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Zac General Guide by Reprimere

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 Reprimere

Zac the health regen tank

Reprimere Last updated on December 12, 2013
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Ability Sequence

2
9
12
14
15
Ability Key Q
1
3
5
7
8
Ability Key W
4
10
13
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Havoc
 
 

Offense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Legendary Guardian
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0


Table of Contents
Guide Top

Runes


The Marks:
I run magic pen marks because it helps for early damaging and goes well if you decide for the early Rylai's

The seals:
I go with armor seals because as a top laner you are the tank of the team.

The glyphs:

running flat magic resist is more beneficial in top lane as a top lane AP champ won't be building flat AP but rather an AP tank. Flat MR gives you a high amount of MR for early damage trades.

The Quintessances:
I go for attack damage Quints as it makes acquiring CS easier and allows for better trade offs early game. You can run Ability Power Quints but you may find that the enemies MR will render it useless and you will be relying on abilities to farm.


Guide Top

Masteries


This mastery setup allows the summoner to farm with out being harrassed too much, but do not fear it also allows for a bit of bite when the enemy decides to trade the damages. This page also allows you to engage enemies even though minions are attacking you, but don't get too full of yourself because you may lose when tanking so much so early.


Guide Top

Spells

The summoner spells I recommend are "Flash and Ignite" or you could use "Barrier and Ignite"

Why Flash and Ignite?:

I will start off with flash, this spell can be used to retreat from a gank or an outmatched engagement. But what I use it for mostly, is the ability to close a gap while using ult if the enemy has left the range. Example, a Zed uses his shadow to leave the area of your ult you will be able to flash straight to him to continue damage. And if enough has been done you can "W" then "Q" combo him.

Now for ignite. This spell is great for early engagements, say you engage with your enemy and you are both getting low health but your passive is up. Use ignite just before you get thrown into "Cell Division" so that once you get back up all it will take is a quick "W", "Q" combo.


Why Barrier and Ignite?:

Barrier can be used on many occasions, one of which is if you are low health but so is your enemy hide in the bush until such time an opening is created. Quickly using "Elastic Slingshot" to close the distant and knock up your opponent pop your barrier and then "W", "Q" combo till he dies, It is prefferable to have pots at your disposal becuse they will heal you while barrier is active and prevent you from killing yourself with abbilities.

Ignite here will be used in the same way as previously mentioned.


Guide Top

Pros / Cons


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