Zac Build Guide by ROFLtanked
Not Updated For Current Season
Next/Core, game dependent
Other viable item builds
Not Updated For Current Season
Hello, i'm ROFLtanked, i'm fairly new to league of legends ranked play and have grown a liking to the jungle. At the moment I play most of them but zac has for sure shown me some wins. I am currently only silver and hoping to climb higher but for now it stays that way. I will constantly update this guide, thank you for viewing! Also I do suggest you make a item set for the build.
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Mark of Magic Penetration
Greater Quintessence of Magic Penetration
9x Greater Seal of Armor
9x Greater Glyph of Magic Resist
9x Greater Mark of Magic Penetration
3X Greater Quintessence of Magic Penetration
Lets start with the seals and why I chose them. Everyone takes armor seals, scaling or flat. One way or another its just the best choice.GLYPHS
Next glyphs, I used magic resist glyphs just like I did seals. You use magic resist glyphs one way or another, rather it be scaling or flat you use it.MARKS
The marks I chose because you are of course ap and since your early game is weak, you want anything to boost that damage. I have seen attack speed and that can work as well but I do not recommend it. Also flat ap is another choice that I have seen work, Use which ever you can.QUINTS
I took the quints for the same reason I did the marks. The magic pen is really effective and makes your damage much higher.
Blast : A tiny bit more damage, always useful and really just a filler for the next one.
Arcane Knowledge : This is so op and required for most AP junglers.
Durability : Gives you more health making you a even tankier blob.
Tough Skin : Makes you have a tiny bit more sustain in jungle.
Hardiness : This gives you more armor and zac has a low base armor.
Resistance : Gives magic resist, not as needed for Zac.
Bladed Armor : Punish those jungle creeps for hitting you!
Unyielding : Take a slight less amount of damage from enemys!
Veteran's Scars : This gives you 30 more hp, really good early game.
Block : Take 3 less damage from them adc's.
Juggernaut : Gives more hp, MORE TANKINESS.
Reinforced Armor : Take 10 percent less from crits, this can save your life many times.
Honor Guard : Take 3 percent less damage over all, always good to have.
So the reason you max Elastic Slingshot is because the range goes up quite a bit making zac able to initiate from very far range and gank very well. Some say max Stretching Strike first but I say that slingshot is much more reliable. Also are w Unstable Matter scales really well, so we max it second. Another thing I would like to talk about here is are passive Cell Division we have great diving ability and can easily go in first in a team fight, eat all the ults then get back up without them noticing.
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 ability has a static cooldown and is unaffected by cooldown reduction.
- Pick up the blobs as late as you can because it will give you more hp
- If you are going to use your ultimate in the battle, use this before the ult to try to slow them so you can land your ult more times.
- Can be used during let's bounce!
Can be cancelled by moving; refunding 50% of the health cost.
- Use even at close range just for that slight knockup/stun and damage.
Zac can right-click and can activate Unstable Matter to move while in the air. While active, Zac is unable to activate Stretching Strike or Elastic Slingshot.
- Using this with Stretching Strike, Elastic Slingshot and Flash is very deadly in teamfights. And usually you can land atleast one bounce on each member of the enemy team.
- When Zac is using his ultimate, he has 75% reduced CC duration. For everything except knockbacks that is with the spirit of the golem.
Pros and Cons
- Fast clear time
- Looks cool
- Has tons of sustain while jungling with blobs
- Some would say un-killable late game
- 3 forms of cc
- amazing ganking power
- Very weak early game to most champs
- Not hard to get invaded, must ward very well
- Fairly weak ganks until your e gets to about 3
- Low base armor
Wards are a very big part of a junglers role and we all should know this. Warding the enemy jungler will save your lane from ganks, tell you were he is to see if you can invade and possibly even allow you to steal a buff or 2.
Good jungling routes.
This should get you lvl 4 and some gank power, after just do basic safe routes and get up.
Really just be creative and come up with your own route and works for you well. rather it be invade red or blue which I tend to not do. Just do what you like and it will work better for you.
This is where Zac really shines. His late game or even mid game team fighting skills are amazing and his kit reflects that. What you usually wanna do is either open with a Elastic Slingshot Into your full combo then a let's bounce on the whole enemy team, really getting then out of position. Other wise you wait for them to open and jump on there main damage and cc chain them while your team helps bring down the enemys.