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Zac Build Guide by excite

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League of Legends Build Guide Author excite

The Secret Weapon of....INCOMING From jungle

excite Last updated on December 30, 2014
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Introduction


Hi my name is Dkgonas, im a Silver player of league of legends. Im a experiente jungler, just because im silver dont mean im a bad one, i just start too late rank games, and i play with friends so no much time to play ranks.

This guide its made with two diferents types of jungle, Aggresive jungler and a Full tank jungler.



I hope you enjoy.

You can watch me on my stream. www.twitch.tv/excimy

Note - Read Before Vote Please!


Sometimes people Vote our guides before read all explanationas. People joke with our items, say is not good for champion, but they forget we playins many games with the champ and we try some builds, and if the item is not good we dont use it! So Read all explanations, try the build, masteries and runes. When you do that you are ready to vote and give some tips.


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Pros / Cons




Heres the list of Pros and Cons for Zac. They should help decide if you wanna buy him and play with him.



Pros

Benefits from health, which is strong in the current meta.
Does Tons of AoE damage in team fights.
His E is very abusive throughout the game.
Has a lot of crowd control (mostly slows) with his ult, which makes him hard to escape.
Very strong split pusher.



Pros

Can die easily if not built tanky
Ultimate is hard to use
Leap takes time to charge
Passive is poor in 1v1 situations


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Abilities

This information is from http://leagueoflegends.wikia.com

Spotlight


Cell Division(passive)




Each time Zac hits an enemy with an ability, he sheds a chunk of himself that can be reabsorbed to restore 4% of his maximum health.

Upon taking fatal damage, Zac splits into 4 chunks that attempt to recombine. If any of these chunks remain after 8 seconds, he will revive with 10-50% health depending on the health of the surviving chunks. Each chunk has 12% of Zac's maximum health, and 50% of his armor and magic resistance. This effect cannot happen again for 300 seconds.
Blob absorption and squish radius reduced to 25 (from 100)

- Cell Division blobs takes 33% reduced damage against AOE abilities.
- Cell Division postmortem effect is on a 5 minute cooldown regardless of whether Zac survives or dies.
- Cell Division blobs can be damaged and killed by Smite or Nunu's Consume. It is known to be the only occasion where a champion can be killed by such abilities.
- Cell Division cooldown is static and therefore not affected by cooldown reduction.
-Ally champions are able to use Teleport on these blobs, the blob will not be immune to damage, but the teleport is currently invisible.
-Similarly with Anivia's Rebirth, if Zac is affected by Chronoshift, Omen of Death and/or Guardian Angel, these revival effects will occur in a specific order, allowing Zac to survive up to four deaths in the right conditions. The order is as follows
1- Chronoshift
2- Guardian Angel Note: There is an (unconfirmed) bug that may cause Guardian Angel to proc concurrently with Cell Division, thus consuming both abilities.
3- Cell Division
3- Omen of Death



Stretching Strike




Zac lashes out with an elastic punch, dealing magic damage to all enemies hit and slowing them for 2 seconds.
  • Cost: 4% of current health
  • Range: 550
Cooldown: 9 / 8.5 / 8 / 7.5 / 7 seconds

Magic Damage: 70 / 110 / 150 / 190 / 230 (+0.5 per ability power)

Slow: 20 / 25 / 30 / 35 / 40 %

-Stretching Strike does not proc on-hit effects.
-Stretching Strike procs spell vamp and Rylai's Crystal Scepter slow similarly with all multi-target spells and abilities with diminished effect.
-Stretching Strike pops Spell Shield.
-Stretching Strike will damage Black Shield and the slow will be negated.


Unstable Matter



Zac's body erupts, dealing magic damage equal to a base amount plus a percentage of their maximum health to all nearby enemies (max 200 damage against minions and monsters).
  • Cost: 4% of current health
  • Cooldown: 4 seconds
Base Magic Damage: 40 / 55 / 70 / 85 / 100

Max Health to Damage Ratio: 4 / 5 / 6 / 7 / 8 % (+2% per 100 ability power)

-Unstable Matter Strike procs spell vamp and Rylai's Crystal Scepter slow similarly with all multi-target spells and abilities with diminished effect.
-Unstable Matter Strike pops Spell Shield.
-Unstable Matter Strike will damage Black Shield and the slow will be negated.


Elastic Slingshot



Zac faces the cursor and begins charging. After charging or after reactivating the ability, he launches himself towards the target location, dealing magic damage to all enemies hit and knocking them back for 0.5 seconds. This ability can be cancelled by moving, refunding 50% of the health cost and lowering the cooldown to half the base amount.
  • Cost: 4% of current health
Cooldown: 24 / 21 / 18 / 15 / 12 seconds

Magic Damage: 80 / 120 / 160 / 200 / 240 (+0.7 per ability power)

Charge Time: 0.9 / 1 / 1.1 / 1.2 / 1.3 seconds

Range: 1150 / 1250 / 1350 / 1450 / 1550

- Elastic Slingshot procs spell vamp and Rylai's Crystal Scepter slow similarly with all area of effect spells and abilities with diminished effect.
- Elastic Slingshot pops Spell Shield.
- Elastic Slingshot will damage Black Shield and the knockback will be negated.
- Elastic Slingshot can be used to jump over walls.
- When using smart cast keybinds, Elastic Slingshot begins charging when the button is pressed and it will launch Zac when the button is released.


Let's Bounce


Let's Bounce
Zac leaps into the air and begins to bounce on the ground, up to a maximum of 4 bounces. Each bounce deals magic damage to nearby enemies, knocks them up for 1 second, and slows them by 20% for 1 second. Enemies hit more than once take half damage and are not knocked up.

Zac gains an accelerating movement speed buff (20-50%) and 50% crowd control reduction while active (does not reduce suppression). Zac can right-click to move while in the air. While active, Zac is unable to activate Stretching Strike or Elastic Slingshot.

No longer grants tenacity

Cooldown: 130 / 115 / 100 seconds

Magic Damage: 140 / 210 / 280 (+0.40 per ability power)

Maximum Magic Damage to the Same Target: 350 / 525 / 700 (+1.0 per ability power)

- Let's Bounce! procs spell vamp and Rylai's Crystal Scepter slow similarly with all area of effect spells and abilities with diminished effect.
- Let's Bounce! pops Spell Shield.
- Let's Bounce! will damage Black Shield and the knockup and slow will be negated.


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Skill Sequence




Normal Gank


Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
This is your normal skill sequence, if you do blue(smiteless)>>red>>gank route or red(smiteless)>>blue>>gank route this is your sequence. You start with w because is your main damange spell to minions and monsters and have low cd, them q because is your high damange spell.


Level 2 Gank


Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
This is the level 2 gank sequence, this is diferente because if you want start gank at level 2 you ill need e(jump) to effective and suprise gank.


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Masteries



Masteries
4/1
4/5
1/1
1/5
2/5
4/1
2/1
3/1
1/5
1/5
1/1
1/5
3/1
1/1
1/

Offensive :

I take cool down and offense AP masteries to compliment my magic pen runes. Butcher wouldn't really help, as auto's isn't what your damaging the creeps mostly with.

Defensive:

Take all minion reduction masteries, as well as tower duction. Grabbing the Juggernaut mastery and defender because they are the best.


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Runes

Bruiser

Runes

Greater Mark of Magic Penetration
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Ability Power
3
This runes if for Bruiser build, mp for efective damange if enemy have some mr, armor and mr to more defensive stats, for more damange we put in Quintessence Ability Power.

Tank

Runes

Greater Mark of Magic Penetration
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Health
3
Runes for Tank build, its pretty the same of Bruiser runes with one diference, in Quintessence i use Health because of mains stat of zac is Health, and if you have a little boost on that you will be more strong.


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Summoner Spells

Main Summoner Spells


This are your 2 maind summoner spells!
Why this 2 and not others?
Well you can replace flash with other one but flash can be powerfull when you are taking damange by a dot. If you are being damanged by a dot use ur flash to put yourself in a better position to use Cell Division

Other viable spells


is an extremely powerful tool for disabling champions who mainly autoattack, as well as any champion that can deal a high amount of damage. When your team is chasing an enemy and he is getting away, using Exhaust on him will help your team gain the upper hand. Using it against enemies when escaping can help you as their movement speed will be decreased. You can use for slow target when you gank.

its a strong ks ability :D, take this summoner spell if you wanna gank and take some kills, i dont use this but other summoners like replace flash with this. some junglers like Shaco and Evelynn or Volibear.

Never Use


Sucks only good for sup.

You dont use mana so, you really dont need this one.

With your Elastic Slingshot and huge range of that you dont need ghost for your ganks. you can suprise enemy with Elastic Slingshot.

Dont really need this, with your Let's Bounce with 50% crowd control reduction you dont really need cleanse for nothing just useless.


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Route


This map shows you, where the buff's and jungle minions are on both sides(blue and red).

Let's start with my main jungle route, i'll explain why i use that and not other one.

Main Route


Blue(Smiteless)>>Red>>Gank mid or top>>Wraiths>>Wolves>>Golems>>Base


Why i start blue and not red?
That's simple, you ill not need blue buff so, if you start first you can give your next blue buff to mid. Your mid laner will thanks you and no flames. Another reason to do this is to not get invaded.

Other Routes


Red(Smiteless)>>Blue>>Gank mid or top>>Wolves>>Wraiths>>Golems>>Base


This is probably the most used route from all players. Zac dont need blue, so they start red. I don't like start with this, for the reasons i say before.

Blue>>Wolves>>Wraiths>>Red>>Gank mid or top>>Golems>>Base


Red>>Wraiths>>Wolves>>Blue>>Gank mid or top>>Golems>>Base



Timers


Click to view timers


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Matchups



Subtitles:


Gree=Easy
Yellow=Medium
Red=Hard



Green


Show Notes


Green


Show Notes


Green


show notes


Green


show notes


Green or Yellow


show notes


Green


show notes


Green or Yellow


show notes


Yellow


show notes


Red


show notes


Green


show notes


Yellow


show notes


Ok the other junglers are missing, i never match up vs they. When i matchup ill put here and let you know how to play vs they.


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Changelog



21-08-2012

New Visual Upgrade

21-08-2012

Added Pros/Cons and Matchups

19-08-2012

Added Route of jungle