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Champi onGui des Champi onGui des
Summoner Spells Summoner Spells
Smite - Allows for Clear time to be increase. With one of the core items it changes the clear time down by 20%. This
should be used whenever it is up, not only on the Ancient Golem or the Lizard. This will greatly increase your jungle clear
times, amount of gold you make, and speed at leveling.
Flash - Very helpful when in chase, or you may need to use it in a escape. Some people prefer to use "Ghost", but I
believe Flash has more versatility then "Ghost" does.
Read Author Notes
Runes Runes
x 9 Greater Glyph of Cooldown Reduction - giving 0.83 CDR per glyph - totaling + 7.47% CDR
x 9 greater Seals of Armor - Making you more tank like early game - Totaling + 13 Armor
x 9 Greater Marks of Magic Penetration - To make you do more damage, you already don't do much. So the increase in
damage is helpful. Totaling +7.8 Magic Penetration
x 3 Greater Quintessence of Cooldown Reduction - Totaling + 5.01% CDR
Adding both CDR together, you end up with a total of - 12.50%
With the additional 4% you get from the chosen Mysteries, you end up with 16.50% starting.
* Note - These are rough numbers, but I did use a calculator to get to the numbers I have reached, or it is what was
shown to be from the rune page. Starting game, you start at ether 16% or 16.50%. I will verify this shortly.
Read Author Notes
Masteries Masteries
Author Champion Statistics
Guide Details
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1/1
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1/3 1/1
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Lulu Lulu
TABLE OF CONTENTS TABLE OF CONTENTS
1. Summoner Spells
2. Runes
3. Masteries
4. Abilities
5. Items
6. Champion Matchups
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Dreadmaster1989 Dreadmaster1989
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Abilities Abilities
Focus on increasing the first three abilities, one point in each, starting with E, then W, then Q. We start with "E", this
does help with clear times. The majority of the camps within the jungle have smaller minions within them, lesser ones.
Using your "E" (Elastic Slingshot) will take care of these, as well as dealing damage to the larger minion as well. The
"W" is where a lot of the damage comes from, but we don't focus purely on damage. As a tank, and a Jungler, we focus
on feeding the ADC, and each lane. This helps to ensure that we win the game. With proper control of the jungle, and
with the Assists you will have, you will gain enough gold to buy your items. The "Q" is great for slowing, and giving a
extra blob for health. Starting with wolves, then moving the the Ancient Golem to get the blue buff for CDR, you would
already be number two when it is over, giving you the "W", for the extra health and extra damage, to increase the clear
time. Focusing on increasing the Elastic Slingshot also makes it quicker, because you can clear walls, increasing the
clear time of your Jungle. It also allows you to gank from a further distance, and with less of a cooldown, as it decreases
ever level. The Ultimate "Let's bounce!", should be the highest focus, whenever it can be increased, always do so of
course.
"Let's Bounce!" - R - Maxed First
"Elastic Slingshot" - E - Maxed Second
"Unstable Matter" - W - Maxed Third
"Stretching Strike" - Q - Maxed Fourth
I have also compiled mathematical data about the Cooldown Reduction. Here it is below, and I use my
own Acronyms for this.
________________________________________________________________________________________________________

ABILITY - STRETCHING STRIKE
AK (Ability Key) - Q
AMK (Ability Mastery Key) - CTRL + Q
DESCRIPTION - (Active): 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
MAGIC DAMAGE - 70/110/150/190/230 (+ 0.5 percent of magic damage)
SLOW - 20%/25%/30%/35%/40%
CDRM (Cooldown Reduction Mastery)
CDR-AL (Cooldown Reduction Ability Level) - 9/8.5/8/7.5/7
MCDR (Max Cooldown Reduction) - 3.6//3.4/3.2/1.4/2.8 Seconds
MCDRMA (Max Cooldown Reduction Max Ability) - 4.2
________________________________________________________________________________________________________
ABILITY - UNSTABLE MATTER
AK (Ability Key) - W
AMK (Ability Mastery Key) - CTRL + W
DESCRIPTION - (Active): 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
BMD (Basic Magic Damage) - 40/55/70/85/100
CDRM (Cooldown Reduction Mastery)
CDR-AL (Cooldown Reduction Ability Level) - 4 seconds
MCDR (Max cooldown reduction) - 1.6
MCDRMA ( (Max Cooldown Reduction Max Ability) - 2.4
MHDR (Max Health Damage Ratio) - 4%/5%/6%/7%/8% (+2% per 100 ability power)
________________________________________________________________________________________________________
ABILITY - ELASTIC SLINGSHOT
AK - E
AMK (Ability Mastery Key) - CTRL + E
DESCRIPTION - (Active): 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
CHARGE TIME - 0.S/1/1.1/1.2/1.3 Seconds
RANGE - 900/950/1000/1100
CDRM (Cooldown Reduction Mastery )
CDR-AL (Cooldown Reduction Ability Level) - 24/21/18/15/12 seconds
MCDR (Max Cooldown Reduction) - 4.8 seconds
MCDRMA (Max Cooldown Reduction Max Ability) - 9.6/8.4/7.2/6/4.8
MD (Magic Damage) - 80/130/180/230/280 (+0.7 per ability power)
________________________________________________________________________________________________________
ABILITY - LET'S BOUNCE!
AK - R
Offense: Offense: 99 Defense: Defense: 21 21 Utility: Utility: 00
1/1
Slot Slot 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12 12 13 13 14 14 15 15 16 16 17 17 18 18
PASSIVE






Q
Q
Q
Q
Q
Q
Q Q
W
W
W
W
W
W
W W
E
E
E
E
E
E
E E
R
R
R
R
R
R
R R
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AMK (Ability Mastery Key) - CTRL + R
DESCRIPTION - (Active): 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
COST - No Cost
MD - (Magic Damage) - 140/210/280 (0.40 per ability power
MMDT (Max Magic Damage To Target) - 350/525/700 (+1.0 per ability power)
CDRM (Cooldown Reduction Mastery)
CDRL-AL (Cooldown Reduction Ability Level) - 130/115/100 seconds
MCDRMA (Max Cooldown Reduction Max Ability) -52/46/ 40
Read Author Notes
Items Items
START WITH
CORE
SITUATIONAL
Always start with the "Hunter's Machete", and 5 health pots. You already have a sustain, but you must expect the enemy
to counter jungle you. This will help you live through that, as well as help to sustain you through your jungle, early ganks,
to help in the process of keeping you alive. It's much easier to gank a target with low health then it is one with full health.
On the first back you want to pick up a pair of "Boot's of Speed", and "Spirit Stone". Why? Boots of speed give you a
25% speed increase, allowing you to clear faster, and make it where you need to be. It also allows for them to be
upgraded. The "Spirit Stone" is a cheap item, only costing 450 gold. It gives you extra health, and mana regen, even
though we don't use mana. It also gives you 20% more damage to monsters, and 10 bonus true damage to monsters
on hit. This makes you clear jungles at least 20% faster. This is why these are rushed first, instead of heading straight
for "Spirit Visage".
The "Core Build" that I use with Zac is 'Spirit Visage", and "Spirit of The Spectral Wraith". The "Spirit Visage" item
gives a great CDR that we drastically need, at 20%. Rushing this will give us 36% CDR. It also gives Magic Resist, and
a nice chunk of extra health. After we complete this, we finish "Spirit of The Spectral Wraith". It gives Ability Power, a
nice amount for Extra Damage! This helps a lot with ganking. 10% CDR, putting us over 40%, which is the max. We
also get Spell Vamp, which helps with regaining larger amounts of our life, up to 8% instead of 4% of maximum health.
This reduces smite by 20% as well, for CDR, and adds 25% more damage to monsters, increasing clear time even
more!
Boots - These are dependant on the situpating. The general go to are the Merc treads. But, it depends on the enemy
team. Such as if they have heavy CC, you want your boots to reflect that and counter it as much as you possibly can.
The Sunfire Cape gives both substantial health and armor, so there is no reason to pass this up. And it deals 40 magic
damage per second to near by enemies, so it adds to your damage, which Zac needs, sense he is a tank and doesn't
do a whole lot of damage as it is. Randuin's Omen grants a even larger amount of Health and Armor, adding to it. It also
has a passive, that makes ADC cry. It reduces the addack speed, giving a few moments for them to be utterly
destroyed
Warmog's Armor now gives us 1,000 more health, being a great asset. Howver, this could be switched out for
Thornmail, if the time does seem right for it. Generally, the Warmogs is a great choice, extra health never hurts.
Read Author Notes
Matchups Matchups

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