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Choose Champion Build:
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Solo Top Tank
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Zac Jungle
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Twisted Treeline Zac
Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Cell Division (PASSIVE)
Zac Passive Ability
Introduction


If you have a look at it, you realize that you can, in fact, play this champion because of his ability kit and his amazing tankiness combined with huge CC output in teamfights. But you actually have to play this champion because he just looks insanely good no matter what he does and you will achieve full satisfaction only by crushing your enemies with a giant green ball of blob (whatever blob might be...).
NOTE: With all the Jungle changes in Season 5 and all the buffs trying to make jungling with

OK, now, without any further explanations, I will introduce you into the wonderful world of blobbiness. Trust me - it's gonna be LEGEN... wait for it ... DARY!

Just like every other champion,

- Your entire team is AP.
- You are in need of a strong carry (even though Zac might be able to fulfill this role, too. There are simply much more powerful AP carries in the game).
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Pros - Why you play
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- Strong Tank with godlike initiations.
- Lots of hard CC.
- Short cooldowns in endgame.
- Great sustain if able too pick up his Blobs of Goo.
- Revive passive, so you never die to a dive.
- Can escape from almost any situation and pull off some crazy ganks and initiations with his
Elastic Slingshot.
- His /joke turns him into a giant green bouncing Blobfish OF DOOM.
- Gets bigger and bigger during the game ;)
- Looks amazing, needs a skin with a suit and sunglasses, though.
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Cons - What you have to consider when playing
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- All his Attacks are AoE, which makes it hard to use them for farming or harrassing without pushing the lane.
- His abilities cost him a percentage of his health, which can wear you down quickly if you can't pick up your Goo.
- His Goo can be destroyed easily by enemy champions stepping on it.
- His
Elastic Slingshot is quite hard to land and can easily be dodged if you're not used to it.
- His
Elastic Slingshot can be interrupted by any hard CC unless he is already in air.
- Still in need of a Gentleman Skin.

Runes




Something about runes (If you are new to the game)
Runes are helpful little thingies in your pocket that can greatly improve your champion in the game. Runes exist in 3 different tiers, you unlock the next tier as soon as you reach lvl 10 or lvl 20. You don't need to buy runes early on, as you will end up using only tier 3 runes at lvl 30. However, the amount of IP low-tier runes cost is so marginal that it doesn't really matter if you buy some or not (The bonuses are marginal aswell, though^^). If you don't have and don't want to afford the recommended runes here, just use other ones - runes will never harm you, they only provide buffs.
There are also 4 different types of runes. They all have some main orientation where they will give high bonuses, if you use rune buffs that don't fit to the rune type (e.g. attack speed glyphs) the bonuses will be far smaller.
In General:
- Marks provide agressive buffs (resistance penetration, attack damage & speed)
- Seals provide defensive buffs (armor, health) and avarice buff (why??).
- Glyphs provide magical buffs (magic resistance, ability power, mana, energy, CDR).
- Quintessences provide strong buffs in any of the above sections, they also offer utility buffs (Speed, Lifesteal, Spellvamp, Avarice).
Now, let's get on to the runes for
Zac:
Marks
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Seals
Glyphs
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Standard runes to protect you from magic damage in mid and late game. I recommend getting the scaling ones here, as most of the damage you take early game will come from minions and autoattacks. When your opponents magic damage starts to outscale the normal damage you get, the scaling glyphs will likely have outscaled flat ones (only take flat AP if you are against some cocky AP-Caster like ![]() ![]() |
Quintessences
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Speed is always nice to have. However, you will barely ever notice these, especially as you have your E for quick travel (Walking for a minute, these quints will give you the extra distance of a ![]() ![]() |
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Starting off with 78 bonus hp is a really great thing. It will help you win early trades, increases your passive sustain, helps you to stay in lane longer and be that douche you want to be. This is your choice 100% of time on the small maps like Twisted Treeline, because the mobility isn't that important there and there are a lot of early skirmishes. After some testing in Summoners Rift, I must admit these are the best choice for ![]() |

outrageous. Defense masteries already got a bunch of nerfs, but they are still very good on








These are some really nice masteries for









Choosing your Summoner Spells is one of the most important things to do before a game starts. If you know who you are encountering (in ranked games) you can decide which spells you take depending on your enemy. In general, i recommend taking at least one instant utility summoner spell (



Recommended Summoner Spells
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Your free getaway card. Can also be used for chasing, initiating, surprise-hop over walls and a lot more. Definetely the one i would prefer over all others. On ![]() ![]() |
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Will help you to get out that little bit of extra damage to secure your kill. Also very helpful against strong-healing champs like ![]() ![]() |
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Viable Summoner Spells
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Personally, i prefer ![]() ![]() |
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Increases your map presence, ganking capabilities and allows you to get back to lane quicker. The cooldown is much shorter if you teleport to an allied turret, which makes it a strong tool to prevent splitpushing. It's also a good spell when you plan to splitpush. However, it won't help you in a fight and ![]() ![]() |
Not Recommended Summoner Spells
If your summoner spell is not among these, I have to tell you that you didn't make the best choice for




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Let's Bounce is ![]() Free line Tips and Tricks:
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Choosing the right items depending on the current situation is an essential part of the game and will change the outcome of a game. It is not very hard to get the right endgame build, but what separates the good players from the bad is the order in which you buy your items depending on the current game situation and the enemy team composition. I can't mention every single possible way of building here, but I'll try my best and list the strengths and weaknesses of each item and the situation in which you should build it.
The Start
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Against a very skillshot-dependant lane you might want to start with ![]() ![]() ![]() ![]() ![]() Use against: ![]() ![]() |
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You should start like this if you are up against AD champions that rely mostly on abilities to do damage (AD Casters). This should get you the amount of survivability you need to reach lvl. 6 and builds into ![]() Use against: ![]() ![]() ![]() ![]() ![]() ![]() |
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This start is very strong if you are up against champions that will heavily harass you with autoattacks in early game. Toghether with your
![]() ![]() Use against: Most champions (any champ that isn't in the other categories). If you don't know what to take, this is always a good choice, unless you really need early wards. |
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Bead + Ward or Vision Ward. This is a good choice when you know that the enemy jungler will likely gank early or when you plan to get an early gank. ![]() ![]() ![]() ![]() ![]() ![]() Use against: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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You should choose to start with ![]() ![]() |

Trinkets
Trinkets are a new kind of item added in the Preseason 4 Patch. They are all around vision and vision control and were added to encourage teams to play the vision game as a team, not with a standalone support that does all the warding for the team. There is an extra slot for Trinkets and every player can get them for free. Trinkets upgrade if the player hits level 9 and can be further upgraded with gold. There are 3 types of Trinkets and you have to adapt your Trinket choice wisely to both team compositions. You can sell Trinkets to get another one if you need, but it can't be used for 3 minutes then.
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This is the most common Trinket. It allows you to place a ward to prevent early ganks or invades, later on it can be upgraded so the ward lasts longer (at the start it only lasts 60 seconds) or to place a ![]() ![]() |
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This is your alternative for ![]() ![]() ![]() ![]() |
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This Trinket was blessed with many buffs so it is actually useful now. Still, it is mostly build by the ADC to keep them safe. The upgraded Yellow Trinket is much more useful on ![]() |

Early Game Items
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This item offers some nice health and AP, plus MPen with is amazing for ![]() ![]() ![]() Choose this early if:
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You get this one if you plan to rush a ![]() ![]() |
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Choose this Item against AD-heavy champs to rush a ![]() ![]() |
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Only take this item first if your enemy is a really nasty AP champ with huge magic damage harass. If your enemy is more of an AP bruiser without much harass potential, take this after ![]() ![]() ![]() ![]() ![]() |

Mid Game
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This is one of ![]() ![]() ![]() ![]() ![]() ![]() |
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This item offers health, armor and AoE damage, which can go a long way if you are standing in the middle of the entire enemy team and can also be very strong at early stages of the game. This is your item of choice to rush against AD lanes (e.g. ![]() ![]() ![]() ![]() ![]() |
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This is another great item for ![]() ![]() ![]() ![]() ![]() ![]() |
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If you want more damage, especially if you are ahead, you can take these boots. As ![]() ![]() |

Late Game
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Picking your endgame items is in most cases defined by the items you bought in your early and midgame. Most times you want to finish these items instead of buying completely new ones, so there is in fact not much to choose here (Just 1 additional Item and your Boots Enchantment).
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This item will greatly improve your damage in endgame. It will make your ![]() ![]() ![]() ![]() |
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This item will give you a nice boost for your AP and MR - that's why you would usually want this item against AP-heavy teams. Besides this, it also provides an Aura reducing the MR of enemies nearby. As you will likely stand right in the middle of a fight, this Aura will influence most of your enemies. Because of this, you will also find this item to help a lot if your team is AP-heavy. Getting this together with ![]() ![]() ![]() |
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With the changes to ![]() ![]() ![]() |
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This Item will greatly increase your ability to compete with AD-heavy champions. It practically enables ![]() ![]() ![]() |
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I find this enchantment is the best choice for ![]() |

Situational Items
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Reduces all your cooldowns. Quite useful for ![]() |
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Some armor, some MR, double revive. However, it is quite expensive for its resistances and if you get killed after your first revive, it is unlikely that you will survive after a second one. You can get it if you are with a dive-heavy team (e.g. with an ![]() |



Oh, I forgot an Item. Better get a new section for this anyways (this makes you feel as if it was more important, which is just true.) I'm gonna give you a few hints, and you may guess which item I am referring to.
Think of an Item that...
- Is fairly cheap.
- Is viable and recommendable on every single champion in the game. EVERYONE.
- Is strong at every point in the game.
- Can save your life and get you kills at the same time.
- Can get you farm, and even deny enemy farm.
- Actually, I am referring to two items.
And? You got an Idea? I guess you did, and here comes the solution:
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It's the ward. The one item that is overpowered, yet so heavily underrated, especially in lower tiers of play. I simply can't stress enough how important warding is. Appropriate warding is just as important as all other core game mechanics. And when you are watching a challenger/diamond/platinum ranked game, I am pretty sure that you won't find a second without any wards on the battlefield (except the first minute maybe).

Yes, warding has become a little easier with Trinkets and buying wards is not as obligatory as in S3, but it is still needed for smooth gameplay and warding IS JUST AWESOME.
If you don't believe me, let's all take a look at what warding can give you (and your team):
- If you're laning, you can farm without having to worry about ganks. You can concentrate on lasthitting, end up getting more cs and money than you had without the ward - without any risk!.
- If you're jungling, you can catch invading enemies (more gold!) or secure stealing enemy buffs (gold AND buffs!).
- By warding (and counterwarding) important objectives, you can secure them for your team. If you don't ward objectives, the enemy team can take them down without you even noticing (=bad). Do the math: One dragon gives money for more than 10
Stealth Wards!
- With the Preseason 4 Patch, wards can no longer be mass-cleared with oracles, which makes them even more OP!
Vision Wards are visible now, though, which means you have to defend them if you want to maintain control.
You see, warding is crucial. It's not just a "can", it's a "must". For every player (Well, ADCs will likely only use their Trinket)! Ward your lane/jungle; and encourage your team members to ward aswell! If everybody did their share, the entire river could be yours without much effort! And you know: The river is the path to victory!
Now that you all love warding, you might want to ask when and where to place wards. No? Continue with next chapter. Elsewise, read below.
Tips and Tricks for Warding:
- Each player can only place a maximum of 3
Stealth Wards and 1
Vision Ward in the game at the same time. Don't let your support be the only one who wards! Coordinate with your team to light up the fog of war and prevent nasty surprises.
- Place wards strategically so they can reveal multiple paths on the map. In best case you can reveal a brush, nearby jungle paths and a monster camp with just one ward.
- Use wards to prevent facechecking areas if you think enemies might be camping there.
Vision Wards might be visible, but they DO NO LONGER EXPIRE. If you place a pink ward in a brush it takes longer to get spotted. In some rarely-passed or well-defended brushes, the ward often lasts over 10 minutes until destroyed.
- Look your minimap. Your wards don't help you if you just stare at the area around you.
- Be careful when warding the enemy jungle. You wan't to ward the enemy blue and three people go MiA? Better GTFO before you get ********ed!
Zac is relatively safe as he is very tanky and has great escapes if he gets caught out, but its still a risky thing to do.
- Utilise options. If you see the enemy jungler walking to your jungle - don't just let him go away! Catch him out with two or three people for free gold to refund your ward and profit!
- Place wards where teamfights are about to happen! Assassins will likely try to sneak around you and kill your carries from behind, wards can prevent that and give you a free kill on the enemy assassin.
- Ward important objectives! You don't want them to get taken away by the enemy without you even noticing.

Your early game is mostly about farming, because you need to get the gold for your items. That's why you don't really want to leave your lane often, except for recalling.








If your jungler doesn't feel like giving you an early kill or your enemy escapes for any reason, you will likely just end up farming until you hit 6, poking and lasthitting with your




If you don't have your river warded for any reason (lets just assume it happens from time to time) and your lane is pushed to the enemy turret, you should leave the enemy alone to prevent getting ganked. You can either recall or farm Golems or Wolves/Wight, depending on whether you're purple or blue. If you get ganked before you can back, use





To conclude your game until you reach level 6:
- Focus on Farming (Lasthit mostly with AA, if necessary with
Stretching Strikes or
Unstable Matter, not with
Elastic Slingshot as it has a long CD and leaves you vulnerable to ganks). You should aim to get at least 120 minion kills at the 20 minutes mark, 150 would be a great amount to aim at.
- Get an early gank if possible. Care when your lane opponent uses his
Stealth Ward, then strike either in the 1 minute wardless window, or remove it if you got
Sweeping Lens.
- Harass melee champs with
Stretching Strikes.
- Don't try to kill your opponent unless you are sure to kill him without dying.
- Try not to push your lane, as you don't actually want to recall pre 6. If you push, be sure to have the river warded (
Stealth Ward or
Stealth Ward).
- If you get ganked, time your
Elastic Slingshot carefully to prevent it from being interrupted.
- Diving means that you will most likely die or lose your passive revive, so only do it if you are sure you kill your opponent with it without dying.
- Call MiA whenever your lane opponent leaves. It's better to spam than to have your midlaner dying. Especially care if your lane opponent has
Teleport. Repeat your MiA ping (G-click-left) around every 10-15 seconds because other laners often tend to forget that you pinged.
- Don't stupidly buy your items in the order listed above. As you only have few gold to spend early on, adapted item choices are more important than ever.
- In case you get behind a lot, stay passive and farm up. Don't try to make plays without your jungler unless your lane opponent makes a huge mistake.

Mid Game is the time where









After a gank, push your lane, then go roam mid lane and get your team some kills or take their turret for a gold advantage (This is dependant on the abilities you needed to kill your opponent, if your ult and ignite are down, you shouldn't bother that much with roaming and go for the turret instead). If you are taking a turret, be aware of missing enemies and of your minions, you need about 40 seconds to take it down because your autoattack damage is very low, preferably get the jungler to help you with the towerpush. If roaming, don't forget to drop some


When ganking, jump out of the blue with your




Invisible text op
If you can't kill your lane opponent or bully him out of lane, push your lane as strong as possible with


If your enemy is a stronger pusher than you and you can't kill him for any reason, you will have no choice and need to stay on your lane. Farm as much creeps as possible as fast as possible and you will be just fine when the teamfights start.
VIH: As you will likely be roaming alot, it might of course happen that your enemy tries the same. If he leaves your lane - tell it your teammates (G-click-left).

Late game, you will go with your team, ward important team objectives like



In a teamfight, you should



When you have to decide your CC target, there are 2 viable possibilities, depending on your position. If you were initiating on the enemy team because you caught someone out of position or whatever, focus their carries first to cripple their damage output (ADC or APC depends on who is most fed, I tend to focus the APC first because the ADC's damage is often reduced via

However, if your team was caught in a bad position, do whatever you can do to protect your carries and get your team out of the sticky situation. CC their assasins, slow them, let your team escape, even if it costs your life. You should NEVER use your

All in all: Fight for your carries, and die for your carries if it can't be prevented.
Some tips and tricks for teamfights:
- A good way to move through the enemy team is to use
Elastic Slingshot on their carries (these will likely be at the back of their team),
Stretching Strikes in their team to slow assasins and initiators, then Let's Bounce while moving back to your team. This often makes the enemy focusing you, and you do damage to their carries while protecting your team in an aggresive way. As your ultimate also applies a slight knockback, it can either knock carries out of the fight for a time or knock them towards your team, depending on where you land with
Elastic Slingshot.
- If your team is trying to escape and you know you are about to die, use
Elastic Slingshot to jump behind the enemy team if possible. This will make enemies turn around and loose time while they kill you and your blobs, which will save the rest of your team.
Elastic Slingshot is wonderful for cutting your enemies escape path.
- If you won a teamfight, you need to decide for an objective to take. Most likely the decision will be "Baron or inhibitor?". Baron Buff should be taken when you just won closely, because it will ensure that you can win the next teamfight, too. Inhibitors can be taken to put more pressure on the enemy base and finally win the game. Oftentimes, you should simply take the closest objective to prevent losing time.

Why Zac on TT?
I decided to add this section because


Here are the reasons:
- The map is fairly small, which makes his
Elastic Slingshot ridiculously strong. There is, in fact, no wall that
Zac cannot jump over in Twisted Treeline.
- Because he offers amazing AoE utility for his team by means of hard CC. As enemies are often grouped up because of the small map and many objectives like the altars or Vilemaw, his AoE is going to hit hard.
- He is able to kite/poke well with
Stretching Strikes to maintain lane control even without items.
- He is insanely tanky, yet dishes out quite a lot of damage because of AoE.
- When farming,
Zac's skills as a jungler will definitely come in handy. Jump straight on a creep camp from your lane, farm the jungle for money and exp, then gank one of the lanes. This will get your team more gold and exp and will make the enemy fear your ganks whenever you go farming, as you can go from farming to ganking in 1 second with
Elastic Slingshot.
- As there are no wards on Twisted Treeline (except some active items or
Teemo), your ganks become unpredictable.
Items:
For Runes, Masteries and Skills read the build notes in the cheat sheet above. For the Items, the build notes should help a lot, yet I will still list the new viable Items and their advantages/disadvantages:
Hextech Sweeper
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This Item is quite cheap, offers a bit of health, CDR, AP and MS plus amazing utility as it will make ganks way more predictable and offers stealth detection against annoying
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The
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Zac Jumps on TT:
The following map shows some examples of useful jumps with

Green arrows (gank): Jumps for ganking, or for getting around faster.
Yellow arrows (engage): Jumps for engaging on altars without being seen while channeling.
Red arrows (dive): Diving spots to kill your enemy under his turret.

All in all,

Secret Tip for smart people: Make a 3v3 team with your friends and use Zac, Wukong and Aatrox or Vi, then make knock-knock jokes all game long while you play pinball with your enemies.

All in all,

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5/25/0
R>Q>E>W
Ending Words
After a terribly long time of reading (You shouldn't have trusted me - hah!) you have finally reached the point where you can say: "Yay, I have made it through that terrifyingly unsorted, unprofessional, overcoloured (I needed to say that this word has one letter for each standard colour mobafire enables), annoyingly long guide recommending

What I want to say is: Thank you for reading, you're gonna get a cookie for this.

If you have any further questions and/or corrections concerning build/guide/grammar/spelling or whatever, feel free to leave a comment, I will try to check my comments regularly, FAQ section will be added as soon as frequently asked questions exist.
.
Credits
Credits to:
- Jhoijhoi for her Guide to making a guide. And for not complaining that I steal templates from her without asking.
- -NA- Veng Lmfao for fast constructive feedback and tips to improve my guide.
- The people who made these amazing pictures and videos I put in my build.
- Barney for his Idea to create a suitwearing Zac-skin.
- Anyone who took the time to read this entire guide, test it out and give constructive criticism.
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You're gonna get 2 cookies. |
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