Scaling CDR Build
Suggested Jungle Item
The AP path (not recommended)
Not Updated For Current Season
UNDER CONSTRUCTION -Changelog
September 6th - Created guide, Updated Items, Abilities, Masteries, Runes, Introduction
September 7th - Runes, Masteries
September14th - Masteries (I guess Zac is an S tier jungler now LMFAO thanks Memeos)
My name is Enn Taro and I will show you how to be one with the blob. I will be going through my decision making for why I picked my runes, masteries, skill sequence.
Moreover, I will be going over decision making as a jungler, starting jungle routes, gank patterns, teamfight strategies etc. This guide will be updated regularly.
A brief introduction to myself:
I have been playing since season 2, but really started to play LOL more during the Vi release. And before you ask, yes my name does comes from Starcraft 2 (My life for Aiur). I've been a J4 main, a Vi main and a Shyvana main until I discovered Zac, and ever since have been unleashing my gooey goodness upon all of my enemies. I recently hit plat playing Zac, and felt that it was time to share my knowledge of how to properly play this champion.
In this guide there are two main build patterns, the Scaling CDR and the AP tank build. For simplicity, my explanations will tend to involve the CDR build, but I will be explaining both of the builds in detail.
Apologies in advance if my explanations are a bit too text heavy.
With the scaling CDR build, at level 18 we usually end up with 30% cooldown from runes and 10% from Spirit Visage. Alternatively, Spirit Visage can be substituted with Locket of the Iron Solari. In different situations, Warmog's Armor and Abyssal Scepter also fulfills this task.
I like to take 8 magic penetration marks, because all of Zac's abilities are AP, and 1 crit mark, because the RNG gods favors us Zac players.
We take scaling health seals, because we don't really need extra armor or health regen because we have plenty of sustain in the jungle. We don't use flat seals, because we do not have to deal with laning, thus avoiding the need for early game runes.
For both glyphs and quints, we take scaling CDR for better cooldowns mid to late game. The reason that we don't take armor quits or anything in this build is because
For masteries, we take 12/0/18, standard for most tanky/bruiser junglers.
Sorcery : Helps provide a little more damage, all of Zac's abilities are AP
Double Edged Sword : Is good overall, Expose Weakness is also viable if you think that there will be a lot of teamfighting
Natural Talent : I like this better than Vampirism because i feel like Zac already has crazy sustain
Oppressor : Zac's kit has 1 slow and 2 knockups, making this mastery much more effective than the other one.
Unyielding : bonus resistance is always better on Zac, he has plenty of sustain already from his passive
Tough Skin : to tank more jungle moster hits
Runic Armor : I value this over veterans scars, because of the constant stream of healing that comes from Cell Division. Could make an argument to take veterans scars though
Insight : better than perserverance, because you never get low in your jungle and should never really be low on health from the healing that stems from your passive
Swiftness : I like this one better due to the tenacity that it provides. Along with Merc treads, one recieves 45% tenacity, which is ridiculous.
Strength of the Ages : this is what most tanky junglers take, the oner two are pretty useless for non-laners.