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ZAC BUILD GUIDE: Solo Top Zac - The Indomitable Majin Flubber by Tarnoc

by Tarnoc (last updated over a year ago)

747,721 Views 11 Comments
9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Armor( +12.69 armor)
4
Greater Glyph of Ability Power( +4.76 ability power)
5
Greater Glyph of Scaling Magic Resist( +0.75 magic resist per level (13.5 at champion level 18))
3
Greater Quintessence of Ability Power( +14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details
9
21
0
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 2/3
mastery 2 mastery 2 2/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 1/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 2/3
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 1/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Cell Division
QStretching Strike
WUnstable Matter
EElastic Slingshot
RLet's Bounce!
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 2/3
mastery 2 mastery 2 2/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 1/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 2/3
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 1/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Cell Division
QStretching Strike
WUnstable Matter
EElastic Slingshot
RLet's Bounce!

Champion Matchups

Introduction

LET THE FLOOD OF ZAC GUIDES BEGIN!!!11

This is my first guide ever! My purpose here is to show how Zac can be a very powerful solo top in addition to his obvious advantages in the jungle. I intend to augment this guide as I learn more about the champ, but this build has got me off to a great start and it will do the same for you!
I encourage feedback, let me know how this guide can be improved and if you believe there are stronger builds for top-lane Zac.




If you haven't watched the champ spotlight, I recommend checking it out to see what sort of things Zac is capable of.

Masteries

Explanation:
9/21/0

Offense - Build straight down the AP side. This is fairly self-explanatory -- it provides great AP damage for its cost in mastery points. I don't take a point in Summoner's Wrath because I don't use , , or .

is perfectly viable, and will give you more killing potential in lane at the cost of map presence.

Defense - Standard bruiser set-up. Increase health, armor, magic resist, reduce CC.
  • I take a point in Reinforced Armor and in Block to mitigate damage from the ADC in teamfights.
  • Take a point in Defender and none in Legendary Armor. Although it sounds good, it only applies to BONUS armor and MR (magic resist). Even in very late game, it is unlikely that 3 points in this mastery will supply you with 5+ armor and MR -- while Defender gives you that just for being in a team fight. So take Defender, it's super [cost] effective!

Runes

Explanation:
Marks: Magic Penetration runes to shred through enemy's MR and deal tons of damage.

Seals: Armor runes to survive against top-lane bruisers. Super standard, super important.

Glyphs: Split Scaling MR and flat AP runes. I like the MR late game, but having some extra AP will make you a bully in lane. Split the runes at your discretion, but if you go heavy AP, I recommend rushing to mitigate the extra magic damage you'll be taking. ESPECIALLY if you're laning against AP.

Quints: Flat AP -- Makes your spells HURT! Movespeed quints or CDR [cooldown reduction] quints are also viable here, but Flat AP is the safest way to go.

Summoner Spells



Explanation:
Flash: Great spell, it can allow you to confirm a kill or save you in a chase. Yes, enables you to cover a lot of ground and clear walls. Well, Flash will let you clear another wall. Shit happens and you've got to be ready for it!

Teleport: Allows you to jump into a team fight or save/dive a tower from anywhere on the map [assuming there is an allied, non-champion target near your destination]. This will make early game somewhat more difficult, but it is well worth it.

Alternatives
- Good for all the things Flash is good for except getting over walls. Cooldown is much shorter, too.
- Useful in early game to put more pressure onto your lane opponent. Can be used to secure kills when target is very low on health, or to cripple their self-heals [, , etc.]

However, I almost always take over because your job is to provide for your team, not carry them in kills. With Zac, Utility > Kills every time. If you want to play a glass cannon, I suggest taking up Mid or ADC.

Skills

Passive: Cell Division

Explanation:
This is basically two very powerful passives in one. Make it a point to pick up your bloblets whenever possible to keep up sustain in lane. This aspect is especially useful at low health, as your spells cost a % of current health, but your bloblets heal for % of max health. Spamming your spells and picking up bloblets at low health can keep you in the fight and push back an over-confident opponent.

The death side of this passive makes Zac and excellent tower diver/tower defender/team fight initiator. If you dive and know you won't make it out, try to make sure as many blobs make it out of turret range as possible so that you're able to reform and make your way to safety.





Q: Stretching Strike

Explanation:
Take at level 1 and 3, and max first. The damage scales well with levels and you'll want the reduced cooldown to keep opponents slowed when chasing.




W: Unstable Matter

Explanation:
Take at level 2 and max second. Decent AOE damage for your E+W+Q combo, and it's also useful for pushing your lane.
NOTE -- You can activate this during your ultimate for extra damage!



E: Elastic Slingshot

Explanation:
Usually, take a point at level 4 and max it last. I prefer to have the extra CDR and damage on , and you normally don't need this skill pre level 5. Very useful for initiating fights, chasing down fleeing opponents, and escaping dangerous situations.




R: Let's Bounce!

Explanation:
Very powerful ult at all stages of the game. Use this in early game to kill/de-lane opponent, and in mid/late game to disorient the enemy in teamfights and to bash down the back line, forcing the primary damage dealers out of the fight. Your job is to be as annoying as possible for as long as you can while your carries shred the enemy team.




Item Builds

Primary Stats:

  • HP -- Makes you tougher, tankier, gives you more resource for spell-casting and strengthens your passive (as your bloblets heal you for % of MAX health). PLUS -- stacking health makes you ginormous. Wonder what a 4-5k HP Zac with Lulu ult would look like. O_O

  • AP -- You'll want some AP, but don't sacrifice too much health to get it. is absolutely core as it gives you a good deal of both, plus extra slow!

  • CDR -- Amazing on Zac. You have no mana so (assuming you have the health to afford it), the only thing standing between you and being a spell-spamming killing machine is the cooldown time of a given spell.

Spellvamp is also a viable stat for Zac, but I haven't had an opportunity to test it. I'll have more info on this soon.




Starting setup #1:
rejuvenation-bead
sight-ward
health-potion5health-potion -- This setup will provide ample sustain early and build right into your


Starting items #2:
sight-ward
elixir-of-fortitude
health-potion4 -- This setup is similar to #1, but focuses on attempting or preventing a tower dive. Enemies have the tendency to underestimate or ignore your , which often results in taking an early tower or pulling off a counter-gank which will put you very far ahead in lane.

This setup is also extremely common in pro games and has been shown to be very effective.


Other Common Starting Items:
  • -- Not a bad option if you intend to build . You will be sacrificing early vision for this, so don't push your lane too hard or expect a level 2-3 gank from your jungler.
  • -- I personally don't care for this option. It sacrifices sustain and vision for movement speed, and is weak [and inconsiderate to your jungler] compared to the aforementioned options.




Boots:
  • Defensive Options:
if enemy has a lot of AD and/or deals most of their damage through auto-attacks
if enemy has a lot of AP damage and/or CC

  • Offensive Options:
provides magic pen for more damage if you are ahead in lane
if you intend to roam around the map looking to gank/take objectives
will give you extra CDR, which can be useful as the only other CDR item in your build will [normally] be



Major Items:


Absolutely brilliant item for Zac! Continue to climb the tank tree while blowing out your damage. HP, AP, magic penetration, and spell damage DOT's an enemy -- so if an enemy makes it away with a sliver of their health, this could tick down and result in a kill as if you had used


Highest HP item in game, and improves HP regen even more. Not as gold efficient as it used to be, but still a very good buy.


Decent HP, great MR, great CDR, and the improved healing will give you more HP back for picking up your blobs.


Fairly high HP, fairly high AP, and a slow on spell damage. BUY IT!


Provides HP and armor, while consistently dealing damage to the enemy team during fights. This item enables you to effectively fulfill your purpose of being as annoying as humanly possible.




Other Useful Items:

Providing HP, armor, CDR, and HP regen at a low cost, this is a very solid early buy on Zac. On top of its great stats, the active can mean the difference between trading kills with your opponent and getting away clean.


Good AP, great MR, and a 20 magic pen aura make this a very useful item on Zac. I recommend it if the enemy team is AP heavy.


Armor + MR, and a passive that revives when killed. If your is up, you could potentially die twice and still escape safely. That's HUGE!


Insanely useful item for team fights due to its powerful aura. Buy this if your support and jungler don't.


This is great if the enemy ADC is out of control. Generally not a necessary purchase, but if there is too much AD pressure, it could be a worthy investment.


If you need an ass ton of damage and are ridiculously farmed late game, go ahead and pick it up. The CDR and unique active will make Zac an absolute nuke.


^^See above. If you have no need for the extra CDR and don't care about the active of DFG, pick it up.


Another good damage item for enemies who have stacked MR.

Jungling

Here's a link to the best jungle guide I've seen. This guy goes fairly in-depth and it's worth checking out.

http://www.solomid.net/guides.php?g=51512--rawl-zac-build-guide

Team Fights

Zac's role in a team fight is to disrupt the enemy team with his abundance of CC (crowd control), and to beat down the back line to neutralize the squishy damage dealers.

  • To initiate the fight
  • Immediately for some quick AOE damage
  • for further damage and to knock up enemies
  • to focus high-priority targets.

Matchups

Of all the champs I've played against so far, is the only one who has given me any trouble. Build extra MR and avoid his stun!

I'll be adding more to this section in the future.

Final Comments

Zac is shaping up to be a very powerful addition to the battlefield, and can disrupt the hell out of the enemy team. Learn the champion, build him to suit your play style, but keep the core stats in mind at all times when choosing your items.

I look forward to hearing how this build is working for those who decide to give it a shot. Feel free to send your best spreads with this build and I will be stoked to put it up so all can see how to unlock the potential of the Zaun Amorphous Combatant!

Pwn,


~Tarnoc

Comments

April 10, 2013 - 10:19 PM #1

@Cryptekz - I can't speak for Zac's AP ratio so I don't know anything about the effectiveness of building full damage. I'm sure you could make it work because Zac is just a very strong champ. This guide is just aimed at taking full advantage of his CC and disruption during team fights and making him virtually un-killable; which it does. But, this is not a cookie-cutter game where you only have one option. Try different things and find what you like.



@mybayarea - Keep flaming, I'll keep winning. :] Ty for your input

April 9, 2013 - 08:40 AM #2

I would never use this build, If anyone reads this please, this guys does not know what he is talking about at least when it comes to Zac...

April 8, 2013 - 04:30 AM #3

Seriously though, if I were to build Zac:



I'd go 21/9 for the CDR and damage



I'd probably get a Rabbadon's, a Rylai's, a Liandry's, A Void Staff, Sorc Shoes, and a Zhonya's.



Then I'd grab Blue buff.



With that set up, we're talking about 600+ AP, which means you'll be doing 20% Max health damage with your AoE, and the CDR will bring the cooldown to about 2.2 seconds. I mean, honestly, at that point, you might as well, because building more health is honestly pretty dumb for Zac. He essentially gets stronger the less health he has, because his abilities cost less the less he's got.



I mean, what's worse for the enemy team? A guy who's really hard to kill hopping in the middle of the fight and doing next to no damage? Or a guy who with two W's can shred 2/5ths of the entire team's life-bars? Hell, if you time your Ult and your Zhonya's right, you can get off three of them before you get focused down, if the enemy team is still alive at that point, and by then, your team should have killed at least a couple of them.

April 8, 2013 - 04:18 AM #4

Build him pure AP. Have Amumu as your Jungler. Curse of the Sad Mummy. Zac Ult + W.



Win games.

April 6, 2013 - 11:52 AM #5

The sooner your Q is maxed, the more you'll be able to spam it right along with your W. I prefer to play him that way, and having that slow every time means they'll never be out of range for the W.

April 6, 2013 - 04:31 AM #6

Why would you ever max your Q 1st in a solo lane? Ya it does more damage when maxed out but the CD on W is 4 secs which means you can do more damage over time to your mid/top enemy.

March 31, 2013 - 07:41 PM #7

Thanks for the link on yours as well, dude. Top and jungle require very different builds and approaches and I think we've got some solid strategies going, especially for how new Zac is.



March 31, 2013 - 07:26 PM #8

Thanks man for adding my jungle guide in your guide! Well done with your guide to, hopefully we can learn with our playing styles!

ßrawl

March 30, 2013 - 02:35 PM #9

well don't take me too seriously, I'm not very good at top and I didn't even try Zac.



Lich Bane is worth its price even without mana though, see Akali. And since Zac is more tanky-dps than burst nuke, I suppose a bit of AA focus won't hurt :P

March 30, 2013 - 01:17 PM #10

There has been a lot of debate about this, and from what I read, the passive will deal 5% of current health over 3 seconds from the time the passive takes effect. Apparently, you only need to deal enough damage between passive proc and the end of its run time to ensure that the damage tick puts them below 0 before the 3 seconds are up for the passive to result in a kill.



I absolutely see the reasoning behind your item adjustments, but I avoid Mallet because I'm not interested in auto damage, even though the slow and health are nice.

I avoid Lich Bane because I feel that Mana is a wasted stat and that there are more gold efficient options, despite that the item still has its merits.

I'm also not interested in AS on Wit's, again because I'm not worried about what his auto is doing.

Void Staff is rad, and I can see it replacing one of the damage items in my main build depending on what's happening in the game.



I'll give this build a shot, as I can see it being strong as well. It is just geared towards a slightly different play style than the way I've been running him.



Thanks for the response! I look forward to testing out this item selection :D

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