Early-to-mid game skirmishing and snowballing
Durability and crowd control
After immobilizing an enemy champion gain defenses and later deal a burst of adaptive damage around you.
Impairing the movement of an enemy champion marks them. Your allies heal when attacking champion's you've marked.
After 10 minutes gain 8 Armor and 8 Magic Resist and increase your total Armor and Magic Resist by 5%.
Heals and shields are 5% stronger and increased by an additional 10% on targets below 40% health.
+65 health and +10 AP or 6 AD, adaptive
Gain 10% CDR when you reach level 10. Excess CDR becomes AP or AD, Adaptive.
Your first ability hit every 20s burns champions.
Aftershock is the go-to rune on any engage tank. After jumping in with [E], the bonus Armor and MR allows your to survive the engage while sticking to your target and CCing them.
Zac's [Q], [E], and [R] all proc Font on multiple targets allow you to prove massive healing for your entire team in teamfights.
Conditioning scales well with Aftershock, as both of them buff each other. The bonus resist from Aftershock make Conditioning stronger, and Conditioning resists after 10mins make Aftershock stronger.
All of these bonus resists scale incredibly well with Zac's massive self-healing.
Zac does a lot of natural self healing when he pick ups his bobs. Revitalize empowers your jungle clear with a much healthier first clear.
It also allows you to stay alive in fights if you're effectively picking those blobs up, especially at low health.
Transcendence allows you to bypass early game CDR for more defensive based items (Randuins etc.) while still granting you the CDR for [W] spam and CC lockup.
Scorch heavily empowers your early to mid game ganks opening the opportunity for snowballing lanes.