. Mundo - The Madman of Zaun
Mundo takes the aspect of not dying and takes it to the extremes, unfortunately mundo is commonly banned or considered out of meta. Dr. Mundo is always a clear and present threat. Mundo can quite literally kill people simply by being around them and is a nightmare to teams without ignite or grievous wounds. This champion is as fun as he is just because of how stupid he can be without being punished. If you can land Q and play safe pre-6 I'd recommend this guy.
Maokai - The Twisted Treant
Maokai is the most lackluster or the aforementioned champions in that his kit is extremely streamlined and built to do few things. Maokai's main purpose is to protect his carries and stop people from diving in crazy hard on his team. He provides an excellent "arena" through his ult and a guaranteed snare on nearby targets, and can provide mini-wards, but only provides a small knockback. I'd recommend him if you like slower-paced champions than the above.
TLDR: Zac can peel/dive, Hec dives, malph dives, grag peels, mundo is a nuisance / solo threat, maokai peels.
Underlying game mechanics
This section will teach you how to control minion waves, rotations, Fight momentum, and win conditions as well.
Understanding my playstyle will allow you to better "Emulate" my Zac skills and such, I'll touch on this soon(tm)
More about me.
My name is Her0mars (I'm getting a name change)
and I am a plat level zac main. I aim to get diamond playing Zac and other champions that I like, and after seeing all the guides available on moba fire on how to play Zac in season 5 I concluded that I would make my own in depth guide as the top 4 at the time appeared improper to me, and don't inform the viewers on how to play Zac's defined role properly (in terms of meta). please be aware that i'm just okay at this game, which is why i'm plat, I am still working out errors in my playstyle which is why this guide can never be perfect. There is much revision coming soon for this guide so please take this into consideration as you read my extremely wordy guide. To be completely honest I made this guide as I have been playing Zac for a long time and I'm kinda possessive about it._.
For the rest of this year I won't be playing much league / doing super well due to lack of practice & that I'm almost always lagging (230+ ping) and Uni-life
(The guide will contine to be updated often)
~Please leave a rating and comment as it would really help slingshot my guide to the top so
to speak (lol)
I don't personally stream but my friends do and it may be worth checking a few of them out to learn a few new things! They mostly stream league, Csgo, and osu so watch if you want I guess ;D
Zac Related Changelog
This section will cover recent(ish) Zac changes / changes affecting him.
- W cooldown reduced by 1 second when a blob is picked up
- E Range increased to 1200 / 1350 / 1500 / 1650 / 1800 from 1150 / 1250 / 1350 / 1450 / 1550
- AA range increased from 125 - 175
-Runic echoes [Nerf] - base damage 80 - 60 Not too bad of a nerf, Zac charges this fast b.c of w so it's still a great item on him.
-Move speed 335 - 340, Ya know for getting around into position faster
-Blobs reform after 8 seconds ⇒ 8/7/6/5/4 seconds (at levels 1/5/9/13/17) This is a big help in those late game teamifights when you need to "spring into action" as quickly as possible
-Zac E nerf, A Clear Circle indicator added that appears .75 seconds before he lands, if travel is shorter than that the circle is immediate.
-05/10/2015 Released, much revision incoming.
-14/10/2015 Updated runes and masteries, added 2 new sets
-15/10/2015 Updated rune explaination, early game, and "role" information
-16/10/2015 Updated "Cons"
-17/10/2015 Major updates coming, new build paths etc. note that liandry is a luxury item
-20/10/2015 Update to general tips
-22/10/2015 Major update;E usage, item, build path, R usage, Masteries, general tips,
-Updating soon, had been very busy lately with school, sorry about the delay!
-12/11/2015 Mastery update, more season 6 junk incoming
-18/11/2015 Item update (minor)
-19/11/2015 Bigger Item update, added bard to champion Vs, implemented incomplete synergies
-24/11/2015 Runes and masteries updated again, still testing. Fixed errors in champion synergies, added more wombos ;)
-30/11/2015 Runes and mastery tweaks, fixed contradictions, added 2 more R & M sets, will add support Zac soon if you guys want. (I strongly don't recommend it but it kind of works)
-02/12/2015 Added way more champion synergies.
-03/12/2015 added Banshee's veil to items
-16/12/2015 added another video to general tips and tricks, Don't say these things pls! smaller edits included that are kind of important not really, idk.
-19/12/2015 Added a soon coming underlying game mechannics section, as well as more tips to sticking your E! Other small tips included
-23/12/2015 Added tips on not getting invaded, general tips, more information on Zac's passive, and the GA to ghetto island.
-27/12/2015 Dang this was a big one. Added jungle clears , jungle smite section , and a whole bunch of new information in other places! I will elaborate more on alternate lanes for Zac once I finish up on everything jungle related.
-05/01/2016 Added in some new sections, fixed some errors, for future reference, will be making it "pretty" once the information part of my guide is complete.
-13/01/2016 Eased up on how harsh I judged Zac top, added some new information, new items, new builds, finished up a few sections, The works. Riot stated that a mage update is coming around June this year! be ready boys! -Jungle smites + toplane beefed up.
30/01/2016 Updates masteries runes, added full support section, beutified parts, overall fixes and edits. New tips as well.
23/02/2016 Added in the how to beat zac section and updated some biz. kek.
15/03/2016 a while back I added some undocumented sections and updated some stuff, Today I prepared a few more sections for filling and will soon fix errors in some of the newly added sections ヽ༼ຈل͜ຈ༽ﾉ
22/03/2016 added more tips, filled in similar champs, reviewed some errors. Back soon with more
03/05/2016 Adding in stuff soon boyz, renamed a chapter so it sounds less janky
06/05/2016 Updated some info, added some stuff, more inc
14/06/2016 Added Taliyah Matchup, Will finally be returning to league soon with last exam on the 28th
04/07/2016 updated dragon section, will add pictures into it tomorrow
20/10/2016 Updated a few Vs. Champion, updated Zac's E to reflect changes in 6.21
12/11/2016 Added 2 new items, updated a bit on jungle stuff kinda not really.
* Thank you to jhoijhoi for making the guide that helped me make this guide!
* Additional thanks to stonewall008 for letting me use his videos!
* The creators and editors of the LoL wiki for providing an excellent resource to learn from
* my Friend Vide for helping me out with the guide!
* my brother for being a salty nerd