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All Guides Zac Guides [7.10] AP Zac, the Jungle Assassin
124
3
Updated
1 year ago
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799K
Comments
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Zac Statistics for Karma and Slam

Author's performance with Zac compared to the ranked average.

Value
Average
Games Played
45
7
Win %
58
42
Kills
8.5
4.4
Assists
8.0
10.8
Deaths
5.3
5.1
KA:D Ratio
3.1
3.0
Gold Earned
12.6K
10.8K
Creep Score
55.7
54.8
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Having no gapcloser as soon as you initiate with your slingshot, i dare say that 4.png is absolutely mandatory on Zac to follow your target and/or disengage after you used all your spells and run danger to be focused or killed.

New Runes Back to Top

Masteries Back to Top

A very basic offensive Mastery page. You might think Zac gets too squishy with these for clearing jungle but it actually improves his clear speed greatly which means that you will survive the jungle either way.


EDIT: If you haven't noticed, I switched from recommending oppressor to bounty hunter (Ferocity row 4). The reason for that is the fact that your zacE.png never gets the 2,5% bonus damage, yet is the strongest burst skill in your kit. For that reason it is much more recommendable to go the bounty hunter route because even with just two kills you are consistently doing more damage than with oppressor. Having a total of 5% increase lategame definitely makes up for the little damage you might have missed early game.

Abilities Back to Top

W
Q
E
E
E
R
E
Q
E
Q
R
Q
Q
W
W
R
W
W
Passive
Q
2
8
10
12
13
W
1
14
15
17
18
E
3
4
5
7
9
R
6
11
16

Your zacW.png does the most damage to jungle creeps early game and has the lowest cooldown. However leveling it up does not have any benefits except for bigger flat % damage and bigger flat magic damage. Max your E first because of the strongly decreased cooldown and range to be able to gank every lane often and successfully.


If you think that your ganks will extend to longer fights consider putting some points into zacQ.png instead. Keep your E as high as you need to be able to initiate while leveling your zacQ.png which also decreases its cooldown, enabling you to throw out more zacQ.pngs during ganks early game instead of going for that oneshot burst engage.
Either way your zacE.png has the highest AP scaling of your kit excluding your ultimate incase you bounce on the same enemy 3+ times. This means that hitting your slingshot is absolutely crucial to succeeding with AP Zac.

Items Back to Top

Starting Items

    Standard aoe jungler start, sell your talisman later because you will not finish your jungle item
    First back for a Protobelt Build, which is my personal recommendation
    Part of the old 20% scaling CDR route if you require a defensive item. Dont get it otherwise.
    First back for lich bane build

Core Items

    #1 Your ONLY choice of boots
    #4 Part of the core, but only build this early if there is little to no MR items on the enemy team.
    #4 The only valid magic pen you can still get. Recommended at target mr 100+ In most cases you want this after ludens/rylais
    #2 Pick Ludens if your main job is to kill squishies. Pick Rylais if your main job is to bust down tanks.
    #3 Pick one of these as your Second item. Lich bane is better in every situation if you need more raw damage, especially vs single targets. Protobelt on the other hand is cheaper and provides mobility if you have trouble following targets with high mobility and your team refuses to help.
    #6 Get a haunting guise for 15 penetration and finish somewhen later on. You now need max penetration again.

Situational Items

    I usually sell my jungler item when im down to my last few slots, on very rare occasions (everyone on the enemy team building banshees, or perhaps nocturne and sivir) i can recommend getting blue smite to remove their shields before landing on them.
    20% CDR defensive build items,
    Example full build

Protobelt comboes nicely after landing your zacE.png into the rest of your abilities. If you didnt kill your target like that already you still have your ult up.

Ludens is the first item you want to get on zac. His zacE.png has so high range that you will pretty much always have a guaranteed ludens proc when engaging someone from afar.

I would always make fun of rylais as being a noob trap on Zac. However with the recent nerfs on abyssals and protobelt I have to opt into a slightly more DPS heavy playstyle involving lich bane if i want to assassinate targets. For that reason alone you want Rylais in a situation where you are mostly needed to shut down rampaging tanks, because the slow will make their escape that much harder as you are pounding them into the ground.

Build order for your core items is presented with the # tags next to each item. You start with #1 Sorc shoes, #2 Protobelt/Lich Bane, #3 Ludens or Rylais and finish with the #4 items in the order specified down at the gameplay and build path section.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Aatrox
    Easy
  • Amumu
    Medium
  • Annie
    Medium
  • Ashe
    Easy
  • Blitzcrank
    Hard
  • Brand
    Easy
  • Braum
    Medium
  • Fiddlesticks
    Medium
  • Fizz
    Hard
  • Galio
    Medium
  • Gragas
    Hard
  • Hecarim
    Medium
  • Janna
    Hard
  • Jarvan IV
    Easy
  • Jinx
    Easy
  • LeBlanc
    Hard
  • Lissandra
    Hard
  • Lucian
    Hard
  • Malzahar
    Medium
  • Morgana
    Hard
  • Nasus
    Easy
  • Orianna
    Medium
  • Pantheon
    Easy
  • Poppy
    Hard
  • Riven
    Easy
  • Soraka
    Hard
  • Swain
    Medium
  • Thresh
    Hard
  • Udyr
    Medium
  • Vayne
    Hard
  • Veigar
    Medium
  • Vi
    Hard
  • Warwick
    Medium
  • Wukong
    Easy
  • Xerath
    Easy
  • Xin Zhao
    Hard
  • Yasuo
    Medium

VS

Aatrox

Easy

Tell your laner to bait his jump and thats all you need.

VS

Amumu

Medium

Catch him before a teamfight as his ult can majorly screw you up.

VS

Annie

Medium

Whoever lands the first hit wins.

VS

Ashe

Easy

Same as for Jinx. No mobility, though her ultimate can possibly make you screw up if she decides its time to use every ability and summoner spell to kill you.

VS

Blitzcrank

Hard

Due to your constantly awkward positioning you can be an easy target to a Blitzcrank with good map awareness. You should try to focus him down quickly if you catch him going alone since his own mobility is kind of meh and he cant outdamage you.

VS

Brand

Easy

Another immobile mage

VS

Braum

Medium

The most important part is not to get hit by his ult.

VS

Fiddlesticks

Medium

He outdamages you in a number comparison simulator. However with good vision you will be able to cancel his ult while channeling after which he will instantly blow up.

VS

Fizz

Hard

Wait for his mobility abilities to go on cooldown before even considering to engage on Fizz.

VS

Galio

Medium

He will be trying to ult you, but your ult stops his.


Killing him in teamfights is very important as a galio on the enemy team means that you will always have to use your entire kit just to deal with this guy.

VS

Gragas

Hard

A very hard matchup. A good Gragas can and will always bodyslam you out of your jump aswell as ult to keep you inside the enemy team while they tear you apart for trying to initiate.

VS

Hecarim

Medium

His charge can stop your slingshot mid air.

VS

Janna

Hard

You need to focus her because she can easily disengage you.


But then again you cannot focus her because she can easily disengage you.

Try to bait her by letting her deward some of your wards and jumping on her from weird angles where she cannot react. Otherwise you literally need to wait out her ultimate AND knockup in a 5v5 or else you will get destroyed.

VS

Jarvan IV

Easy

Being a frontliner he will almost never be there to ult you while you jump onto the enemy carries.

VS

Jinx

Easy

Literally one of the easiest ADCs to deal with mid and lategame. Jinx has no mobility making you hit every single slingshot if you are any competent, effectively making her useless during all important stages of the game.

VS

LeBlanc

Hard

Wait for her jump to go on cooldown before trying to hit her with your jump.

VS

Lissandra

Hard

Even though her ult is considered a stun only, it still roots you in place effectively stopping your slingshot.


By all means one of the most annoying champions to deal with as AP Zac.

VS

Lucian

Hard

You have to have someone bait out hisundefined.pngor else you will not be able to jump on him lategame.

VS

Malzahar

Medium

Even though he is immobile his silence has a relatively low cooldown giving you a short window of time to jump on him without worrying of being instagibbed afterwards.

VS

Morgana

Hard

She can stop you from escaping and is able to shield your assassination targets.

VS

Nasus

Easy

If your toplaner is AD (Which i strongly recommend) then nasus wont build any MR early on. Abuse that to instapop the otherwise pretty hard to kill tank.

VS

Orianna

Medium

Her defensive playstyle can mess you up as she will have you right where she wants with her ult and slow as soon as you land.


In other words do not engage her if you cannot kill her.

VS

Pantheon

Easy

Very predictable movement aswell as being immobile while using his heartseeker.

VS

Poppy

Hard

Super hard to deal with. She has the sticking power to run you down if you mess up, her shield is easy to use and stops your jump in its tracks. When playing with an enemy poppy you need to make your team bait her shield or else you will be countered by it.

VS

Riven

Easy

Tell your laner to bait her and go in with your jump.

VS

Soraka

Hard

While an easy target to kill, she will save her squishies when you try to engage onto them with her ultimate, rendering your assassination attempts useless in the worst case scenario. If you go for her instead all you do is blowing up a support while both carries are still alive and kicking. And boy will you get punished if anyone else is around while it happens.

VS

Swain

Medium

He is very likely to shrug off your burst lategame and will then destroy you single handedly.

VS

Thresh

Hard

His flay is very easy to land on you mid air, which stops and slows you.


His hook also stops you mid air.

VS

Udyr

Medium

His sustained damage is higher but there is no way for him to lock you down long enough to kill you all by himself.


Meanwhile you have a hard time chasing him, then again, everyone does.

VS

Vayne

Hard

Invisibility during rolls and the fact that she has a roll to begin with make her a hard target to hit, especially when she knows you are coming.


However, when she is freefarming a lane and you see her using her roll during farming then by all means go and jump on her after she rolls to blow her up.

VS

Veigar

Medium

Avoid jumping through his cage or else he will instantly blow you up.

VS

Vi

Hard

Both her Vault Breaker and her ultimate interrupt your slingshot. You can however bait her as the usual Vi player has a very agressive playstyle.

VS

Warwick

Medium

Even though you outtrade him early game you need to tell your team to watch out for Warwick as you will not be able to 1v1 a fed Warwick lategame, and neither will they.

VS

Wukong

Easy

All your abilities are AoE, so even if he goes invisible just before you land spam all your abilities anyways as he will get hit by them regardless.


His ult does counter your jump but no wukong player will preemptively use this ability for that purpose.

VS

Xerath

Easy

He conveniently slows himself down while charging and stops in place when ulting.

VS

Xin Zhao

Hard

He can quickly outdamage you if caught on your own and without prior charging (by seeing him beforehand) your slingshot will not be able to make you escape him.

VS

Yasuo

Medium

He can dodge your slingshot with his dashes, and both of your damage numbers are pretty equal lategame. Whoever gets the first hit wins.

Team Composition Info Back to Top

Preferred mates:


13_64.png57_64.png12_64.png24_64.png80.png58.png: Point and click setups for your slingshots combined with more or less tankiness.

61_64.png157_64.png: Together you can single handedly destroy a teamfight. Orianna uses you as a ball carrier while yasuo can ult anyone hit by your slingshot or ult.

51_64.png: You would prefer an ADC that has a very safe playstyle to compensate for the crazy risks you might take throughout the game.

7_64.png55_64.png131_64.png91.png238.png105.png: Strong snowball champs that can quickly engage when you successfully land your slingshot.

122.png: He provides the high sustain AD tank you need and is able to pull people right into your jump, what more could you ask from a toplaner?

104.png: An ADC that tends to be more of an AD caster with large aoe abilities that help you destroy teamfights even faster.

201.png: Super tanky, takes alot of time to kill and has the knockup of doom when you finally arrive to take out the group of enemies, sitting on top of braum trying to kill him.

111.png: He only has to press R to lock down the carry you just cant seem to hit all by yourself.

150.png: Similar to darius, he ends up being a tanky but still dangerous bait machine. Ultimate can absolutely win you teamfights.

Not very preferred mates: They wont ruin your game but they just might.


40_64.png6_64.png: Their ult can destroy your dreams

37_64.png: Will probably leave you with only one more or less tanky teammate on toplane.

54.png: No matter what the malphite will tell you, his knockup is unreliable because everyone looks out for it before teamfights and he only gets one shot. Malphites strengths are rather disrupting enemies in an ongoing teamfight than starting one himself.

78.png: I've had at least one overzealous poppy by now that managed to ult, and/or push enemies out of my jump.

Basic Gameplay Strategy and Build Path Back to Top

Early game and who gets which buff:


I usually start with gromp, jungling all my way till raptors, after which i get the riftscuttler and gank midlane (use smite on gromp and raptors). Return to red buff, smite it for HP and head straight back to midlane for your lvl 4 gank at which point your slingshot has a better range and will be easier to land. Once you did a few ganks you want to head back and pick up your revolver and perhaps a boot and a tome if you cant afford sorc boots right away.

After that its mostly farming jungle back and forth and ganking lanes whenever the situation feels opportune. Give red and blue buff to whomever feels like they need it. If you run a team compo where your midlaner does not have mana you might want to take it for yourself as the CDR gives you more chances to gank with your ult available.

Power spikes:

Your first powerspike will be getting protobelt which allows you to 100-0 any of the usual ADCs and APCs going for glass cannon builds as long as your ultimate is up. If you have enough skill with the item you can even oneshot people without ulting, so thats pretty funny.

Build your ludens after protobelt, but don't buy aether wisp if you have 900 gold when backing. Pick up an early codex instead because you will immediately notice the dps increase with the early 10% cdr. Ludens should be your second item, but the build path towards it is just meh so you want to pick it up when you have enough money for the full item.

Build Path (Outdated):

As explained above my build path as such usually ends up being like this:
Starting items: Talisman and refillable potion
First back: 3145.png or 3057.png + (if enough gold) 1001.png. If you can't afford get component items for either (except for 1027.png).
Second back: 3020.png and maybe another 3113.png. If you actually have enough money to buy a 1058.png and  3020.png then do that. On a lich bane build you want to buy more component items instead.
Third back: Finish 3285.png/3116.png if not yet done. Now start working towards your 3135.png.
After that: Your inventory now should look like this: 3020.png3285.png3135.png3145.png2031.png1039.png  Start working towards a 3089.png while getting a 3136.png midway (and finishing your 3152.png) for the extra penetration. Finish 3151.png last.
TLDR: 3145.png > 3113.png+1058.png > 3285.png > 3135.png> 3136.png + 3152.png > 3089.png >3151.png.

Ganks:


The by far easiest lane for you to camp is mid, followed by top if your toplaner has a way to snare/stun even for a short time.

In each gank your main priority is to stay hidden while charging your slingshot, that will be very easy once you have lvl 4-5 on your E as you can reach the enemy midlaner from either raptors camp most of the time.

Ganking toplane requires you to use either the bush at the river or the walls next to tribush in order to stay hidden from the enemy creeps' vision. You can also gank the toplane from the gromp area next to the tower if your E range allows it. In general its relatively easy to get a kill off someone pushing your towers while they think they are alone as you will always have a bush or some sort of cover to charge up your E nicely. Combine that with your huge AoE burst may pulverize all the creeps that were remaining at the tower, making your tower target the enemy.

A second strategy that works particularly well on top and botlane is just to pincer onto the enemy and see how they start to panic to do a wrong move allowing you to hit your slingshot point blank once they come too close.

Your ult can make or break your gank post lvl 6. As soon as you land try to get between the enemy laner and their tower to do what a lee sin player would refer to as the "insec move". You will bounce the enemy laner towards your own tower to lengthen his escape route, giving you more time to take them down.
Unless the enemy flashes you will probably have an easy time doing this even if you throw in your Q as soon as you land, so dont bother using your flash to reposition yourself after a successful E.

Ganking botlane is a bit more complicated as almost every ADC in the game has a dash mechanic to dodge your slingshot while many supports have some form of interrupt to stop your slingshot from doing landing damage.
That being said most strategies for ganking toplane apply for botlane aswell in terms of hiding positions, although the river bush is much more prone to be warded, so be sure to get raptors before you gank bot. If your support is competent to stun either the enemy ADC or support then you may go for it. Botlane is definitely the best way to snowball yourself and your team, especially as an assassin with a full AoE skillset.

After the Zac rework you now have the ability to pull back enemies with your Q even after you land (or whiff, but fail to kill the enemy) your slingshot. Also keep in mind that your E knocks enemies away from you after landing, so try not to immediately ult after landing or else they might not get hit by it.

Objective control and teamfights:


As for dragon control you would prefer not to solo dragon early game. Even though you are very well able to pull it off you will constantly be at low health, making you an extremely easy target to kill and lose drake to whomever decided to show up to kill you. Instead, ward dragon alot early game and only do it when the enemy botlane or jungler are dead or too far away to get to dragon in time to steal.

Teamfights in the later course of the game are basically you trying to position yourself behind teammates or somewhere remote to be able to jump onto the enemy APC or ADC as soon as they show up and engage or get stunned/snared. In general you are safe to jump in as soon as the enemy carry used their mobility move, allowing you to easily hit the (probably) busy target and kill it. Beware that you are a squishy target, so if the enemy team is competent enough they will dispatch one or two people to sneak up on you while you are trying to find a good jumping spot for the teamfight.

Splitpushing is also one of the major strengths of AP Zac, as your waveclear is almost instantaneous mid-lategame, and your slingshot combined with decent ward placement help you to get out of trouble almost every time when the enemy team decides to show up.

Do not do baron if your tanks are down because you are by all means not tanky enough to deal with him. If your team asks you to do it regardless remind them that you are a squishy and cannot protect them enough if the enemy team decides to show up.

If your target built banshees veil you want to rely on your team or poking with your Q to pop it before engaging. Getting red or blue smite does counter it if you need to deal with banshees mid flight, but since the item is so unpopular you can almost be sure that only one or two enemies will get the item, if at all. Runic echoes isnt worth the stat tradeoff for that matter.

Lategame:

An important aspect about playing AP Zac is understanding when you have reached the point where the enemy team counters you. Early on you will often get many kills and snowball your lead, forcing your opponents to buy alot of magic resist to keep up with your ever growing damage. Once you have reached lategame chances are you will not be able anymore to jump into the entire enemy team without getting stunlocked upon landing, making you only deal a bit of damage from your E, but otherwise rendering your remaining kit useless.

If you encounter such a situation at least once you have to rethink your strategy and start warding the enemy jungle more. Alot more in fact. Split and see if lone enemies show up to catch them off guard as they try to unpush the lane. Aside from that you can also try to follow your most fed AD (which is hopefully your ADC) and let him serve as bait. Once someone tries to engage on him they have to deal with the two highest damage sources on your team, making for an easy kill. In general from my experience in higher elo games (high gold, low plat) I noticed that it's the easiest way to snowball your ADC and get kills from greedy enemies trying to shut him down. Solo carrying works too but you have to pay good attention not to screw up your team's killspread. If nobody else on your team is fed enough to stand up to an enemy you will have very little chances of winning, even if you are 6-slotted.

Final words of advice:


By all means, whatever you do, never slingshot into fog of war without having enough experience in predicting movement. Its hard enough to read an enemy when they are visible, but jumping into the invisible is the easiest way to get yourself killed if you do not have the experience and understanding of enemy champion playstyles.

AP Zac as a concept is all about baiting and punishing enemies, instantly capitalizing on cooldowns for abilities that counter you and so forth. Everyone makes mistakes and it's your job to shove it into the enemy team's face when they mess up.

Also, whoever tells you that the Secret Weapon skin is just a recolor is wrong. The majority of sounds are different while your W, E and R have different visual effects (mostly the W), alongside your blobs, which look like balls of virulated tentacles.

Typical Zac Winning Streak Back to Top

Here is some eyecandy to get you motivated :D


Meh.png
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