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Recommended Items
Runes:
Spells:
Flash
Ignite
Items
Ability Order
Cell Division (PASSIVE)
Zac Passive Ability
Threats & Synergies
Karthus
He can easily keep you away and can slow you down.His passive will keep attacking and ult can finish you off.Play very carefully and as soon as you can burst damage in and out real fast.Make sure to always have your passive before doing anything risky.
Zac's Bio
“The angrier you get, the more this is going to hurt...”~ Zac
Zac is the product of a toxic spill that ran through a chemtech seam and pooled in an isolated cavern deep in Zaun’s Sump. Despite such humble origins, Zac has grown from primordial ooze into a thinking being who dwells in the city’s pipes, occasionally emerging to help those who cannot help themselves or to rebuild the broken infrastructure of Zaun.
His Ap skills destroys Adc's and mid laners
High movement
His passive gives him another chance
Most of the time the team carry
Can 1v2 easily
Starts the team fights
Knock ups ,slows and sustainable damage
The more you use his abilities the more health you can gain ,best for team fights
Great for escaping enemies and taking drakes
His E and R can't be predicted if fast enough
Cons:No basic attack damage
His W uses more of his health and doesn't give out good enough damage early game
If you are stunned our knocked up most likely dead ,so enter team fights last most of the time
If you R and bring back the whole enemy team on yours and they aren't strong enough ,they will die

Each time Zac hits an enemy with an ability, he sheds a chunk of himself that can be reabsorbed to restore Health. Upon taking fatal damage, Zac splits into 4 bloblets that attempt to recombine. If any bloblets remain, he will revive with an amount of Health depending on the Health of the surviving bloblets. Each bloblet has a percentage of Zac's maximum Health, Armor and Magic Resistance. This ability has a 5 minute cooldown.
Because of this move this make you unkillable ,if you know what to do.It's better early game to be as agressive as you can.Staying near tower is good so that in the case you do die one of your blobs will be safe ,so remember to be agressive while passive is active.You are certain to get a kill.

Cost: 8% of current Health
Range: 800
Zac stretches an arm, grabbing an enemy. Attacking a different enemy will cause him to throw both targets towards each other.
Zac's arm stretches and grabs the first enemy it hits, dealing 30/40/50/60/70 (+30% Ability Power) (+0) magic damage and briefly slowing them. Zac's next basic attack is replaced with a long range smack that repeats the initial magic damage and slow effect.If Zac grabs a different enemy with each attack he'll throw them towards each other, dealing 30/40/50/60/70 (+30% Ability Power) (+0) magic damage in an area if they collide.
This is always be your first skill.This is important because when someone attacks you and tries to run ,you grab them ,then a champion or a minion and pull them back to you.Causing tons of damage.This can also be used to stop them for attacking you for a second.Use this to set up your combos.

Cost: 4% of current Health
Range: 350
Zac's body erupts, damaging nearby enemies.
Zac's body erupts, dealing 15/30/45/60/75 magic damage +4/5/6/7/8 (+2% Ability Power)% of the enemy's max health as magic damage to nearby enemies.Absorbing Goo reduces Unstable Matter's cooldown by 1 second.Max health damage is capped at 200 versus minions and monsters.
In all honesty , this move should be last.i say this because it's not really that good early game and on team fights for damage.But this move can be connected with your combos to add more damage ,not to mention for more health.

Cost: 4% of current Health
Range: 300
Zac attaches his arms to the ground and stretches back, launching himself forward.
First cast: Zac faces the cursor and charges up over 0.9/1/1.1/1.2/1.3 seconds.
Second cast: Launches Zac towards a location, knocking up nearby enemies for 0 to 0 seconds (based on charge time) and dealing 60/110/160/210/260 (+70% Ability Power) magic damage. Zac spawns extra chunks of Goo for each enemy champion hit.Can be cancelled by moving, refunding half of the ability's cooldown and cost.
This move is by far your most important skill for one reason.It's a splash burst attack that can be used in many ways.One in which include to start off your combos to do the most damage before falling back.

Cost: No Cost
Range: 300
Zac flattens himself, making him immune to crowd control while slowing enemies standing on top of him. When he decides to bounce away, he will suck up any enemies standing on top of him, taking them for a ride.
First cast: Zac squishes himself down, making him immune to Crowd Control for up to 2.5 seconds. Enemies standing on top of him are slowed by 30/40/50%.
Second cast: Charging for at least 0 seconds before recasting causes Zac to scoop up enemies on top of him, carrying them towards a location. Upon landing nearby enemies take 150/250/350 (+70% Ability Power) magic damage and are briefly slowed.Reactivating before Zac charges up knocks back nearby enemies instead.
This move is a team saver for team fights and very important to either run from a fight or bring the fight yo you.With this move you can control all team fights ,making your team depend on you.

Now I'm about to get into the Zac attack combo ,my most favorite and strongest combo on Zac.
To start this combo off ,you either hide somewhere or wait for them to be in a good spot to surprise them ,best used around your group of minions.As soon as you see an opening , you E onto them to start off.As soon as you land you W them for extra splash damage ,then you R them instantly bringing them back to your tower ,team ,or minions for extra damage.Then as soon as they run you Q them.This combo is for the most damage in team fights and 1 on 1's.

Fleeing: As a tank you want your mates to survive and let them escape if dying, so the enemy focus you, which is good as a tank. You should start off with your Stretching Strike(Q) To slow the enemy champions, followed by Let's bounce(R) To knock them back, and cast your Elastic Slingshot(E) fast to get back to your team.
Always make sure you're tanking the enemies so you can allow your ADC/APC to gank them while you're taking damage from enemy champions / minions / creeps.
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