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Choose Champion Build:
-
AP Bruiser
-
Straight Tank
-
Jungle Zac
Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Cell Division (PASSIVE)
Zac Passive Ability
Introduction





I'm the Head of Coaching for the DWAI Gaming Community and am the captain for team Auxiliary.
DWAI Gaming's Website
AD = Attack Damage
HP = Health
CD = Cooldown
CDR = Cooldown Reduction
AoE = Area of Effect
AA = Auto Attack / Basic Attack
Q =

W =

E =

R = Let's Bounce
Ult = Ultimate ( Let's Bounce / R)
CS = Creep Score / Creeps Slain A.K.A farm
CC = Crowd Control (stuns, snares, silences, immobilizes, taunts, suppresses, knock-ups, etc.)
ADC = AD Carry / Marksman
Pen = Penetration
M.Pen / Magic Pen = Magic Penetration
Armor Pen = Armor Penetration
DMG / dmg = Damage
- Strong initiation via
Elastic Slingshot
- Percentage health damage on
Unstable Matter
- 2 AoE Knock-ups w/
Elastic Slingshot and Let's Bounce
- AoE Slow on
Stretching Strikes
- All 4 abilities deal AoE damage
- Great health sustain from
Cell Division
- Passive revive mechanic on
Cell Division
- Benefits from building health items due to healing for a percentage of max health when picking up blobs
- Abilities cost health instead of Mana so he is not limited by a restricting resource
- Good damage to Dragon / Baron early via
Unstable Matter
- Free Tenacity during Let's Bounce
Sunfire Aegis damage still ticks from your blobs when you get split into 4 chunks from fatal damage and you can kill low health enemies trying to finish you off >:)
Cons
- Sustain as Solo Top can be weak if the enemy denies you the ability to pick up blobs
- OK at pushing minion waves but has weak damage to towers / structures
- If you use
Elastic Slingshot to initiate you have no escape so make sure your team is all on the same page before going in
Elastic Slingshot can be interrupted (example:
Janna's
Howling Gale)
- Picking up blobs may be inconvenient when chasing / team fighting


The 1st is that every time you cast an ability and that ability hits an enemy, a blob comes off of your character that can be picked up to heal you for 4% of your max HP. This is helpful because it scales off total HP while the cost of your abilities remains 4% of current HP. This means that using an ability and picking up a blob will leave you at more health than you started with. It basically means your abilities cost nothing AND heal you. OP right?
The 2nd component is that upon taking fatal damage,








Let's Bounce
Let's Bounce is your R. Rank it whenever it is available. It knocks-up and slows enemies, grants you tenacity, increases your mobility, deals AoE damage, and allows you to continue casting [[Unstable Matter] while bouncing. This ability grants you the power to cause immense disruption in the enemy lines during a team fight while dealing very good damage.




These are really the only Summoner Spells you should be using as





Solo Top

Health Regeneration + Magic Penetration
- 3x
Greater Quintessence of Health Regeneration
- 9x
Greater Mark of Magic Penetration
- 9x
Greater Seal of Armor
- 9x
Greater Glyph of Magic Resist
This should almost always be your rune page if you are playing

Jungle

Bonus Armor
You can also run Scaling Health for Seals if you prefer but I like the extra resistances.Boot Choices

















Core Items


These two items are core on

Damage Options



These items are particularly strong on champions like





These 3 items increase your durability AND give you enough damage to completely exterminate most enemy back lines.
Defense








Jungle




As Jungle










































Level 2 ganks for Bot and Top can be rewarding but are extremely risky. This is because if you show up in the lane by the Buff you got at Level 1, it puts you extremely far away from your 2nd Buff and the other Jungler will see this opportunity to invade it. Because of this, I tend to only gank after I have secured the early buffs on the map. If you can get 3 out of 4 of the initial Buff spawns, leaving the enemy Jungler with only XP from 1, then you have gotten a large advantage early.


For Solo Top, be sure to be picking up your Blobs but don't get baited into dying just to pick up one.



Late game,



Don't be afraid to peel for your team instead of diving their back line if that is what your team composition is focused on.












If you enjoyed this guide make sure to check out my other guides. :)
If you want my opinion, want to theory craft with me, or want to talk about a topic unrelated to this specific guide feel free to just inbox me on here. I try to respond quickly and I keep an eye on the comments section of all of my guides.
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