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Zac Build Guide by Zarthalian

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League of Legends Build Guide Author Zarthalian

The Zaun Amorphous Combatant in S3! (Jungle/Top) (Unfinished

Zarthalian Last updated on April 2, 2013
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Team 1

LeagueSpy Logo
Jungle Role
Ranked #15 in
Jungle Role
Win 49%
Get More Stats

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 9

Honor Guard

Defense: 21


Utility: 0

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Introduction and Lore

Hello and welcome to my 2nd guide on Mobafire! This guide to Zac will be focused on jungling but there will be tips for top lane as well. If you liked this guide, please support it in the form of upvoting, commenting, and even checking out my Hecarim guide.

Zac's lore
Zac is the product of a Zaun experiment to manufacture a hexchem-engineered supersoldier – the Zaun Amorphous Combatant. Combining brute strength with limitless flexibility, he is a versatile juggernaut: a creative fighter who bounces over obstacles and pounds his foes into submission. Though he was created inside a weapons laboratory, Zac was rescued and adopted by two loving parents who raised him to be a kind and friendly child. As the years passed, he grew up to be a fierce hero, sworn to protect the ordinary, everyday people of Zaun.
Long ago, two Zaun scientists developed an organic substance that could withstand extreme conditions, spontaneously alter its biological structure, and generate tremendous amounts of kinetic force. As the scientists, husband and wife, watched the prototype grow from a spoon-sized droplet to a small blob, they noticed that their creation would respond to their presence. It sprung forward when they called and bounced when they sang. The couple began to see more than an experiment; they saw a small child, filled with affection and joy.

After testing the prototype one evening, the scientists placed the blob back in its cage. It slouched and shuddered in the corner, inconsolably sad. At that moment, the couple realized that their beloved creation wished for a free life outside the lab. They were struck by their conscience and could not allow the prototype to be used as a weapon. The husband and wife fled with the young blob, replacing its weapon designation – Zaun Amorphous Combatant – with a proper name: Zac. In a quiet neighborhood far from the cities of Zaun, the scientists raised Zac as their own child.

Zac was always different from the other children. None had his powers of strength and flexibility, so the couple taught him to tell right from wrong and to use his gifts responsibly. Thanks to the care and affection of his loving parents, Zac lived a peaceful, happy childhood.

That childhood ended when the Zaun laboratory finally found Zac. Unable to replicate the formula used to create the amorphous prototype, the laboratory’s staff never stopped searching for the scientists and their experiment. When they tracked down the family, they threatened to tear it apart. The staff abducted Zac’s parents and demanded that the couple assist in his capture and return. Seized by the fear of losing his freedom and his parents, Zac unleashed every ounce of his raw energy and mass for the very first time. He subdued his parents’ captors, sent the laboratory’s workers fleeing, and brought his loved ones home. From then on, Zac vowed to defend all ordinary lives threatened by extraordinary treachery and wickedness. Originally built to destroy, he now protects the innocent and the helpless.

"Even if you don’t have a spine, you still have to stand up for yourself."

Zac is a AP Tank/bruiser that can be played in either jungle, top, or even mid. He excels at ganking due to his CC from Stretching Strike and Let's Bounce, and a long-range gap closer from Elastic Slingshot. He can sustain himself in the jungle via his passive, Cell Division. His clear is very good thanks to his spammable AoE damage from Unstable Matter. Overall, he is a strong pick right now and is pretty safe in the jungle with strong ganks.

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Why you should play Zac (The Pros and Cons)

Good AoE Clear
Has sustain
% of max health damage
Long-range gap closer
Hard to kill
Great mobility
Can smite baron or dragon from over the wall
Has CC
Magic Pen works wonders with him
Anivia Passive
Abilities cost % of current health
His passive is extremely vulnerable to counterplay
His blobs are destroyed by people stepping on them
Revival takes ages, easily stopped
Ratios are mediocre
Can't change direction of Elastic Slingshot while charging
No single target, meaning Liandry's and Rylai's are weaker

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These are the runes you'll use most of your games.

Greater Glyph of Magic Resist

Greater Seal of Armor

Greater Mark of Magic Penetration

Greater Quintessence of Ability Power

Greater Mark of Magic Penetration
Zac really needs these. You won't be building much AP, so the damage your spells do deal are going to have to count. Also, you will be doing plenty damage since you have % of max health from Unstable Matter. I can't think of any good options for marks, these are just too good.

Greater Seal of Armor
You need armor to survive the jungle, and a little armor always helps against AD based champions. You probably are going to use these all the time because they are really the best option.

Greater Glyph of Magic Resist
Here's where you have some choices. These are probably the best option, which is why I list them, but there are other choices. You can take Greater Glyph of Scaling Ability Power if you're going for a more AP-oriented build, or if you're not afraid of taking a lot of magic damage, or you can opt for Greater Glyph of Scaling Magic Resist if you think you wont need the early magic resist.

Greater Quintessence of Ability Power
These are the best choice you have unless you would rather take some form of defense. They give you a little bit of AP for earlygame damage. There are always tanking options like armor, magic resist, or health.

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You should end up using these masteries, however you have a lot of points you can shift around.
Sorcery - Cooldown reduction is very strong on Zac, it lets him use Unstable Matter even more frequently, and that adds up to a lot of extra damage.

Blast -> Arcane Knowledge - Extra ability power per level is pretty self explanatory, more damage. I've already stated why magic penetration is very strong on Zac, so it's really a no brainer to pick up these two masteries.


Durability -> Veteran's Scars - This has the most accurate name of all League of Legends masteries. It's called Durability, and you put points into it to get durability. Nothing more than that. Veteran's Scars also just gives you a little bit of extra health. Can make the difference between surviving or dying to that last tick of ignite or that last autoattack.

Tough Skin -> Bladed Armor - NOTICE: DON'T TAKE THESE IF YOU'RE GOING TOP. This lets you stay a little bit healthier in the jungle as well as making you a little bit faster. It's not much, so you can ignore these and put the points elsewhere ( Perseverance, Relentless , Resistance all come to mind. )

Hardiness and Resistance - Good choices to get you a little bit tankier, they give armor and magic resist respectively. I would say Hardiness is a must-have, however Resistance is not needed as much.

Unyielding -> Block - These add up to 5 less damage taken per auto and 2 less damage per any kind of damage. Doesn't seem like a lot up front, but in game it adds up to hundreds and thousands of ignored points of damage. Pretty good masteries, but they are optional for those that think this is useless.

Juggernaut - You stack a lot of health. This gives you health to go with your health. Simple.

Reinforced Armor - Helps you take less damage from both the enemy ADC and that pesky wolf camp. When the ADC starts critting for 750+ damage ( Draven, im looking at you...), this takes off 75 of that. Good mastery, but you could take something else like Good Hands .

Honor Guard - Combine this with your armor, magic resist, and other damage reduction masteries, and suddenly you're taking a lot less damage. Okay, maybe not a lot less, but it definitely helps.

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Summoner Spells

You might be looking at this and saying that there are too many options, but really the choice is fairly obvious. For jungle, you will always want Smite. No exceptions. You need Smite. Without it, you're not really jungling. For your second choice, you will probably want some sort of mobility spell, either Ghost or Flash. If they have slows, but not a lot of hard CC, Ghost is a good choice. If they have hard CC, you will want Flash. You can choose Exhaust if you're really manly and don't need an escape.

For top lane, there are some more things you can choose. Once again, unless you're a manly man, you're going to want a mobility spell. Same rules apply, either Ghost or Flash. If you're looking to win your lane by killing your opponent, you want an offensive spell like Ignite or Exhaust. Maybe even both if you're a man among men. (not a good idea). You can also take Teleport and pair it with either Ghost or Flash to just farm your lane and then port places for ganks.

tl;dr, Jungle - Smite and Flash, Top - Flash and Ignite.

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Abilities and Ability Sequence

PASSIVE: Each time Zac hits an enemy with an ability, he sheds a chunk of himself that can be reabsorbed to restore 4% of his maximum health.
Upon taking fatal damage, Zac splits into 4 chunks that attempt to recombine. If any of these chunks remain after 8 seconds, he will revive with 10-50% health depending on the health of the surviving chunks. Each chunk has 12% of Zac's maximum health, and 50% of his armor and magic resistance. This effect cannot happen again for 300 seconds.

ACTIVE: Zac lashes out with an elastic punch, dealing magic damage (70 / 110 / 150 / 190 / 230 (+0.5 per ability power) to all enemies hit and slowing them by (20 / 25 / 30 / 35 / 40 %) for 2 seconds.

ACTIVE: Zac's body erupts, dealing magic damage equal to a base amount (40 / 55 / 70 / 85 / 100) plus a percentage of their maximum health (4 / 5 / 6 / 7 / 8 % (+2% per 100 ability power) to all nearby enemies (max 200 damage against minions and monsters).

ACTIVE: Zac faces the cursor and begins charging (0.9 / 1 / 1.1 / 1.2 / 1.3 seconds). After charging or after reactivating the ability, he launches himself towards the target location, dealing magic damage (80 / 130 / 180 / 230 / 280 (+0.7 per ability power) to all enemies hit and knocking them back for 0.5 seconds. This ability can be cancelled by moving, refunding 50% of the health cost.

Let's Bounce
ACTIVE: Zac leaps into the air and begins to bounce on the ground, up to a maximum of 4 bounces. Each bounce deals magic damage (160 / 240 / 320 (+0.25 per ability power) to nearby enemies, knocks them up for 1 second, and slows them by 20% for 1 second. Enemies hit more than once take half damage and are not knocked up.
Zac gains an accelerating movement speed buff (20-50%) and 75% crowd control reduction while active (does not reduce Suppression). Zac can right-click to move while in the air. While active, Zac is unable to activate Stretching Strike of Elastic Slingshot.

Now that you know what Zac's abilities do, you might be wondering in what order you should rank them up. Here's the main order you should use.
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Now, you may be wondering why I max Elastic Slingshot over Unstable Matter. It's because the range on Elastic Slingshot will increase per level, allowing more mobility and better ganks. Now, you can max Unstable Matter over Elastic Slingshot if you are either top lane or not concerned about ganking too much, or if you think rank 1 Elastic Slingshot is good enough. Maxing Unstable Matter over Elastic Slingshot will give you faster clear, and maxing Elastic Slingshot over Unstable Matter will give you better ganks. Choose wisely.

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Jungling and Ganking

Zac can start at either Blue or Red. Blue is the better choice since you get extra CDR to clear faster. As a typical jungle route, you will want to do something like this;

Wolves -> Blue -> Wraiths -> Double Golems -> Red -> Wraiths -> Situational

After this, the situational part is to choose if you will farm or gank. If you farm you will want to get a few more camps so you can go back to buy Spirit Stone and Boots of Speed. If you gank, choose a lane that you can kill successfully with your low early damage but good CC. After you gank you will want to go back or farm a little more, depending on your HP.

The thing that makes Zac's ganks so strong is the fact that he can appear out of no where with Elastic Slingshot. Here's a map with potential ganking jump directions for different teams. Some of the paths can be shut down by wards or positioning, so they will not work 100% of the time.