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Zac Build Guide by ROFLtanked

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League of Legends Build Guide Author ROFLtanked

Zac, Bounce your way to victory

ROFLtanked Last updated on July 5, 2013
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Jungle Role
Ranked #43 in
Jungle Role
Win 49%
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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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Hello, i'm ROFLtanked, i'm fairly new to league of legends ranked play and have grown a liking to the jungle. At the moment I play most of them but zac has for sure shown me some wins. I am currently only silver and hoping to climb higher but for now it stays that way. I will constantly update this guide, thank you for viewing! Also I do suggest you make a item set for the build.

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Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Mark of Magic Penetration

Greater Quintessence of Magic Penetration

Lets start with the seals and why I chose them. Everyone takes armor seals, scaling or flat. One way or another its just the best choice.GLYPHS
Next glyphs, I used magic resist glyphs just like I did seals. You use magic resist glyphs one way or another, rather it be scaling or flat you use it.MARKS
The marks I chose because you are of course ap and since your early game is weak, you want anything to boost that damage. I have seen attack speed and that can work as well but I do not recommend it. Also flat ap is another choice that I have seen work, Use which ever you can.QUINTS
I took the quints for the same reason I did the marks. The magic pen is really effective and makes your damage much higher.

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Sorcery: More frequent q's, w's, e's and r's. Who would not want that.
Blast : A tiny bit more damage, always useful and really just a filler for the next one.
Arcane Knowledge : This is so op and required for most AP junglers.
Summoner's Resolve : Your smite pays you 10 gold, filler.
Durability : Gives you more health making you a even tankier blob.
Tough Skin : Makes you have a tiny bit more sustain in jungle.
Hardiness : This gives you more armor and zac has a low base armor.
Resistance : Gives magic resist, not as needed for Zac.
Bladed Armor : Punish those jungle creeps for hitting you!
Unyielding : Take a slight less amount of damage from enemys!
Veteran's Scars : This gives you 30 more hp, really good early game.
Block : Take 3 less damage from them adc's.
Juggernaut : Gives more hp, MORE TANKINESS.
Reinforced Armor : Take 10 percent less from crits, this can save your life many times.
Honor Guard : Take 3 percent less damage over all, always good to have.

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Skill Sequence

So the reason you max Elastic Slingshot is because the range goes up quite a bit making zac able to initiate from very far range and gank very well. Some say max Stretching Strike first but I say that slingshot is much more reliable. Also are w Unstable Matter scales really well, so we max it second. Another thing I would like to talk about here is are passive Cell Division we have great diving ability and can easily go in first in a team fight, eat all the ults then get back up without them noticing.

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Let's bounce

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 ability has a static cooldown and is unaffected by cooldown reduction.

  • Pick up the blobs as late as you can because it will give you more hp
Zac lashes out with an elastic punch, dealing 70 / 110 / 150 / 190 / 220 (+ 50% AP) magic damage to all enemies hit and slowing them for 20 / 25 / 30 / 35 / 40% 2 seconds.
  • If you are going to use your ultimate in the battle, use this before the ult to try to slow them so you can land your ult more times.
Zac's body erupts, dealing 40 / 60 / 80 / 100 / 120 magic damage equal to a base amount plus a percentage of 4 / 4.5 / 5 / 5.5 / 6% (+ 2% per 100 AP) of their maximum health to all nearby enemies (max 200 damage against minions and monsters).
Zac faces the cursor and begins charging for up to 1 second. After 1 second or after reactivating the ability he launches himself towards the target location, dealing 80 / 130 / 180 / 230 / 280 (+ 70% AP) magic damage to all enemies hit and knocking them back for 0.5 seconds.

Can be cancelled by moving; refunding 50% of the health cost.
  • Use even at close range just for that slight knockup/stun and damage.
Let's bounce
Zac leaps into the air and begins to bounce on the ground, up to a maximum of 4 bounces. Each bounce deals 160 / 240 / 320 (+ 25% AP) magic damage 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 or slowed. Zac gains an accelerating movement speed buff (20-50%) while active.

Zac can right-click and can activate Unstable Matter to move while in the air. While active, Zac is unable to activate Stretching Strike or Elastic Slingshot.

  • Using this with Stretching Strike, Elastic Slingshot and Flash is very deadly in teamfights. And usually you can land atleast one bounce on each member of the enemy team.
  • When Zac is using his ultimate, he has 75% reduced CC duration. For everything except knockbacks that is with the spirit of the golem.

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This is very good for getting that extra bounce with your ult to escaping the lost baron. It all depends and can really help you all around.

This ability is a must in the jungle for anyone, it secures objectives such as blue, red, dragon and baron.

I took this once on accident and it actually worked out. If a lane gets a suprise down bot and your mid. Just pop ghost and run. Although I do not suggest it.

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Pros and Cons

  • Fast clear time
  • Looks cool
  • Has tons of sustain while jungling with blobs
  • Some would say un-killable late game
  • 3 forms of cc
  • amazing ganking power
  • Very weak early game to most champs
  • Not hard to get invaded, must ward very well
  • Fairly weak ganks until your e gets to about 3
  • Low base armor

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Ganking paths!

This is a pretty good videos showing most jumping paths for ganks, Im sure there are more. Just be creative!
This was from another guide :D

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Ward placements.

Wards are a very big part of a junglers role and we all should know this. Warding the enemy jungler will save your lane from ganks, tell you were he is to see if you can invade and possibly even allow you to steal a buff or 2.

Some places I suggest you place wards are on this map

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Good jungling routes.

First route:
Your blue smiteless, your wolves, your red with smite, your wraiths, your wolves.
This should get you lvl 4 and some gank power, after just do basic safe routes and get up.

Really just be creative and come up with your own route and works for you well. rather it be invade red or blue which I tend to not do. Just do what you like and it will work better for you.

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Team Fights

This is where Zac really shines. His late game or even mid game team fighting skills are amazing and his kit reflects that. What you usually wanna do is either open with a Elastic Slingshot Into your full combo then a let's bounce on the whole enemy team, really getting then out of position. Other wise you wait for them to open and jump on there main damage and cc chain them while your team helps bring down the enemys.