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ZAC BUILD GUIDE: The Secret Weapon: Top Lane Zac by Dunking

by Dunking (last updated over a year ago)

55,867 Views 1 Comments
9
Greater Seal of Armor( +12.69 armor)
4
Greater Glyph of Scaling Magic Resist( +0.6 magic resist per level (10.8 at champion level 18))
5
Greater Glyph of Magic Resist( +6.7 magic resist)
3
Greater Quintessence of Health Regeneration( +8.1 health regen / 5 sec.)
9
Greater Mark of Hybrid Penetration(8.1 Armor Penetration and 5.58 Magic Penetration)
View Rune Details
Summoner Spells
View Summoner Details
9
21
0
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 3/4
mastery 4 mastery 4 0/2
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mastery 3 mastery 3 4/4
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9 Offense
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21 Defense
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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

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

Hello SoloMid community, I am Dunking and this is my guide to top lane Zac. Zac is a powerful magic damage tank with powerful long range initiation and AOE CC and is very powerful in almost any team comp. Zac is traditionally played in the jungle in NA but in other regions Zac has been seeing more and more play top lane. His high sustain and Q pokes along with health based damage on his W allows him to trade well and farm safely. Zac is especially powerful in conjunction with jungle ganks, so in coordinated games you can set up a gank with your jungler and use your long ranged initiation to start ganks whenever you want.

Pros:
-Long Ranged Initiate
-AOE slows, knock ups, knock backs
-Spammable AOE that does more damage based on enemy max health
- High Sustain
-Revive Passive
-One of the tankiest characters in the game in prolonged fights due to blobs
-Safe laning phase and snowballs incredibly hard
-Amazing utility even if behind

Cons:
-No defensive steroid outside of blobs, therefore weak to burst/ignite (Although passive helps with this in team fights, and if you get bursted out first your team can protect your blobs/win the fight)
-Scales well with health, therefore enemy health based damage hurts. (Blade of the ruined king, liandry's, etc)
-Prefers poking or prolonged fights, vulnerable to quick all in burst (ex: Riven)
-Vulnerable if you dive into the enemy team and miss your E.


Why play Zac in top lane instead of the jungle?
Zac is a very powerful and immovable force from the top lane with strong pushing power. He's a very safe pick due to his high sustain and revive passive and scales well with farm compared to other junglers. His damage and tankiness scale incredibly well with items and a farmed Zac can single handedly win a team fight by blowing up the enemy backline. In addition to putting good use to the farm Zac also scales very well with levels. All of his abilities scale well when ranked up so higher his level relative to everyone else on the map, the more effective he will be.

[http://i.imgur.com/MMucke8.jpg]

Masteries

[http://i.imgur.com/b44phpb.png]

Why run 9/21/0?
Your primary job as Zac will to be your team's tanky initiator, therefore prioritizing the defensive tree. The last nine points are spent in offense to keep Zac's damage meaningful throughout the game and because the first nine points of the utility tree are rather unimpressive for Zac.

Offense
Go for improved ignite and CDR at the bottom of the offense tree. Best points available, you don't need attack speed or minion damage.

Next go for Blast because it's required to unlock Arcane Knowledge.

Put your last point in Arcane Knowledge for the % Magic Pen. It'll keep your damage from falling off hard after the enemy team finishes MR items like Runic Bulwark.

Defense
The defense tree is very flexible and the points you use can be adjusted depending on the enemy team comp. The main ones to get are Durability, Veteran Scars, Defender, Reinforced Armor, and Honor Guard and the rest is up to you.

Durability- Scaling Max Health isn't bad and needed to unlock Veteran Scars

Perseverance- Health Regen to go with your already powerful sustain.

Hardiness/Resistance- Early Flat Armor/MR, you can switch these points up however you want between hardiness, perseverance, resistance depending on the enemy team.

Veteran Scars- 30 Flat health for one point will make you stronger in early all in fights.

Unyielding/Block- Reduces damage from champions and champion basic attacks, very good against auto attackers/harass.

Relentless- Slow reduction that you may or may not want based on the enemy team comp.

Safeguard- Usable if you plan on diving a lot, only 1 point.

Tenacious- Tenacity is very valuable, especially if you plan on going ninja tabi or sorceror's shoes.

Juggernaut- Zac scales well with health and end game this will provide a decent chunk of free health.

Defender- One point wonder, 5 flat resists in team fights.

Reinforced Armor- Reduced Crit damage, very good for tanking AD carries, Tryndamere lanes, etc

Honor Guard- Reduced damage by 3%, very good for one point and the highest mastery in the tree.

Runes

[http://i.imgur.com/kUIYnpL.png]

Quints
Greater Quintessence of Health Regeneration- These quints give you a great amount of sustain and allow you to aggressively trade with the enemy lane. Also allows you to go with starting builds that have less health pots. Recommended against lanes where you want to trade/deal with harass.

Greater Quintessence of Magic Penetration- Good increase to your damage, use these runes if you want to all in on a squishy enemy laner.

Greater Quintessence of Hybrid Penetration- Good for all ins/trades against top laners where you want to trade auto attacks (weak melee auto attacks, such as Malphite)

Greater Quintessence of Armor/Magic Resist- You can use these if you're really afraid of getting bursted and you want to just survive the early game. (Such as Riven, or if for some reason you're laning against a burst mage)


Marks
Greater Mark of Hybrid Penetration- Good runes for damage and extended auto attack trading with tanky top laners like Malphite, Shen, etc.

Greater Mark of Magic Penetration- Best runes for your damage, use these against champions you don't want to trade auto attacks against (ranged, auto attack fighters, etc)

Seals
Greater Seal of Armor- Best in slot for most lanes, flat armor is very good against AD champions and for reducing minion aggro damage.

Greater Seal of Scaling Health- These are good against AP burst lanes and if the enemy team has a low AD threat. (Triple AP)

Glyphs
Greater Glyph of Magic Resist/Scaling Magic Resist- Pick one. You can go scaling if you're against an AD lane or flat if you're against an AP lane. You can also mix your rune page for blind pick or against mixed damage. Personal preference.

Greater Glyph of Cooldown Reduction- These are good to use against all AD comps. More CDR means more spells, meaning more sustain through blobs.

Summoner Spells



Explanation:
Ignite is the best summoner choice for aggressive laning as it allows you to finish off enemies and adds to your burst. The healing reduction is also good in many lanes and you will need it if you plan on killing champions such as Yorick, Vladimir, Aatrox, etc

Flash is a general all around great spell. It can be used for escaping, engaging, or outplaying your enemies by dodging abilities. The cooldown is long so use it wisely.

Other viable summoner spells:


If you plan on shutting down an enemy threat or peeling for your AD carry this is a usable summoner that is very powerful in late game fights compared to ignite. You might want to consider taking this if your support has ignite and there's someone you need to exhaust like a Riven, Jax, Trynd, Katarina, etc


If you don't think you can kill your enemy laner you can take teleport to be a splitpushing and global gank threat. If you haven't played with teleport before it could take some practice to get best use out of it. You can use it early for free backs and bot lane ganks and later you can use it to split push bottom and bait 5v4s at Baron.

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:

This passive is basically two unrelated abilities. The first half of Zac's passive creates blobs when you hit an enemy with one of your abilities. These blobs heal you for 4% of your max health whenever you pick them up. Zac's abilities cost 4% of his CURRENT health, so casting abilities and picking up blobs will always heal you. The lower Zac's HP, the more HP he will net overall. This gives Zac huge amounts of sustain in lane and fights, especially when low on HP. Zac's passive is the reason he scales well with resists, health, and cooldown reduction. This passive gives Zac a lot of bonus effective health, meaning he scales well with resists. You also heal more based on a percentage of your max health so health is also cost effective on Zac. Cooldown reduction allows zac to spam more abilities, meaning more damage and more blobs to heal Zac.

-The blobs drop in pretty random places most of the time so there's no real way to "lead" them like with Draven's Axes. But they will tend to drop in "favorable" locations such as away from enemies.
-Picking up blobs is important to being as tanky as possible but there are times when you should ignore blobs to stick onto priority targets. Try to balance your priorities between picking up blobs while still dealing damage.

The second half of Zac's passive is his revive. This passive is great for diving because if it pops the tower will switch aggro off of you and onto minions/Allies, making it very easy to set up a tower dive with your jungler or mid laner. It also makes you a lot safer against enemy ganks because if you can make it to your tower you will be very hard to dive. In team fights you can make very aggressive plays using this passive and go back in with low HP to trade your passive for more kills. Try not to let your passive get popped for no reason. (getting caught, dying far up in your lane)

-In early all in's this passive can save your life if you have enough minion aggro on the enemy champion
-Allies can teleport to your blobs to make them invulnerable
-While in your passive state sunfire cape and other auras are still active.
-If your possive pops while you are near a wall all the blobs will be more bunched together, making you vulnerable to AOE.
-The respawn timer is always the same, regardless of how close the blobs land together.

[http://i.imgur.com/Z6XVCUP.jpg]


Q: Stretching Strike
Zac lashes out with an elastic punch, dealing magic damage to all enemies hit and slowing them for 2 seconds.

Cost: 4% of current health
Range: 550
Cooldown: 9 / 8.5 / 8 / 7.5 / 7 seconds
Magic Damage: 70 / 110 / 150 / 190 / 230 (+0.5 per ability power)
Slow: 20 / 25 / 30 / 35 / 40 %


Explanation:

This skill is your main poke ability and can also be used to farm safely from range or AOE push the wave. It's a simple and easy to land skillshot that moves quickly. It's also an AOE slow so in team fights try to position yourself to hit both the carry and some other members of the enemy team. The slow is pretty negligible early on but scales as you add more points into it. This ability's cooldown is lowered through ranking and the slow doubles between rank one and rank five.

-When low on HP you can Q from afar to create blobs and heal back up.
-This ability is your primary tool against squishy and ranged top laners.

[http://i.imgur.com/AqNohFo.jpg]

W: Unstable Matter
Zac's body erupts, dealing magic damage equal to a base amount plus a percentage of their maximum health to all nearby enemies (max 200 damage against minions and monsters).

Cost: 4% of current health
Cooldown: 4 seconds
Base Magic Damage: 40 / 55 / 70 / 85 / 100
Max Health to Damage Ratio: 4 / 5 / 6 / 7 / 8 % (+2% per 100 ability power)


Explanation:

Very low cooldown AOE that does damage based on the enemy's max Health. Spamming this in lane gives you a large amount of sustain and it also does a lot of damage to jungle creeps for leashing and against tanky top laners.

-This is the only ability you can use during your ultimate, so don't forget to use it.
-Great against tanky top laners who stack health
-If you take this abilty at level 1 you can give your jungler a smiteless leash with ease and you will be loved.
-At early ranks this ability does very low damage to minions but it can be used to get some CS that you would otherwise miss. This also means you can spam it without pushing too hard though.

[http://i.imgur.com/DnJSW5S.jpg]

E: Elastic Slingshot
Zac faces the cursor and begins charging. After charging or after reactivating the ability, he launches himself towards the target location, dealing magic damage to all enemies hit and knocking them back for 0.5 seconds. This ability can be cancelled by moving, refunding 50% of the health cost and lowering the cooldown to half the base amount.

Cost: 4% of current health
Cooldown: 24 / 21 / 18 / 15 / 12 seconds
Magic Damage: 80 / 130 / 180 / 230 / 280 (+0.7 per ability power)
Charge Time: 0.9 / 1 / 1.1 / 1.2 / 1.3 seconds
Range: 900 / 950 / 1000 / 1050 / 1100


Explanation:

Your long range initiation tool. Try to hit as many people as you can with this as it does a large amount of damage and try to get vision control around where you plan to initiate so you can come in from fog of war. This skill makes it very easy for your jungler to gank for you during lane phase. Leveling this skill dramatically reduces the cooldown, with the rank five ability having half the cooldown as it does at rank one. You also gain a large amount of damage and range by leveling this ability.

-If you cancel the charge on this ability the cooldown is lowered
-If you get CC'd during the charge it gets cancelled, so use it carefully during escapes
-Be careful when using this ability in lane as it is your only escape before level six.
-If you miss this ability in a team fight you will be very vulnerable to kiting and your opponent's could counter initiate easily. It is also a large part of your burst damage so you won't be able to threaten the backline like you should.

Range at Rank 1: 
[http://i.imgur.com/Bc7NQAb.jpg]

Range at Rank 5:
[http://i.imgur.com/9utHKGL.jpg]

R: Let's Bounce!
Zac leaps into the air and begins to bounce on the ground, up to a maximum of 4 bounces. Each bounce deals 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 50% 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.

No cost
Cooldown: 130 / 115 / 100 seconds
Magic Damage: 140 / 210 / 280 (+0.40 per ability power)
Maximum Magic Damage to the Same Target: 350 / 525 / 700 (+1.0 per ability power)


Explanation:

An AOE knock back with large amounts of damage. It is very easy to all in squishy top laners once you hit level six. The way you knock your enemies is based on your positioning, think of yourself as a Gragas ultimate. If you hit the enemy from the front, they will be knocked backwards. If you hit the enemy from behind they will be knocked forward. This ability drops a bloblet for each bounce, so you can heal up to 16% of your HP with this ability alone.

-This ability gives you a large amount of tenacity and movespeed giving this ability a lot of different uses such as escaping, chasing targets, and reducing readable CC.
-Try to disrupt as much of the enemy team as possible while still getting multiple bounces on the enemy carry.
-This ability has a moderate cooldown especially once you've built up CDR. You can use this ability for winning trades, sustaining, or pushing the enemy out of lane if you feel like it.

[http://i.imgur.com/9jgczS5.jpg]

Skill Order

Top lane Zac has a lot of options when it comes to skill order. Levels 1-3 are also variable. Take E at level 1 if you want to invade, take Q if you want to poke and play passive with ranged farm, take W if you want to sustain and play aggressive. At level 2 Take E if your jungler is coming to gank for you and Q/W otherwise. At level 3 pick up your last skill. It's better to get all 3 abilities by level 3 for max burst/sustain potential as opposed to getting rank 2 of one of your abilities.

Maxing Q First: Stronger poke and wave clear, good for short trades. Note that maxing Q provides more sustain than maxing W due to the reduced cooldown, therefore more chances to pick up blobs and heal. I usually prefer to max this ability first.

Maxing W First: Spammable AOE damage, very powerful against high health targets and in extended fights. You can max this against health stacking tanky top laners such as Shen or in lanes where you plan on having extended trades. This ability does meaningful damage even without ranks and is more important in the late game when targets have more health, which is why I usually max this last, but there are viable times when you can max this first.

You almost always want to max E second so you can initiate for your team in mid game team fights. The range on E increases dramatically as you level it and it adds a lot to your burst, the cooldown is also lowered by a large amount allowing you to spam more knock ups.

Finally, max whichever skill you haven't yet.

Add points into your ultimate whenever you can (6, 11, 16).

Item Builds

Starting Options:

The best option for strong AD lanes such as Riven, Renekton, Lee Sin.


This start is good against ranged harass such as Jayce, Kennen, Nidalee. If you don't feel safe starting with only one potion you could opt for a different start and get this item on your first back instead.


The best start against pokey, AP champions if the enemy team has a strong early game jungler with ganking presence (Ex: Lee Sin, Jarvan, Mirror Zac, Maokai, etc)


The best start for pokey, AP champions if the enemy team has a weak jungler (Malphite, Amumu, shyvanna, etc) You'll probably end up selling one of the beads unless you can make both Bulwark and Locket for your team or you opt into warmogs (not recommended) but that's perfectly acceptable.

Core:

This is pretty much the only damage item you will need to burst out squishy laners. Zac scales better with magic penetration than AP so Haunting Guise is the perfect offensive option for him. Usually you will hold off on the upgrade to Liandry's until very late in the game. You can consider skipping this item if you are against a top laner that you know you won't be able to kill and opt for more tankiness instead.


Sunfire cape will give you more sustained damage and pushing power. Since you already deal AP damage the magic damage from sunfire will go well with your magic pen. Sunfire is a great item for midgame fights and will give you a lot of survivability against AD threats.

Items to Consider:

Good against and in double AP comps, this item has no health so you'll probably want to build a giant's belt first though. If someone else on your team can build this it would probably be best but it isn't a bad pick up for Zac.


If your support or jungler doesn't have this yet you can buy this to help against AOE damage and to protect your team. The CDR is also great on Zac and the shield can be spammed in lane to win trades.


This item is good against attack speed based bruisers and AD carries and increases your initiation potential with the slow. Buy this if the enemy ADC is a large threat or if the enemy team has Blade of the Ruined King. A well placed Randuin's active can cripple the enemy team and turn a fight around.


If no one else on your team has this item buy it, especially against heavy AP teams. Team auras can make or break team fights. This is the best MR option besides Spirit Visage for Zac.


This item is very popular but rather mediocre in my opinion. It costs a lot of money for not many stats. You already have a slow on your Q, a knock up on your E, and a knock up on your R. Your abilities are all AOE as well so you won't get a full slow. If you really feel like you need more CC Randuins is probably a better option.


Spirit Visage's passive is very powerful in conjunction with Zac's Blobs and gives him a lot of sustain. The CDR is also amazing on Zac. This is one of the best items for Zac so if the enemy team has enough AP to justify this purchase then get it. Buy this against AP top laners or heavy AP team comps if your team doesn't need a bulwark/abyssal scepter.


If the enemy team has a lot of AD auto attacking threat or if the enemy AD carry is extremely fed thornmail is the best source of cheap armor. Synergizes with your magic damage and magic penetration and the effective HP you gain from your passive makes this buy more worthwhile for Zac as opposed to other tanks.


I don't recommend warmog's because it is HP overkill. Stacking too much health without resists makes you vulnerable to percentage damage and you need to properly balance your health and resists to get maximum effective health. There is no point in having a large health pool if every attack from the enemy team chunks you.


A solid defensive/offensive option. I usually buy Zhonya's when I feel that I am tanky enough and want to do more damage or as my 6th item. The active can save your life from very readable spells (Death mark, requiem, crowstorm, etc) and gives you even more diving potential in conjunction with your passive. As a bonus, Zac has a lot of fun poses to Zhonya's with.

-Note that if you zhonya's during Zac's ultimate you won't get any more bounces when zhonya's ends.


I really don't recommend getting GA on tanks but sometimes in order to win the final late game team fight it's what you need. Also having double revive passive allows you to make a lot of aggressive plays.

Boots Options:

A good increase to your damage. If the enemy team has multiple AP and not a lot of CC this is a good option.


The best defensive boot options, get these against heavy AD teams or fed AD carries or if you want to prioritize tanking over dealing damage.


If you need MR/Tenacity get mercury treads. Never pick mercury treads for just one or the other, it isn't worth the money.

Buy/Upgrade your boots when you plan on roaming/initiating, in lane boots aren't very useful since you have a long jump to escape ganks.

Consumables
Don't forget to buy consumables when you back. Consumables can make or break lanes and are solid investments.


Just because Zac has a lot of sustain doesn't mean health pots aren't good. If you get too low and are zoned away from minions your passive won't be able to heal you up and health pots can help you survive close fights and ganks. If you are getting ganked or going in for a fight always remember to pop a health pot, it could save your life and even net you a kill.


Wards are very important for being able to play aggressively and controlling your lane. Always buy at least one ward unless your jungler loves you and wards for you. Even after laning phase try to pick up wards if you can to help your support keep control of the map.


Pink wards are very important for Zac to get a proper initiation in mid to late game. Even during lane phase you can set up ganks for your jungler by denying vision from the enemy top laner. I'll mention this several times throughout the guide, Zac top in conjunction with jungle ganks is deadly and unfun to play against.


Remember to pick up elixirs before important team fights such as baron contests, sieges, and late game fights that could determine the game. Fortitude elixir will make you tankier and brilliance will allow you to do more damage and spam more abilities to heal.


Late game you could buy oracle's for your team if your support/jungler don't. You're probably the tankiest person on your team so it's safest for you to clear wards.

Match Ups

An important thing to note on Match Ups is although lanes are usually 1v1, the game as a whole is 5v5. Zac is one of the best top laners for creating gank opportunities because of his initiate and a well done gank can allow Zac to win even the difficult or average match ups.

Difficult Match Ups


Zac's difficult match ups are high burst champions or champions who can out trade him in extended exchanges while not giving him time to sustain back to a healthy level. Zac doesn't need to snowball hard to win the game, so as long you play safe and farm you should be fine. Against these lanes consider skipping haunting guise and going straight for tank items to survive and farm. Zac can farm relatively well under tower by using W on the ranged creeps, letting the tower hit them once, and then auto attacking, so playing passive isn't too big of a deal. Just be very careful of all ins from these champions when they have ignite available.

You can beat Ryze and Akali early but against the rest you should probably just get as much farm as you can.

Average Match Ups/Farm Lanes


Against high sustain, low damage, or pokey top laners it'll probably be a stalemate unless there is jungler interference. Zac brings a lot of damage and utility to his team so going even in lane is just fine except for against hyper carry cases like Nasus, Jax, and Irelia.

Easy Match Ups


Zac's easiest match ups are against squishies and characters he can outsustain and push out of lane. Just poke them down and out trade them with your sustain until you can dive them or force them to back and create a lead. Zac is also good against tanks and champions with limited harass abilities since you can opt to max W against tanks and spam blobs to heal past harass.

Team Comp Synergies/Counters

Zac works very well in AOE comps with his heavy AOE CC/displacement, poke comps with his amazing ability to initiate/dive once you poke someone down, dive comps due to his long range initiate and passive, and just about every team comp you can imagine. Zac has a lot of utility and tankiness and is in general a good pick up for your team. One of the main things about Zac Top comps is that he works well with aggressive early junglers. Some of the best champions to run Zac with (in my opinion) include:



Zac is powerful with a LOT of different combinations and is powerful in coordinated games where you can coordinate ganks, roams, and maintain vision control.

So if Zac is such a great pick how do you beat him? Vision is very important to stopping Zac's initiation and having characters who can cancel his jump (Either during channel or in mid air) are very important. Scaling Health damage is also strong against Zac. Basically you want to bait the initiate and counter it, or if Zac jumps in and misses his jump you need to fight while his jump is down as it is a large amount of his burst and CC. A general counter to Zac is just igniting him or denying him of his blobs.

Early Game

Remember to leash/defend for your jungler, as a poor level 1 can lose the entire game.

Early game you should poke and trade with your Q/W and just try to sustain. Your abilities are gated only by cooldown so try to spam them as much as possible to get maximum damage output and sustain, just be careful about pushing the wave. If you aren't in a good match up you can sustain and survive lane relatively easily. If you are forced to CS under tower you can prep the ranged minions with a W and finish them off with your auto attacks after they have been hit by the tower once. If you are in a commanding position you should be able to easily push your opponent out of lane or set up a dive.

When deciding whether or not to E in for a fight, consider how many minions your opponent has. Early game trades are largely decided by minion aggro.

Ward wisely as top lane is usually the first to receive a gank. If the enemy jungler started with the buff on the opposite side of the map expect a gank around 3 minutes into the game. If not, expect the gank around 4 minutes in.

Don't all in unless you know where the enemy jungler is, plan your aggression wisely. Pay attention to the minimap, if you see the jungler doing his wraiths or ganking bot/mid that means you are free to fight top.

When you are ready for your first back push up the lane to the enemy tower and recall. If this isn't possible due to enemy pressure then ask your jungler to hold your lane so your team doesn't miss out on the gold and EXP. Try to have enough gold for the item you want as well as consumables such as wards and pots. If you don't have enough money for both use your best judgment to determine what you need more and play accordingly. (Don't be super aggressive on the enemy if you are down an item and losing trades/don't be aggressive on the enemy if you have no ward and the jungler is MIA)

Mid Game

By mid game you can burst/out trade many top laners with your ultimate due to the massive amount of blobs you drop. Your full rotation of spells will drop 7 blobs (28% of your health healed by picking these up) With more blobs being dropped due to your low cooldown abilities. If you are against a laner you can't kill you can roam mid or come down for dragon. If your enemy roam's down for dragon and you don't have time to get there in time for a fight try to get the enemy's tower. Remember to properly push your lane before roaming as that is once way to lose an early lead and let your enemy back into the game.

If you are behind and can't roam just try your best to catch up in farm and defend your turret. Ward well and let your team know when the enemy top laner goes missing. If you are losing lane REALLY hard you can abandon the tower and force dragon. Even if you are behind your CC and utility can win fights for your team, so get as much global gold as you can and catch up through that.

Your team should have a lot of pink wards or an oracles by mid game so try to take vision control of key points where you are sieging/planning to fight so you can initiate from fog of war.

Late Game

In the late game you should be grouping with your team so no one gets caught. If you want to siege make sure your side lanes are properly pushed. The best way to push side lanes is to kill only the ranged creeps so you will slowly build up a large wave. This will allow your team to pressure multiple lanes at once and eventually you will get a free objective either due to the side lanes going unprotected or someone leaving the midlane to defend the sidelanes.

If your team is not in a position to push and is stuck defending then your job as Zac is to help clear the wave and scare the enemy team away from hitting the turret. If the enemy AD carry tries to hit the turret you should apply pressure and try to find opportunities to catch the ADC and create a good fight for your team.

During Baron dances try to take vision control as always so you can potentially bait/sneak baron. Zac is a powerful baron threat in the late game due to his magic damage and % health on his W. Zac can also tank baron well by picking up his blobs to sustain the damage, so you can start baron and disengage repeatedly to bait fights. If the enemy team is on baron and your team is behind you Zac is very powerful in baron pit fights due to his AOE, just make sure your team is on the same page so you don't jump in alone and lose the game. Even if your team is behind, with a good AOE comp a baron pit fight is one of the best ways to get back into the game.

Team Fights

Sweep wards near the objective you are pressing so you can initiate from fog of war. Whether this has to be done through oracles or many pink wards it doesn't matter, but make sure you are able to pick a good spot to initiate from. Much like Fiddlesticks the best way to initiate on Zac is to initiate from fog of war. This gives the enemy team less time to react to your E, which makes it more likely for you to land it and surprise the enemy. Zac is vulnerable if he misses his E so it is important that you get every edge you can in vision.

As the initiator it is your job to get the best fights possible for your team. If you see someone on the enemy team go to a different lane to clear waves or someone recalls you should try to force the enemy team off of their tower so you can dive. Forcing bad fights is one of the easiest ways to lose the game, even if you have a substantial gold lead.

In team fights your main goal is to burst the enemy backline and be as disruptive as possible. This is especially true in the midgame. You should try to kill one of the enemy carries, whoever is the biggest threat at the time. Try to hit as many people as you can with your abilties while still getting your primary target and picking up your bloblets. Zac needs to pick up his blobs in order to be tanky, as it is his only steroid.

If you don't feel tanky enough to stay in the enemy team you can E in, pop your ultimate, and use the movespeed to get out of the enemy team while still knocking everyone aside. Afterwards stay with your AD carry and peel for them by slowing the enemy frontline and shredding them with your health based damage.

In a realistic situation (unless you are incredibly behind and die instantly) once you build spirit visage or some other CDR items you should be able to get off around 3 Q's, 4 W's, 2 E's, and your ultimate in a short team fight. This will produce 13 blobs that heal you for 52% of your max health if you pick them up. With a spirit visage this is increased to 62.4%. This should show how important it is for Zac to pick up his blobs in team fights. Each bloblet that you do or do not pick up could influence the outcome of the fight.

Change Log

July 12, 2013
-Guide Created
-Added general match ups section. Might create individual match ups in the future

July 13, 2013
-Added more information in various sections (Items, Skills mostly)
-General clean up of Typos, errors, etc

Final Comments

Thank you for taking the time to read my guide on Top lane Zac. He's currently one of my favorite top laners and I hope you find success with him as well. If you have any comments, questions, or criticism feel free to comment on the guide.

[http://i.imgur.com/Zed6jxm.jpg]

Comments

July 26, 2013 - 12:59 AM #1

Runes and masteries - don't tell me what I "can" do. Tell me what I should do. I can use whatever runes or masteries I want. Tell me which ones work best and why. Don't tell me I can swap up points x and points y in the defensive tree. Tell me when I should be going with points x over points y. There should always be a reason for your choices and you should always walk the reader through these choices. If you can't come up with a reason for every choice you make then you should rethink trying to get your guide approved until you figure out the champion enough.



Items section - again, I still don't get a good idea of when I build each item. IE. spirit visage, and abyssal both offer a large chunk of magic resistance. What differentiates them? What types of games/situations do I build one over the other. It is very hard to tell what combinations of items to build in each situation.



In regards to your game phase section - you are very unspecific in a lot of your statements. Ie. "Your team should have a lot of pink wards or an oracles by mid game so try to take vision control of key points where you are sieging/planning to fight so you can initiate from fog of war." You mention key points but give absolutely no indication of what these key points are.



If you are going to include matchup/synergy sections I expect several paragraph for each champion mentioned.

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