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Zac Build Guide by Spilt ojs

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Spilt ojs

Zac' Dps blob starts now

Spilt ojs Last updated on May 10, 2013
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Team 1

Ability Sequence

2
3
5
8
9
Ability Key Q
4
10
12
13
14
Ability Key W
1
7
15
17
18
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Executioner
 
 

Offense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Honor Guard
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 0


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Introduction


Hey I've played Zac for a while and I got tired of the same ap build so I tried something new and I stumbled apon this (Note my first build and this build is just for fun) well I've played this build pretty much all the time now and people said let others see it and they suggested this site and remember if you don't get it the first time try it a couple of times then you will be a master at it.


And so forth.


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Pros / Cons

Pros
+still good Initiator
+Large amount of CC
+Great Clear time
+Op Ultimate
+Great single target damage

Cons
-can be stopped during Initiating (E)
-Squishy early game


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Masteries

For basic damage I would go with 9/21/0 quick ad and ap damage off start but yeah it's what I use find something better let me know

I Would recommend these masteries

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


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Runes

I use Greater Mark of Attack Damage because as anyone early damage for ad as in my case hybrid

And I take Armor Seals cause who wants to get hit really hard early game

and last I Take Magic Resist for again less early game damage from Ap champions


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Spells



FlashFlash can help you get a boost after your ElasticSlingshot or if you get interrupted while doing so.

ExhaustExhaust can help you a lot up against a tougher champion no problem or to slow a current jungler

Another option

IgniteIgnite is for the one that try's to get away (Also recommended)


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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

ok so elastic slingshot I take at start for one reason who ever your top lane against hop on with elastic then quick couple hits and walk away

and stretching strike is of course long range slow


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My starting items



Normal starting items X3 potions


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What Is zac's skills?


Passive: Cell Division

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.

Explanation: Each time Zac hits an ability on ANY enemy, there will be a random blob that generates and heals you for 4% of your Max HP. When you die, you turn into four smaller blobs that come in from North, South, East and West about 500 range from where you died, if they survive their way back to the main body, you will revive with up to 48% of your max hp, depending on how much they had.


Q: Stretching Strike

Zac lashes out with an elastic punch, dealing 70 / 110 / 150 / 190 / 230 (+ 50% AP) magic damage to enemies in a line and slowing them for 20% / 25% / 30% / 35% / 40% for 2 seconds.

Range: 550
Cooldown: 9 / 8.5 / 8 / 7.5 / 7
Cost: 4% of current health

Explanation: This is a long range nuke with your two hands that deal magic damage and slow up to 40% at rank 5, it has a relatively low cooldown later levels and is spammable. Make sure you use it to chase or to kite.


W: Unstable Matter

Zac's body erupts, dealing magic damage 40 / 55 / 70 / 85 / 100 plus a percentage of their maximum health 4% / 5% / 6% / 7% / 8% (+ 2% per 100 AP) to all nearby enemies (max 200 damage against minions and monsters).

Cooldown: 4
Cost: 4% of current health

Explanation: it can be used during your ultimate.


E: Elastic Slingshot


Zac faces the cursor and begins channeling. After channeling or after reactivating the ability he launches himself towards the target location, dealing 80 / 130 / 180 / 230 / 280 (+ 70% AP) magic damage to all enemies hit and knocking them back for 0.5 seconds. The range of Elastic Slingshot increases based on how long 0.9 / 1.0 / 1.1 / 1.2 / 1.3 Zac channels.
Can be cancelled by moving; refunding 50% of the health cost.

Range: 900 / 950 / 1000 / 1050 / 1100
Cooldown: 24 / 21 / 18 / 15 / 12
Cost: 4% of current health

Explanation: cannot move while you are channeling,it knocks people up for only 0.5 seconds. Great for interrupts and has a huge range for initiation.

Lets Bounce

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Zac leaps into the air and begins to bounce on the ground, up to a maximum of 4 bounces. Each bounce deals 160 / 240 / 320 (+ 25% AP) 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 75% 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.

Max Magic Damage to the same target: 400 / 600 / 800 (+ 62.5% AP)
Cooldown: 130 / 115 / 100
Cost: No cost

Explanation: this is why zac is the initiator in team fights, A giant blob that bounce's everyone that you hit back a little you are still able to use Unstable Matter while using this


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Jungling path


(purple side) Now I would start off with quick wraiths then go to lizards head for the wolves then ancient golem then go for big golem. Note I follow this patch cause mainly it leads back up to top lane for that early gank if pushed then head mid if hp is to low B then top

(Blue side) start wraiths take your red then head to big golem then if remaining hp is good then head to wolves then to ancient golem (if not given to your mid lane)


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Recent games

Score Card
" K D A CS
T Jeaglen20 13 6 9 178