VRC.LOL

Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Zac Top · Normal Draft

Zac has a reviewed secondary role here. It is less common than the primary roles, but it has a recognisable role-specific plan.

Reviewed secondaryStandard Summoner's Rift preparation
Champion overview
Review patch unknownRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
— Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Normal Draft · Top

Reviewed Zac sustained tank Top

Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Reviewed secondary
S
Draft / Ranked opening · separate from item 1

Doran's Shield

450 gold

Adds health regeneration for a defensive lane opening.

1
First item

Sunfire Aegis

2,800 gold

Adds a reviewed part of this champion and role core.

2
Boots

Plated Steelcaps

1,200 gold

Reduces physical basic-attack pressure; swap Boots when that is not the draft problem.

3
Core

Spirit Visage

2,700 gold

Adds magic resistance and improves incoming and self-healing.

4
Second core

Thornmail

2,450 gold

Adds armour and anti-heal when attack-heavy enemies must hit you.

5
Late power

Randuin's Omen

2,700 gold

Reduces critical-strike pressure and slows nearby attackers.

6
Flexible

Warmog's Armor

3,100 gold

Adds a large health pool and recovery after enough bonus health is established.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. First itemSunfire Aegis
  2. BootsPlated Steelcaps
  3. Chempunk Chainsword
  4. Second coreThornmail
  5. Late powerRanduin's Omen
  6. FlexibleWarmog's Armor
AlternativePhysical burstDeath's Dance delays physical damage so takedowns can stabilise the fight.View full route

Best when: Death's Dance delays physical damage so takedowns can stabilise the fight.

  1. First itemSunfire Aegis
  2. BootsPlated Steelcaps
  3. Death's Dance
  4. Second coreThornmail
  5. Late powerRanduin's Omen
  6. FlexibleWarmog's Armor
AlternativeSustained magic damageKaenic Rookern is a defensive answer when repeated magic damage is the real problem.View full route

Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

  1. First itemSunfire Aegis
  2. BootsPlated Steelcaps
  3. CoreSpirit Visage
  4. Kaenic Rookern
  5. Late powerRanduin's Omen
  6. FlexibleWarmog's Armor
AlternativeThey stack armourBlack Cleaver shreds armour during extended fights.View full route

Best when: Black Cleaver shreds armour during extended fights.

  1. First itemSunfire Aegis
  2. BootsPlated Steelcaps
  3. Black Cleaver
  4. Second coreThornmail
  5. Late powerRanduin's Omen
  6. FlexibleWarmog's Armor

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. First itemSunfire Aegis
  2. BootsPlated Steelcaps
  3. Chempunk Chainsword
  4. Second coreThornmail
  5. Late powerRanduin's Omen
  6. FlexibleWarmog's Armor
AlternativePhysical burstDeath's Dance delays physical damage so takedowns can stabilise the fight.View full route

Best when: Death's Dance delays physical damage so takedowns can stabilise the fight.

  1. First itemSunfire Aegis
  2. BootsPlated Steelcaps
  3. Death's Dance
  4. Second coreThornmail
  5. Late powerRanduin's Omen
  6. FlexibleWarmog's Armor
AlternativeSustained magic damageKaenic Rookern is a defensive answer when repeated magic damage is the real problem.View full route

Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

  1. First itemSunfire Aegis
  2. BootsPlated Steelcaps
  3. CoreSpirit Visage
  4. Kaenic Rookern
  5. Late powerRanduin's Omen
  6. FlexibleWarmog's Armor
AlternativeThey stack armourBlack Cleaver shreds armour during extended fights.View full route

Best when: Black Cleaver shreds armour during extended fights.

  1. First itemSunfire Aegis
  2. BootsPlated Steelcaps
  3. Black Cleaver
  4. Second coreThornmail
  5. Late powerRanduin's Omen
  6. FlexibleWarmog's Armor

Runes and summoner spells

Runes and summoner spellsZacTop

Take measured lane trades, scale durability and keep a route back to the map.

Normal Draft
Primary tree

Resolve

Grasp of the UndyingDemolishSecond WindOvergrowth
Secondary tree

Precision

TriumphLast Stand
Summoner spells
FlashTeleport
Long-lane safety

Teleport preserves recalls and side-lane access. Ignite is a deliberate pressure trade-off, not a universal upgrade.

Respect the matchup

Keep the defensive secondary runes when repeated poke or one committed trade can decide the lane.

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Too much healing

Chempunk Chainsword

Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

Physical burst

Death's Dance

Death's Dance delays physical damage so takedowns can stabilise the fight.

Sustained magic damage

Kaenic Rookern

Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

They stack armour

Black Cleaver

Black Cleaver shreds armour during extended fights.

Only when enemy healing is deciding fights

Oblivion Orb

Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.

Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.

Situational AP purchase

When should you buy anti-heal?

Buy healing reduction when enemy healing or regeneration is deciding fights and you can keep damaging the relevant target. Grievous Wounds reduces healing; it does not reduce shields, magic damage or crowd control.

Start with the component

Oblivion Orb can provide healing reduction without immediately paying for a completed Morellonomicon. Fit the component around your core damage, mana and survival needs; check the current queue's item tooltip.

Finish when it fits the fight

Complete Morellonomicon when its stats and slot efficiency suit your build. Do not treat it as a mandatory first item just because your champion deals magic damage.

Coordinate coverage

Multiple Grievous Wounds sources do not add their percentages together. Another reliable applier may cover the same target, but you may still need your own source for a separate fight or target.

Repeated spell damage and damage over time can maintain coverage more reliably than a single hit. Match the purchase to your actual spell access, enemy sustain and the teammates who can apply the debuff.

Will the fight last long enough?

If you die before dealing damage, you apply no healing reduction. If your target dies before healing, there is little healing to prevent. The debuff applies on qualifying damage immediately; it does not need to build up. It remains briefly after your last hit, so teammates can benefit even after you disengage.

Only healing during the active debuff counts. For example, 40% reduction prevents 80 of a 200-point heal, or 400 of a 1,000-point heal, before other modifiers. Compare that with the damage, penetration or survival you delayed; neither example guarantees a kill. Healing after the debuff expires is unaffected.

See the Oblivion Orb and Morellonomicon references for current effects and queue availability. These are situational decisions, not a measured best-build claim.

Kit reference

Zac abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Cell Division

What it doesEach 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.

Practical readCell Division is an automatic part of the kit involving damage. Track when its condition is active instead of treating every fight the same way.

Maximum-health interaction

This effect references a maximum-health value. Check whether the current tooltip uses the caster's or the target's health before comparing damage or protection.

Q
Q ability

Stretching Strikes

What it doesZac stretches an arm, grabbing an enemy. Attacking a different enemy will cause him to throw both targets towards each other.

Practical readStretching Strikes is part of Zac's Q pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

Cooldown14/12.5/11/9.5/8 secListed range800 units
W
W ability

Unstable Matter

What it doesZac explodes outward towards nearby enemies, dealing a percentage of their maximum health as magic damage.

Practical readUnstable Matter contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown5 secListed range350 units
Maximum-health interaction

This effect references a maximum-health value. Check whether the current tooltip uses the caster's or the target's health before comparing damage or protection.

E
E ability

Elastic Slingshot

What it doesZac attaches his arms to the ground and stretches back, launching himself forward.

Practical readElastic Slingshot is part of Zac's E pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

Cooldown21/18/15/12/9 secListed range300 units
R
Ultimate

Let's Bounce!

What it doesZac bounces four times, knocking up enemies hit and slowing them.

Practical readLet's Bounce! contributes a slowing effect. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown120/105/90 secListed range300 units

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Trade around the wave and your strongest cooldowns

1
Lane

Keep health and minions balanced so one poor trade does not decide the lane.

2
Map play

Move after the wave is handled and communicate if the opposing Top laner leaves first.

3
Fights

Choose between front-line duty, side pressure and carry access according to the champion kit.

Pings, movement and objectives

Zac Top map plan

Manage the long lane before leaving it. A useful move begins with a handled wave, a visible route and a teammate who knows you are coming.

Ahead

Use the side-lane lead without donating it

Ping
Ping Enemy Missing when the opposing Top leaves, then On My Way before a flank or objective move.
Stay or move
Push the wave before moving. Stay if leaving would hand several minions or your tower back to the opponent.
Objective
Arrive through a known route and mark whether you are front-lining, flanking or protecting a carry. Do not enter alone before the team can follow.
Even

Make the wave create the first move

Ping
Use Enemy Missing early, Danger on the route they may take, and On My Way only after your own wave is handled.
Stay or move
Move after pushing or on a shared recall. Do not follow through unwarded river merely because the opponent left first.
Objective
Tell the team whether you can move before the objective starts. Approach with vision and save the cooldown needed for the first real commitment.
Behind

Protect experience and communicate the pressure

Ping
Ping Enemy Missing immediately and Retreat if teammates are about to meet the stronger Top laner without you.
Stay or move
Do not match a stronger opponent through darkness. Clear the safe wave, then group by the shortest controlled route.
Objective
State early if you cannot contest. If the team still fights, provide control or protection instead of attempting an isolated flank.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Handle the wave

    Push, catch or communicate the wave before leaving so the opponent does not gain a free move and free income.

  2. 2
    Signal the route

    Use On My Way for the route you are actually taking and Danger where an unseen opponent may arrive.

  3. 3
    Enter together

    Move through controlled vision with the Jungler or another ally instead of face-checking the objective alone.

  4. 4
    Choose the job

    Decide whether you are engaging, front-lining, flanking or protecting a carry before the fight begins.

Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.

Use the guide

Put Zac into a real matchup

Compare a specific opponent, return to the champion overview, or choose another champion without losing the queue distinction.

Prepare a matchupChampion overviewBrowse champions