Zac Build Guide by kieranmv95
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.
Example AP counterbuild
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.
Why Should You Jungle With ZAC?
ZAC is an amazing champion if you build him right but that can be difficult. He has great sustain which i will talk about further soon and his abilities are all effective on creeps making him a fast and efficient jungler.
CELL DIVISION (PASSIVE)
cell division is the best think to happen to ZAC it makes him great at fighting tower diving and jungling. the passive works as following: each time ZAC hits an enemy with an ability he sheds a chunk of himself which when collected regains 4% of his maximum health.
Upon taking fatal damage ZAC splits into four chunks and attempts to recombine he will receive 10-50% of his health back when he has recombined depending on the damage the blobs have taken damage if they all take damage you will die. spirit visage adds to this passive making it harder to destroy the blob-lets.
STRETCHING STRIKE (Q)
ZAC lashes out with an elastic punch dealing magic damage and slowing enemies.this attack deals magic damage and a ratio of your ap this ability also slows the enemy making it great to catch someone.
UNSTABLE MATTER (W)
ZAC's body explodes outward dealing magic damage equal to a base amount dependent on level plus a % of there health. it has a base % of damage and for every 100 ap you gain 2 additional percent.
ZAC faces the cursor and begins to build up his ability. he propels himself forward and the range of this move is quite vastit knocks the enemy back for 0.5 seconds when he lands and does AoE damage. It has a base rate of damage and a ratio of your AP as damage.
LETS BOUNCE (R-ULT)
ZAC leaps into the air doing a series of 4 bounces each bounce deals magic damage and knocks enemy's up for 1 second and also slows them by 20% for 1 second enemy's can only be knocked up once on the series of bounces. it deals a base damage per bounce and a ratio of your AP.
Ability Sequences For Ganking
GANK SEQUENCES FOR ZAC
There are many ways to initiate a gank with ZAC and he is fun to initiate with because it can be a totally hidden attack until you land on the,m here are some sequences that are most effective for ganking.
First i jump slightly behind them using my E so the cant run then i slow them with my q so the dont get far when they try to escape then i use my w to deal some more damage and by then my team mate has arrived and is also dealing damage.
MORE ADVANCED GANKS
When they have around 2-5 champions and your going for the gank the sequence changes first you nitiate from a hidden spot with your E so they dont see you building it up. Then when you land hit them with your Q to slow them. Directly after this hit your R to knock them up and keep the bounce focused on them. then finally leave the fight W.
where do i go with ZAC Because he doesn't use mana?
well the trick is red then blue. i know he doesn't need mana but you need the xp early game from blue to perform good ganks. the second time blue comes round give it to your mid though.
start with an assisted red and smite it. after red slay all the less powered creeps in the jungle. after that travel to the blue jungle and slay there creeps. after slaying all the low powered creeps go and get blue your smite will also be up now too. after this step you can start ganks or jungle the basic creeps for a bit longer until you feel comfortable to gank. (see gank sequences)
My Choice in runes explained.
WHY USE THE RUNES I HAVE CHOSE
my choice in runes is simple i want to jungle but by late game of you follow the guide you will be the tank and initiator of the team so my runes help his tank early gam for the ganks and just add to his late game ability.
the AP quints are so he can have stronger abilities straight away this is more for jungling but it still adds in the team fights.
The MR marks are so he has some magic resist good for ganking the mid lane usually and again it adds for the team fights.
the armor glyph s are so he can tank the other lanes and fight there ADC.
The AP seals are the same as the Quints they add to his abilities power and give him an early game head start and add to his late game.