Arrr, VRC.LOL

Game patch, matey 26.21Data Dragon 16.21.1

Arrr, reference patch 16.20.1

Zac Arrr, top · Normal Draft

Zac has a reviewed secondary role here. It be less common aboard than th' primary roles, but it has a recognisable role-specific course.

Arrr, reviewed secondaryArrr, standard Summoner's Rift preparation
Arrr, champion overview
Review patch be unknownRecommendations await inspection

These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.

Recommendations’ patch
— Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, normal Draft · Top

Arrr, reviewed Zac sustained tank Top

Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Arrr, reviewed secondary
S
Draft / Ranked opening · separate from gear 1

Doran's Shield

450 doubloons

Adds hull regeneration fer a defensive course opening.

1
First aboard gear

Sunfire Aegis

2,800 doubloons

Adds a reviewed part o' this champion and role core.

2
Boots

Plated Steelcaps

1,200 doubloons

Reduces physical basic-attack pressure; swap Boots when that be nay th' draft problem.

3
Core

Spirit Visage

2,700 doubloons

Arrr, adds magic resistance and improves incoming and self-healing.

4
Arrr, second core

Thornmail

2,450 doubloons

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

5
Arrr, late power

Randuin's Omen

2,700 doubloons

Reduces critical-strike pressure and slows nigh th' ship attackers.

6
Flexible

Warmog's Armor

3,100 doubloons

Adds a large hull pool and recovery after enough bonus hull be established.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, too much healingChempunk Chainsword adds anti-heal without abandoning attack damage and hull.Spy full course

Arrr, best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

  1. First aboard gearSunfire Aegis
  2. BootsPlated Steelcaps
  3. Chempunk Chainsword
  4. Arrr, second coreThornmail
  5. Arrr, late powerRanduin's Omen
  6. FlexibleWarmog's Armor
AlternativeArrr, physical burstDeath's Dance delays physical damage so takedowns can stabilise th' fight.Spy full course

Arrr, best when: Death's Dance delays physical damage so takedowns can stabilise th' fight.

  1. First aboard gearSunfire Aegis
  2. BootsPlated Steelcaps
  3. Death's Dance
  4. Arrr, second coreThornmail
  5. Arrr, late powerRanduin's Omen
  6. FlexibleWarmog's Armor
AlternativeArrr, sustained magic damageKaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.Spy full course

Arrr, best when: Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

  1. First aboard gearSunfire Aegis
  2. BootsPlated Steelcaps
  3. CoreSpirit Visage
  4. Kaenic Rookern
  5. Arrr, late powerRanduin's Omen
  6. FlexibleWarmog's Armor
AlternativeArrr, they stack armourArrr, Black Cleaver shreds armour during extended fights.Spy full course

Arrr, best when: Arrr, Black Cleaver shreds armour during extended fights.

  1. First aboard gearSunfire Aegis
  2. BootsPlated Steelcaps
  3. Black Cleaver
  4. Arrr, second coreThornmail
  5. Arrr, late powerRanduin's Omen
  6. FlexibleWarmog's Armor

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, too much healingChempunk Chainsword adds anti-heal without abandoning attack damage and hull.Spy full course

Arrr, best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

  1. First aboard gearSunfire Aegis
  2. BootsPlated Steelcaps
  3. Chempunk Chainsword
  4. Arrr, second coreThornmail
  5. Arrr, late powerRanduin's Omen
  6. FlexibleWarmog's Armor
AlternativeArrr, physical burstDeath's Dance delays physical damage so takedowns can stabilise th' fight.Spy full course

Arrr, best when: Death's Dance delays physical damage so takedowns can stabilise th' fight.

  1. First aboard gearSunfire Aegis
  2. BootsPlated Steelcaps
  3. Death's Dance
  4. Arrr, second coreThornmail
  5. Arrr, late powerRanduin's Omen
  6. FlexibleWarmog's Armor
AlternativeArrr, sustained magic damageKaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.Spy full course

Arrr, best when: Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

  1. First aboard gearSunfire Aegis
  2. BootsPlated Steelcaps
  3. CoreSpirit Visage
  4. Kaenic Rookern
  5. Arrr, late powerRanduin's Omen
  6. FlexibleWarmog's Armor
AlternativeArrr, they stack armourArrr, Black Cleaver shreds armour during extended fights.Spy full course

Arrr, best when: Arrr, Black Cleaver shreds armour during extended fights.

  1. First aboard gearSunfire Aegis
  2. BootsPlated Steelcaps
  3. Black Cleaver
  4. Arrr, second coreThornmail
  5. Arrr, late powerRanduin's Omen
  6. FlexibleWarmog's Armor

Arrr, runes and summoner spells

Arrr, runes and summoner spellsZacTop

Take measured course trades, scale durability and keep a course back aboard to th' sea chart.

Normal Draft, matey
Arrr, primary tree

Resolve

Grasp of the UndyingDemolishSecond WindOvergrowth
Arrr, secondary tree

Precision

TriumphLast Stand
Arrr, summoner spells
FlashTeleport
Long-course safe harbour

Teleport preserves recalls and side-course access. Ignite be a deliberate pressure trade-off, nay a universal upgrade.

Respect th' matchup

Keep th' defensive secondary runes when repeated poke or one committed trade can decide th' course.

Arrr, static alternatives

Compare th' problem afore changing th' course

These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, too much healing

Chempunk Chainsword

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

Arrr, physical burst

Death's Dance

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

Arrr, sustained magic damage

Kaenic Rookern

Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

Arrr, they stack armour

Black Cleaver

Arrr, Black Cleaver shreds armour during extended fights.

Arrr, Only when enemy healing is deciding fights

Oblivion Orb

Arrr, 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.

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

Arrr, Situational AP purchase

Arrr, When should you buy anti-heal?

Arrr, 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.

Arrr, Start with the component

Arrr, 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.

Arrr, Finish when it fits the fight

Arrr, 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.

Arrr, Coordinate coverage

Arrr, 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.

Arrr, 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.

Arrr, Will the fight last long enough?

Arrr, 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.

Arrr, 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.

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

Arrr, kit reference

Zac tricks

Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Tricks Data Dragon 16.20.1Wait fer reload (s) / Cost / Charted reach (units) Data Dragon 16.20.1
P
Passive

Cell Division

Arrr, what it doesEnglishEach 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.

Q
Q trick

Stretching Strikes

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

Spends yer health, arr! Check the current ability tooltip fer the health amount and any extra resource cost.

Wait fer reload (s)14/12.5/11/9.5/8Charted reach (units)800
W
W trick

Unstable Matter

Arrr, what it doesEnglishZac explodes outward towards nearby enemies, dealing a percentage of their maximum health as magic damage.

Spends yer health, arr! Check the current ability tooltip fer the health amount and any extra resource cost.

Wait fer reload (s)5Charted reach (units)350
E
E trick

Elastic Slingshot

Arrr, what it doesEnglishZac attaches his arms to the ground and stretches back, launching himself forward.

Spends yer health, arr! Check the current ability tooltip fer the health amount and any extra resource cost.

Range changes as ye charge this ability, arr! Check the current tooltip; that listed number ain't its full reach.

Wait fer reload (s)21/18/15/12/9Charted reach (units)300
R
Ultimate

Let's Bounce!

Arrr, what it doesEnglishZac bounces four times, knocking up enemies hit and slowing them.

Wait fer reload (s)120/105/90Charted reach (units)300

Adapt th' course

What to do when th' battle changes

Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.

Even course

Trade 'round th' wave and yer strongest cooldowns

1
Course

Keep hull and minions balanced so one poor trade does nay decide th' course.

2
Sea chart play

Move after th' wave be handled and communicate if th' opposing Top laner leaves first aboard.

3
Fights

Pick betwixt front-line duty, side pressure and carry access according to th' champion kit.

Pings, movement and prizes

Zac Top sea chart course

Manage th' long course afore leaving it. A useful move begins wit' a handled wave, a visible course and a teammate who knows ye be coming.

Ahead

Use th' side-course lead without donating it

Ping
Ping Foe Lost overboard when th' opposing Top leaves, then On Me Way afore a flank or prize move.
Arrr, stay or move
Push th' wave afore moving. Stay if leaving would hand several minions or yer tower back aboard to th' foe.
Prize
Arrive through a known course and mark whether ye be front-lining, flanking or protecting a carry. Do nay enter alone afore th' crew can follow.
Even

Make th' wave create th' first aboard move

Ping
Use Foe Lost overboard early, Peril on th' course they may take, and On Me Way only after yer own wave be handled.
Arrr, stay or move
Move after pushing or on a shared recall. Do nay follow through unwarded river merely because th' foe left first aboard.
Prize
Tell th' crew whether ye can move afore th' prize starts. Approach wit' vision and save th' cooldown needed fer th' first aboard real commitment.
Behind

Protect experience and communicate th' pressure

Ping
Ping Foe Lost overboard immediately and Retreat if teammates be about to meet th' stronger Top laner without ye.
Arrr, stay or move
Do nay clash a stronger foe through darkness. Clear th' deck th' seaworthy wave, then group by th' shortest controlled course.
Prize
State early if ye cannae contest. If th' crew still fights, provide control or protection instead o' attempting an isolated flank.
Prize setup

Arrr, four calls, in order

Pings create a shared course; they do nay replace checking waves, vision and who can move.

  1. 1
    Handle th' wave

    Push, catch or communicate th' wave afore leaving so th' foe does nay gain a free move and free income.

  2. 2
    Signal th' course

    Use On Me Way fer th' course ye be actually taking and Peril where an unseen foe may arrive.

  3. 3
    Arrr, enter together

    Move through controlled vision wit' th' Jungler or another ally instead o' face-checking th' prize alone.

  4. 4
    Pick th' job

    Decide whether ye be engaging, front-lining, flanking or protecting a carry afore th' fight begins.

Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.

Use th' chart

Put Zac into a real matchup

Compare a specific foe, return to th' champion overview, or choose another champion without losing th' queue distinction.

Arrr, prepare a matchupArrr, champion overviewArrr, browse champions