This section will focus primarily on stats so you can understand how to prioritize your situation in building your
Health is one of the most important stats that
wants, he casts his spells off his current HP, a bit like how
casts his spells, except, he does it off Current Health 4%
on each and every single spell, except his ultimate,
However, the best part of
is his passive
which gives him unparalleled sustain as a health based champion. While his spells cost Current Health 4%
he heals by Maximum health 4%
which increases to 4.8% with the item
So imagine a scenario where you just died, divided in 4 blobs, and they enemy has flee'd for his life away from the tower. Now, you don't need to back as it was a direct engage from a previous back. What to do? Well! You can directly enter your jungle and start clearing, why? Because everytime you use a spell that costs 4% of your current hp, really only costs you 2% of your maximum hp. Meaning you are effectively healing for the spells you are spamming. 4% - 2% = 2% healing on your spells. Don't forget,
only has a 4 second cool down, effective sustain at any stage of the game.
Wait, wait, wait, health. Let's put things into actually prospective. Let's take a mid game active health for
around 3000 HP. Let's throw him a
, since its one of his core items. In a initiation, he goes into the fight at full HP, pulls off his full combo, which effectively costs him 4% of his current health 3 times, which results in 0.96^3= ~88.5% = 2655 of his health left, excluding all the regen that he might have gotten since. Then he pulls off his ultimate,
which costs nothing to cast. Say he was hit to 50% = 1500 HP after casting all these abilities, and did not pick up the 7 blobs, 3 from the basic spells and four from his ultimate, during this time. He starts picking them up, which heals him for 7*4.8% = 33.6% = 1008 HP. Instantly, Zac is healed back up to 88.6% = 2658 HP in just a few seconds. WHAT IS THIS SUSTAIN, BURST HEAL?!
Cool Down Reduction
So after learning about how health works in general, you realize, God!
SO MUCH SUSTAIN! So what if in clearing and team fighting, you were able to use more spells, have more blobs to heal off of, and most important do MORE DAMAGE. Well guys, that's I'm here to tell you.
is a Godlike item because everything about it, is ridiculously good for
. Not only does it give the desirable abilities of health, but magic resistance to increase the effective HP against magic damage. Increase healing capabilities such as
and spell vamp. Most important, it gives you cool down reduction to increase the amount of damage output you can do, and increase sustain during these team fights!
For this section, we'll focus more on your primary spell throughout the game,
. It has a base cool down timer of 4 seconds, and can be changed by cool down reduction 40% to 2.4 seconds. Compared to my current primary YOLO DIVE BUILD, which you are looking at either 34% with an elixir, or 39% with blue bluff, and doesn't waste any effective cool down reduction. Since you have 4 points in socery getting anything beyond 15% cool down reduction item decrease it's gold efficiency by a quite a margin.
Let's do some actual comparisons.
With 0% cool down reduction, you will be looking at this
0% 20% 24% 30% 34% 39% 40%
4 3.2 3.04 2.8 26.4 2.44 2.4
10 12.5 13.2 14.3 15.1 16.4 16.7
While the difference indeed exists, I believe it is minimal and cost ineffective to buy cost inefficient items just to increase 1 or 2 more
Let's take 24% vs 34%, which 10% additional cool down reduciton is the most ideal choice without wasting any effective gold around buying. The typical choices
and an additional
, which matches a respective 1300 gold compared to
and 850 gold for
. Take solely cool down reduction, you will only gain 2 extra hits if you use
on cool down within a 40 second team fight, which is extremely unlikely, so most likely 1 more at max. Which makes rushing that extra 10% cool down reduction seem meaningless, although this doesn't factor in the health, spell vamp, and clearing speed and sustain from
Armor and Magic Resistance
Armor and Magic resistance are splendid stats for any tank, off tank, or even carries that just want that extra efficiency within a team fight, or a simple engage. Armor and Magic resistance works like this.
25 magic resistance â†’ Ã—0.8 incoming magic damage (20% reduction).
100 magic resistance â†’ Ã—0.5 incoming magic damage (50% reduction).
âˆ’25 magic resistance â†’ Ã—1.2 incoming magic damage (20% increase).
A unit with 60 magic resistance has 160% of its maximum health in its effective health, so if the unit has 1000 maximum health, it will take 1600 magic damage to kill it.
This means, for someone like Zac who stacks health, the more armor and magic resistances you obtain, the more powerful and effective hp you have. That is why items such as
are core items for
because they help improve his tankiness whilst offering him incredible stats. If you feel that the enemy team has some over powered ADC, feel free to obtain that
to tank him further, or even that
so he kills himself.
Ability power is the stat that effects how much damage your spells do throughout all of
's spells. However, since
does not have any significant AP ratios, with
scaling highest at only 70%, which isn't even a highly spammable spell. Hoarding lots of ability power is often a heavily wasted cost inefficient item.
100 AP increases the health damage it does by 2%, which is quite effective. Compared to the effectiveness of a item such as
it is only an insignificant number. Therefore, we have to conclude that it is not very effective.