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Remember Me (?) Same Champion Zac is Twilightlicious By: XJ9 Zac, give me Free elo [Detailed][En-us/PT-Br]! By: RicardonT Zac - Tank in the Woods By: Memy TOP ZAC By: Michaelsama Purple pudding is better than green pudding By: DrStygian Zac - The Secret Weapon By: Dreadmaster1989 New Guides TROLLCRANK By: shoobrush qwerty By: magnumhunter The Ultimate Solo Q Killing Mashine! By: MrAtnon Lichbane Ahri By: Warrick CT ZED THE NINJA OVERLORD By: 1-800-MICROWAVE Throwing a mid lane hissy fit By: AsheIsElite You Better Run By: Yulia The Die is Cast By: Jinsuki Becoming a Champion (Riven Top) By: Azurite Wanna See a Hat Trick? By: Jinsuki Russia Russia and and Turkey Turkey are now available on LolKing! Click the are now available on LolKing! Click the cog wheel cog wheel in the search bar to search these regions. Charts for these regions are coming soon. in the search bar to search these regions. Charts for these regions are coming soon. Read More Read More Online: NA EUW EUNE BR TR RU BY CHAMPION POPULAR HIGHLY RATED NEW UPDATED BROWSE ALL 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 Back to Top Back to Top Back to Top 4/4 4/4 1/1 1/1 4/4 2/2 1/3 1/1 2/2 1/1 1/1 3/3 2/3 1/1 1/1 1/1 Back to Top Back to Top Back to Top
Home Home Charts Charts Streams Streams Champions Champions Items Items Model Viewer Model Viewer Contests Contests Champion Guides Champion Guides Summoner name or champion... 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 Comments (0) Comments (0) 2012 ZAMNetworkLLC ZAM.com Wowhead LolKing DayZDB Guildhead Torhead Rifthead D3DB Thottbot MMOUI TankSpot Starcraft 2 Rankings VindictusDB Torchlight Armory Dragon Nest Armory World of Warcraft Guild Wars 2 Borderlands 2 TERA League of Legends DayZ Diablo 3 Rift EverQuest EverQuest 2 Torchlight Starcraft 2 MMOUI World of Warcraft Rift Star Wars: The Old Republic EverQuest EverQuest II Lord of the Rings Online Vanguard ZAMForums Wowhead Forums ZAMNews Wowhead News Facebook Twitter YouTube About LolKing Contact LolKing FAQ Privacy Policy ZAM Network ZAM Network Game Sites Game Sites Addon Sites Addon Sites Community Community LolKing General LolKing General 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