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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Cell Division (PASSIVE)
Zac Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Dr. Mundo
Mundo is a tenacious magic tank that deals percentage health damage. Does anything sound scarier?
Synergies
Ideal
Strong
Ok
Low
None
Introduction+Pros/Cons
This is a basic guide to , a champion that carries Robin Williams' legacy as the largest known mass of Flubber on earth. I main and know many different tips and tricks to that many people don't.
Pros and Cons:
* is rarely picked or banned. You can spam him in SoloQ and always get him.
*High damage tank with huge gap closers and unhealthy amounts of CC.
*His ultimate ability, Let's Bounce! makes him one of the best teamfighters in the game.
*He scales very well.
*Even when you build full tank, he still deals a huge amount of A.O.E damage
*5 points in E means that you are able to Elastic Slingshot from / pit to Krugs.
* Cell Division grants him tons of sustain in the jungle. It makes him a good duelist and revives him.
Cons: *His damage output is good when put into perspective of how long he can duel against champions, and how he can effect a huge number of enemies. 1v1s against tanky/high damage foes aren't good. He doesn't deal enough damage to carry matches. He needs follow-up.
*The first few minutes of a match as are difficult. This is because you should ALWAYS do a full clear at level 1. I've learn't that within that space of time, all of your lanes can give solo kills to their opponents, meaning that your team is 0-4 before you can even enter a lane.
*You have to do a full clear because you need two points in Elastic Slingshot to gank. 1 point Elastic Slingshot's range is embarrassing.
* is extremely gold reliant. If gets behind, he needs a lot of luck or a lot of help from his teammates to come back.
This is 's standard skill order. This refers to a full clear. Unstable Matter's cooldown is by far the lowest of any of 's spells, meaning that at level 1, Unstable Matter is the fastest way to generate blobs. Take Stretching Strikes at level 2 because it has a lower cooldown than Elastic Slingshot. Because of this, it is the fastest way to generate blobs at level 2. You have better sustain this way. Then persistently level in the order E, W, Q, taking your R at level 6,11 and 16. There is no excuse to differentiating from this order unless you decide to level 2 gank with red buff (not recommended). If you had to, take W and then E.
Runes
MR fits well into 's build so 3 glyphs is actually fine. Overload on Armor for a better early game and sustain against camps. Scaling health will stream him into the late game. CDR is very good on , since he relies on mindlessly spamming spells. Keeping his ultimate, Let's Bounce!, up for each fight can periodically break down teams if they have to deal with it in every engage.
I recommend that for masteries, you go 6/6/18, taking Strength of the Ages as your Keystone mastery.
Here are some strategies that are extremely useful at all ELOs, excluding Number 1, which works better in Low ELOs.
Number 1: This mainly applies to Low ELO. If you watch the starting positions of most pro players, you understand that this couldn't work against them. Imagine you are redside and are facing a jungle . You know he's starting krugside as soon as you enter the loading screen. In this circumstance you can solo invade the blueside to cheese his gromp ( Smite) and his blue. That gives you a stupendous advantage. You would then go to your own red and full clear. The results of this differ by game knowledge. If you intend to do this, increase your game knowledge and watch soloQ games. Decisions to do this have affecting factors. 1. It is safer to invade topside than bottom side. If caught bottom side, you are more likely to die because of numbers and CC. HOWEVER - NOTE THIS. A safer topside should not be a factor that sways which side you are going to invade. If you think the enemy jungler is topside, botside 'should' be safe. It just so happens that calling the opponents side wrong is more punishing if you invade bot. 2. If you are unsure which side they are starting on, you should not invade. Note: benefits more when he steals a red buff. It gives him a quick Smite steroid.
Number 2: End your full clear with the rift scuttler. Because of your passive, beating up the rift scuttler generates a huge amount of health. Not many players know this.
Number 3: Remember you cannot use in mid air. Also remember that your E requires time to channel. That means you cannot + E in the same way you could with 's E or 's R. However, you can flash E when you're using Elastic Slingshot at point blanc range. Channelling Elastic Slingshot to further range may give an opponent time to hide under his turret. If you're chasing and he's near his turret, you can instantly E an opponent to catch up with them.
Number 4: Your E is a stun. If your opponent has a CC that will stop your channel or might kill you, it may be better to E onto your opponent to stun them and spring off, rather than attempt to channel your Elastic Slingshot and jump away.
Number 5: Your ultimate ability, Let's Bounce! is a movement speed enhancing ability that knocks opponents back on the first bounce you hit them with. This makes it a brilliant escape tool. If 5 members of the enemy team are right behind you, use your ult, Let's Bounce! to knock them all back and speed away much faster than they can chase you.
Number 6: When using your Elastic Slingshot or Let's Bounce! in a fight, it is most effective when you land knockups/knockbacks on as many champions as possible.
Number 7: You cannot combo + Elastic Slingshot with each other, but you CAN combo + Let's Bounce!. Using to get extra distance will help you land knockbacks on more members of the enemy team in fights. If has Let's Bounce! and , he can always escape from danger.
Number 8: Zac's ultimate provides knockbacks. This means that you could accidentally bounce an opponent out of danger. That is why Zac's ult is not good for chasing enemies over distances. You should only use Let's Bounce! if the first bounce is going to hit someone. + Let's Bounce! work in many interesting ways. A good player can screw up a gank because of his ult, but a good one can guarantee a kill every single time he ganks with and Let's Bounce!.
This is because Flashing over an enemy and hitting Let's Bounce! will knock enemies back into your team. An enemy has to be really tanky to survive this. Tanky like a or a 4 stack . Flash ult is one of the best techniques a main can learn. This can be applied to a group of enemies, as ulting everyone backwards into your team can win teamfights. Similarly, ulting everyone 'outwards' can separate them, weakening them. Use of your ultimate, chilling smite and Elastic Slingshot can herd the enemy team into a small area, but this is more difficult. Perhaps one of the most significant uses of Let's Bounce! is when you use it to peel an entire team of pursuing enemies off your team.
Number 9: This applies to many junglers. Famed 'Fly by Zac' is a phrase used when uses Elastic Slingshot from one side of the Dragon/Baron pit to the other, while stealing the buff. This is cool but pointlessly difficult. has the durability and the CC to jump into the pit, with 1000-2000 health left on D/B, ready to Smite the buff with more focus, literally staring at the health bar. There is so much happening on a screen, and the mechanics are so complex, that Smite stealing should be as simple as possible. After you steal/fail, you are able to hit Let's Bounce! to knockback everyone, giving you freedom to hop on out of there.
10. 's sustain means that often, instead of backing farming your own jungle is a better option. As with most champions, it is important to gank when Let's Bounce! is off cooldown and to farm when it is on cooldown.
Number 1: This mainly applies to Low ELO. If you watch the starting positions of most pro players, you understand that this couldn't work against them. Imagine you are redside and are facing a jungle . You know he's starting krugside as soon as you enter the loading screen. In this circumstance you can solo invade the blueside to cheese his gromp ( Smite) and his blue. That gives you a stupendous advantage. You would then go to your own red and full clear. The results of this differ by game knowledge. If you intend to do this, increase your game knowledge and watch soloQ games. Decisions to do this have affecting factors. 1. It is safer to invade topside than bottom side. If caught bottom side, you are more likely to die because of numbers and CC. HOWEVER - NOTE THIS. A safer topside should not be a factor that sways which side you are going to invade. If you think the enemy jungler is topside, botside 'should' be safe. It just so happens that calling the opponents side wrong is more punishing if you invade bot. 2. If you are unsure which side they are starting on, you should not invade. Note: benefits more when he steals a red buff. It gives him a quick Smite steroid.
Number 2: End your full clear with the rift scuttler. Because of your passive, beating up the rift scuttler generates a huge amount of health. Not many players know this.
Number 3: Remember you cannot use in mid air. Also remember that your E requires time to channel. That means you cannot + E in the same way you could with 's E or 's R. However, you can flash E when you're using Elastic Slingshot at point blanc range. Channelling Elastic Slingshot to further range may give an opponent time to hide under his turret. If you're chasing and he's near his turret, you can instantly E an opponent to catch up with them.
Number 4: Your E is a stun. If your opponent has a CC that will stop your channel or might kill you, it may be better to E onto your opponent to stun them and spring off, rather than attempt to channel your Elastic Slingshot and jump away.
Number 5: Your ultimate ability, Let's Bounce! is a movement speed enhancing ability that knocks opponents back on the first bounce you hit them with. This makes it a brilliant escape tool. If 5 members of the enemy team are right behind you, use your ult, Let's Bounce! to knock them all back and speed away much faster than they can chase you.
Number 6: When using your Elastic Slingshot or Let's Bounce! in a fight, it is most effective when you land knockups/knockbacks on as many champions as possible.
Number 7: You cannot combo + Elastic Slingshot with each other, but you CAN combo + Let's Bounce!. Using to get extra distance will help you land knockbacks on more members of the enemy team in fights. If has Let's Bounce! and , he can always escape from danger.
Number 8: Zac's ultimate provides knockbacks. This means that you could accidentally bounce an opponent out of danger. That is why Zac's ult is not good for chasing enemies over distances. You should only use Let's Bounce! if the first bounce is going to hit someone. + Let's Bounce! work in many interesting ways. A good player can screw up a gank because of his ult, but a good one can guarantee a kill every single time he ganks with and Let's Bounce!.
This is because Flashing over an enemy and hitting Let's Bounce! will knock enemies back into your team. An enemy has to be really tanky to survive this. Tanky like a or a 4 stack . Flash ult is one of the best techniques a main can learn. This can be applied to a group of enemies, as ulting everyone backwards into your team can win teamfights. Similarly, ulting everyone 'outwards' can separate them, weakening them. Use of your ultimate, chilling smite and Elastic Slingshot can herd the enemy team into a small area, but this is more difficult. Perhaps one of the most significant uses of Let's Bounce! is when you use it to peel an entire team of pursuing enemies off your team.
Number 9: This applies to many junglers. Famed 'Fly by Zac' is a phrase used when uses Elastic Slingshot from one side of the Dragon/Baron pit to the other, while stealing the buff. This is cool but pointlessly difficult. has the durability and the CC to jump into the pit, with 1000-2000 health left on D/B, ready to Smite the buff with more focus, literally staring at the health bar. There is so much happening on a screen, and the mechanics are so complex, that Smite stealing should be as simple as possible. After you steal/fail, you are able to hit Let's Bounce! to knockback everyone, giving you freedom to hop on out of there.
10. 's sustain means that often, instead of backing farming your own jungle is a better option. As with most champions, it is important to gank when Let's Bounce! is off cooldown and to farm when it is on cooldown.
Zac's normal skin is boring. Never use unless it is your only skin.
Zac's bubblegum chroma pack is the only remotely decent chroma for him.
Zac's Special Weapon skin is good. It tells opponents: 'I played Zac before his better skin came out.'
Zac's Pool Party skin isn't as themed as Special Weapon Zac, but it's awesome being an ironic badass using a pool party skin in the middle of winter.
Zac's bubblegum chroma pack is the only remotely decent chroma for him.
Zac's Special Weapon skin is good. It tells opponents: 'I played Zac before his better skin came out.'
Zac's Pool Party skin isn't as themed as Special Weapon Zac, but it's awesome being an ironic badass using a pool party skin in the middle of winter.
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