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Ahri Statistics for Ahri

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

Author
Bursttt
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Summoner Spells

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Summoner Spells

Summoner Spells Set #1

4.png14.png

I typically run Flash Ignite as a solo top laner. This is a very standard use of summoner spells. With Ignite14.png you can almost always ensure the kill when a jungler comes to gank, or you just can easily kill another top laner by harrasing, which will be discussed later in the guide. Flash4.png is just for quick getaways as Elastic Slingshot is a long CD, as well as it takes a little while to charge up.


Summoner Spells  Set #2

12.png14.png

As Zac has a very good engage/get away, Flash4.png isn't always necessary. If anything I would use teleport to quickly engage on another lane, or to get the lane fast as Zac is at a medium Movement Speed. Teleport12.png is my second choice, and Ignite14.png is usually something I always run on Zac.154_64.png




*Please refer to the Introduction at the bottom of the page to read more about me! 



Read Author Notes

Runes

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Just a normal rune page for an Ability Power Tank. Zac has a lot of CC and damage, but with these runes this should maximize his CC as well as damage.

Read Author Notes

Masteries

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0/1
0/4
4/4
1/1
0/1
0/3
3/3
0/1
0/1
0/1
1/1
0/3
0/1
0/3
0/3
0/1
0/1
0/3
0/1
0/1
Offense: 9
2/2
2/2
2/2
0/2
1/1
3/3
0/1
0/1
1/1
1/3
1/3
3/3
0/1
0/1
0/1
1/1
3/4
0/1
1/1
Defense: 21
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/3
0/1
0/3
0/1
0/1
0/1
0/3
0/2
0/1
0/3
0/1
Utility: 0
With the new Season 4 Masteries, it suits Zac very well. Second Wind and Perserverance are the best masteries on Zac, as they work so well with his kit. Not only that, but Zac can start with 15% tenacity, to make up for his Ultimate nerf back in s3.
Read Author Notes

Abilities

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

154_64.png Abilities 154_64.png

Passive - Cell Divison

A very helpful passive, and it works similary like Anivia's34_64.png egg passive. When Zac is dealt a finishing blow, he turns into a blob which is split into 4 piecies. In order to actually die, Zac's opponents need to kill all 4 of the blobs before they reach Zac in the middle of all four of them. It has a long CD, 5 minutes, and whenever you have it use 
it to your advantage.

Early game - If you get dove, which is rare in higher ELO games, your passive will save you 9/10 times, often resulting in a kill for you. Also, this makes it easy for you to dive. If you get them low enough, you can dive without a problem.

Team Fights - Zac is a very good initiatior for any team. His heavy CC with his ultimate, and his slow with his Q make him a major threat in Team Fights. If the enemy team is stupid enough to target Zac when his passive is up, he will split into 4 pieces making it hard for the enemy team to kill Zac as your team rips through the enemy team. Use your passive aggressivenely as it is very hard to kill a Zac when 4 other teammates are piled up on someone.

Flaws - If Zac gets caught out, he will be killed easily in his passive resulting in you having to wait the long CD to get it back.


[Q] Stretching Strike

Stretching Strike deals a good amount of damage, and that is why I max it first. With its decent range, and Zac's no mana, its obvious that Stretching Strike is a great way to harass your opponent. I love using Stretching Strike to start my poke, then usually finish the poke by catching up to my opponent and using Unstable Matter. This deals a great amount of damage. I would level up Stretching Strike first if you are going to invade the enemy team at level 1.

Early Game - I use Stretching Strike to get a minion that is a little to far away from Zac, otherwise I use it to harass my enemy top laner. With its 20% slow at level 1, this move a great harass, and can even be used to get away. To get away, use Stretching Strike to slow the enemy, and Elastic Slingshot[E] to safety.

Team Fights - In team fights, the usage of Stretching Strike differs each time. In most engages, Zac would start the Team Fight with his ultimate, Let's Bounce, but if its a pre-6 team fight, which is rare, or your ultimate is on CD, then I recommend using Stretching Strike to start poking down the carry on the enemy team. 

Points in: 1,4,5,7,9.

[W] Unstable Matter

I would definitely start maxing your W, Unstable Matter second, because of how good it is overall. Its magic damage is dependent on your opponents Maximum health, so the more they stack health, the more you can end up hurting them. Unstable Matter is a great way to farm, as well as harass the enemy team by starting with your Stretching Strike. Unstable Matter is ability power based, but its percentage increases every 100 AP by a margin of 2%, which is huge. Unstable Matter is also an AoE based move, which means every enemy around Zac will be hurt by Unstable Matter.

Early Game - I end up winning lane most of the time because of how great this move is for Zac. Zac stacks health, which most of the time forces the enemy top laner to build health based items. This doesn't matter for Unstable Matter because of the fact that it does damage based on your enemy's Maximum health. Stated above, start the poke with a Stretching Strike and if needed, Elastic Slingshot to your enemy to get down the Unstable Matter

Team Fights - After the usual initiation with your ultimate, Let's Bounce, spam your Unstable Matter whenever you can, because of its short CD, 4 seconds, it's damage stacks up in a hurry. 

Points in:  2,14,15,17,18

[E] Elastic Slingshot


Elastic Slingshot is my favorite move for Zac. Although it has a long Cooldown, its versatility is what makes Zac my favorite solo top lane champion. Elastic Slingshot not only flings Zac a long distance, longer than flash, if you land on an enemy champion, it stuns them and deals some damage. Although the range increases for each level in Elastic Slingshot, I recommend maxing it last as a top laner because his other moves will make up for the shorter range of Elastic Slingshot. Great for finishing a kill, or getting away.

Early Game - This move is usually for starting a gank, followed by an ultimate if you have it ready. But it also closes the gap between you and your enemy. If you want to finish off an enemy top laner, all you have to do is charge up Elastic Slingshot, and you close the gap between you and your enemy, and you can close it even further with Stretching Strike. If ganked by an enemy jungler, Elastic Slingshot to your turret and hope they dive you. Slow them and if you die, your passive will more than likely save you. Zac is a great early game harasser if you can use this move correctly. 

Team Fights - Since Zac is probably going to start 90% of the team fights on your team make sure you Elastic Slingshot into their entire team, followed by Let's Bounce. They will be stunned at first, as well as knocked up by Zac's ultimate. Zac can easily fling himself to the enemy AD Carry, or AP Carry, and secure a kill on them. 

Points in: .
3,8,10,12,13.

[R] Let's Bounce (Ultimate)

One of the best ultimates from an Ap Tank. Zac has increased movement speed(20-50%), increased tenacity(75%), and a very good damage output, and to top it all off, a knockup! If used at the best time possible, all 5 enemies will be knocked up in the air, and taking huge amounts of damage all at once. 

Early Game - I would save your ultimate ability for securing a kill or escaping as it provides a knock up with tenacity and movement speed. A great example of when to use your ultimate is when you see your jungler somewhat nearing their gank, you would initiate with Let's Bounce, and your jungler should help secure that kill. To get away, I reccommend using Let's Bounce, followed by Elastic Slingshot for a very easy escape, knock up the enemy and fling away. 

Team Fights - For team fights I recommend going all in. Elastic Slingshot into as many enemies as you can, or even better the ADC or APC. Afterwards, pop that ultimate ability, and dish out as much damage as possible after it runs out. As a tank it is your job to initiate team fights, as well as make sure your ADC and APC will survive the fight. 

Points in: 6,11,16


Read Author Notes

Items

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Start With
Core
Situational

3068_32.png Items 3065_32.png


*Note - Item builds should always depend on the game, and you shouldn't always depend on any guide for winning your game. My item build always changes in a game. 


If against heavy AD like 58_64.png or 92_64.png you should more than likely or not get 3068_32.png Sunfire Cape first. It helps so much with wave clear, and against these champions it's hard to stay in lane long because of their harass and damage.


If against heavy AP like 85_64.png or 68_64.png you should probably rush 3065_32.png Spirit Visage first because of its great passive that combines so well with Zac's passive. You sustain incredibly well with these high harass champions.

I build 3143_32.png most of my games because of how well Zac already engages with his 'Slingshot,' it slows down the enemies so you can Bounce all over them. It helps the team with its enemy attack speed debuff also.  

I build 3151_32.png in some games because if you get ahead in lane, you want to hold your lead rather than build tanky. So you should get Liandry's if you want to do more damage. 

3001_32.png is another great item on Zac, and it helps the most if your team has a lot of AP, or the other team has a lot of AP also. It helps a lot with Zac's moves.

3116_32.png I love Rylai's on Zac because of how it adds a slow to his W, as well as giving Zac more health and AP. Only get this if you are ahead. 

3111_32.png Help a lot because Zac got nerfed and no longer has tenacity on his ultimate. I end up building these 90% of the time because of the fact that Zac needs tenacity otherwise his Ultimate might get CC locked.

3047_32.png If the enemy top laner is wrecking you with AD, their team has a ton of AD, or lacks CC get these boots. I rarely get these boots.

3020_32.png Works also, 1/100 games I'll get these. They really don't sync well with Zac's overall tankiness and lack of burst damage. They do work if you want a cheaper Magic Pen item though.



Read Author Notes

Matchups

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0
2 years ago
I'm new with Zac, its true that the more life he has, the bigger he is?
0
2 years ago
Yes, the more health Zac has the bigger he is. But if Zac has like 40 health, he will appear very small. It's a pretty cool feature for Zac.
1
2 years ago
3 things: -legendary armor mastery is bad, cause it only scales of bonus resistances.
-you should max Q>E>W for reduced cooldowns and higher damage early game.
-spell vamp is bad on zac, cause all his abilities are AOE, it is much better to just get tankiness and hp.
1
2 years ago
I completely agree with the E>W, I just completely forgot to change it, thanks. Spell vamp isn't bad on Zac, but I agree with building more tanky. I never go spell vamp on Zac, but its just another example build. I will look into the legendary armor mastery.
0
2 years ago
You keep saying read description to explain why to use certain items, but the description does not help with the item choices...
0
2 years ago
I actually do explain the sunfire cape as well as my favorite build, but I updated it and made it more clear to see. Sorry! And thanks for the suggestion!
0
1 year ago
Why Rylais? Zac already slows with nearly all his abilities, so the slow from it is useless
0
1 year ago
One move of his slows, his Q, with the Rylai's, you get AP as well as Health, and makes all of his moves slow.
0
1 year ago
Due to zacs massive burst early game with only 20 AP i have come to find that mid zac is actually more effective while his top lane excels his mid game is devastating. I run an ap zac and usually by minute 10 i have 2-3 kills and an EARLY MIN 12-15 DFG. i have found that his natural tankyness makes it hard for mid lanes to burst out.
0
1 year ago
I can't say I have tried Zac mid! I will try it later when I am playing with some friends, but I do see how it can work against a lot of other mids. Thanks for the suggestion.
0
1 year ago
Great guide! But I think Locket it not that good I prefer Sunfire or Liandry's...
0
11 months ago
I would advice to get Opression in the defense tree. 3% less damage is good, since your Q almost keeps it up permanently on laning phase and when you have a randuins/rylais for lategame and you jump into the enemy group you take 3% less damage from almost anyone in the enemy team