Zaz’Zak’s Realmspike is the Mage/AP support quest item in League of Legends — one of four final-tier Support Quest items exclusive to Classic Summoner’s Rift 5v5. It costs 400 Special gold as a free upgrade through the support quest chain (World Atlas → Runic Compass → Bounty of Worlds → Zaz’Zak’s Realmspike) and provides +200 HP, +75% base HP and mana regen, and +9 gold per 10 seconds. Its defining passive VOID EXPLOSION creates an AoE explosion at the target’s location after every ability damage hit on an enemy champion, dealing 10 (+ 15% AP) (+ 3% target max HP) magic damage in an area with a 10-second cooldown. The active provides 4 Stealth Ward charges that refill at shop. Zaz’Zak’s is the correct quest item for any AP support who regularly deals ability damage to champions — particularly poke mages and zone-control supports whose repeated ability hits stack VOID EXPLOSION procs consistently.
Zaz’Zak’s Realmspike is a Legendary-tier Support Quest item available exclusively on Classic Summoner’s Rift 5v5 — it does not appear in ARAM, Arena, or Nexus Blitz. It is limited to 1 Support or Jungle item per player and requires completing the support quest progression starting from World Atlas before it becomes available. The item is technically free — the entire quest chain costs only 400 gold for the starting World Atlas, with each subsequent upgrade costing 400 Special currency (a separate non-gold resource) automatically available through quest completion. This makes Zaz’Zak’s one of the best gold-efficiency items in the game for AP supports — all stats and passives acquired through normal gameplay progression.
📊 Stats at a Glance
| Stat | Value | Context |
| Health | +200 HP | Baseline durability for squishy AP supports |
| Base HP Regen | +75% | Amplifies base regen — scales with level (base regen increases per level) |
| Base Mana Regen | +75% | Significant sustained mana pressure relief in lane |
| Gold per 10 seconds | +9 GP10 | Passive income generation — exclusive to Support Quest items |
| Total Cost | 400 gold (World Atlas) + 400+400+400 Special | Effectively free after initial 400g investment |
| Sell Value | N/A (Quest item) | Support quest items cannot be sold |
| VOID EXPLOSION Damage | 10 (+ 15% AP) (+ 3% target max HP) | AoE magic damage — scales with both AP and enemy HP |
| VOID EXPLOSION Damage Cap | 300 against monsters | Prevents jungle-clearing abuse; uncapped vs champions |
| VOID EXPLOSION Delay | 0.5 seconds | Slight delay between ability hit and explosion |
| VOID EXPLOSION Cooldown | 10 seconds | Per-champion target cooldown |
| VOID EXPLOSION Targeting | Auto-targeted AoE | No manual activation required |
| VOID EXPLOSION Damage Type | Area damage — TRIGGERS spell effects | Unlike FROSTFIRE TEMPEST — this DOES proc spell effects |
| WARD Active Charges | 4 charges | Refill on shop visit; 600 range placement |
| Limitation | 1 Support / Jungle item per player | Cannot stack; mutually exclusive with other Support Quest completions |
🗺️ Support Quest Progression — How to Unlock
Zaz’Zak’s Realmspike cannot be purchased directly. It is the final stage of a four-step Support Quest chain that must be completed in order. Each step upgrades automatically when the quest requirement is met — the 400 Special gold cost is a separate non-gold currency granted through the quest, not from the regular gold economy.
| Step | Item | Cost | Unlock Condition | Key Stats Gained |
| 1 | World Atlas | 400 gold (purchasable) | Buy from shop — available at game start | +150 HP, +25% base regen x2, +2 GP10, Ward active |
| 2 | Runic Compass | 400 Special | Earn 500 gold while World Atlas is equipped | +50 HP, +50% base regen x2, +3 GP10, VOID EXPLOSION (early version) |
| 3 | Bounty of Worlds | 400 Special | Earn 1000 gold while Runic Compass is equipped | +25 HP, +25% base regen x2, +2 GP10, upgraded VOID EXPLOSION |
| 4 (FINAL) | Zaz’Zak’s Realmspike | 400 Special | Earn 500 gold while Bounty of Worlds is equipped | Full stats: +200 HP, +75% regen x2, +9 GP10, final VOID EXPLOSION |
💡 Quest Speed Tips: The gold earned while holding each item counts from passive GP10, assist gold, and ability poke gold — not just last hits. AP supports who frequently poke with abilities (Zyra Q, Lux E, Brand Q) generate quest progress faster because the support gold penalty only applies to minion last hits, not to ability hit gold generation. Prioritize pushing through the quest stages in the early laning phase — reaching Zaz’Zak’s before 15 minutes is the standard benchmark for most AP supports.
⚠️ Important: Zaz’Zak’s Realmspike is one of four possible support quest final-tier items. The quest chain is the same (World Atlas → Runic Compass → Bounty of Worlds) but upgrades into different final items depending on your champion’s playstyle classification. Zaz’Zak’s is specifically the Ability Damage (AP/Poke) variant. The other final items are Bloodsong (physical/AD), Dream Maker (enchanter/heal-shield), and Solstice Sleigh (mixed tank support). Confirm your quest item path before the game starts.
⚡ Active & Passive Effects
UNIQUE Active — WARD
| Parameter | Value |
| Effect | Place a Stealth Ward at target location |
| Charges | 4 charges total |
| Charge Refill | Refills on shop visit |
| Ward Placement Range | 600 units |
| Ward Type | Stealth Ward (standard; revealed by Control Wards) |
| Cooldown | Per-charge; refills at shop |
EFFECT: Consumes one charge to place a Stealth Ward at the target location within 600 units, granting sight of the surrounding area. Charges refill to maximum (4) upon visiting the shop. This active effectively replaces the need to purchase separate Control Ward vision — the 4-charge capacity provides consistent map vision that refills every back, making Zaz’Zak’s one of the most vision-dense items in the game across a full game duration.
💡 Ward Charge Management: With 4 charges refilling every shop visit, the optimal habit is to always use all 4 charges before backing. Backing with 2 unused charges wastes vision potential — those charges could have covered river entrances, baron pit, and two lane bushes simultaneously. Develop the routine of deploying all remaining ward charges in key locations every time a back becomes necessary.
UNIQUE Passive — VOID EXPLOSION
| Parameter | Value |
| Trigger | Dealing ability damage to an enemy champion |
| Delay | 0.5 seconds after ability hit |
| AoE Magic Damage | 10 (+ 15% AP) (+ 3% of target’s maximum health) |
| Monster Damage Cap | 300 (prevents jungle abuse) |
| Champion Damage | Uncapped — scales fully with AP and target max HP |
| Cooldown | 10 seconds (per-target) |
| Targeting | Auto-targeted AoE — no manual activation |
| Damage Type | Area damage — DOES trigger spell effects |
| Spell Shield Interaction | BLOCKED by spell shields (unlike FROSTFIRE TEMPEST) |
EFFECT: Whenever Zaz’Zak’s carrier deals ability damage to an enemy champion, an explosion is created at the target’s location after a 0.5-second delay, dealing 10 (+ 15% AP) (+ 3% target max HP) magic damage to enemies within the area. The explosion is capped at 300 damage against monsters but has no cap against champions. The 10-second cooldown is per-target — meaning hitting multiple different champions within 10 seconds triggers a separate explosion per champion independently.
💡 Scaling Analysis: VOID EXPLOSION’s 3% max HP component makes it scale hard against tanky targets. Against a 4000 HP tank, the 3% max HP contribution alone is 120 magic damage per proc — plus the 15% AP component. At 300 AP, a single proc deals 10 + 45 + 120 = 175 magic damage against that tank. With a 10-second cooldown, sustained poke ability sequences can proc this 6 times per minute per target — 1050 magic damage per minute purely from VOID EXPLOSION at those stat values, before any actual ability damage is counted. This is why AP poke supports with Zaz’Zak’s have disproportionately high sustained damage output versus tanks compared to their ability damage numbers alone.
⚠️ Spell Effect Interaction: Unlike FROSTFIRE TEMPEST (which deals default damage and bypasses spell effects), VOID EXPLOSION deals area damage that DOES trigger spell effects. This means Luden’s Companion, Liandry’s Torment, and other ability-proc items fire from VOID EXPLOSION hits. It also means the explosion is blocked by Banshee’s Veil, Sivir E, and Morgana Black Shield — a meaningful distinction against compositions that build spell shields specifically to negate AP poke.
UNIQUE Passive — Diminishing Gold from Excessive Minion Kills
Zaz’Zak’s Realmspike, like all Support Quest items, applies the minion kill gold penalty to prevent supports from farming minion waves at the expense of the ADC and the team’s gold distribution.
| Timing | Threshold | Gold Reduction |
| Before 5 minutes | Killing 7 ÷ (number of Support items on your team) minions or more | 80% reduction on subsequent minion kill gold |
| After 5 minutes | Killing 4 ÷ (number of Support items on team) minions per minute | 50% – 80% reduction (based on total minion kills over threshold) |
| Penalty Scope | Applies to ALL champions on team with a Support item | Every support contributes toward the shared threshold |
⚠️ Shared Penalty Threshold: The minion kill penalty threshold is divided by the number of Support items on your team — if two champions on your team both hold Support Quest items, the individual threshold halves. Before 5 minutes with 2 Support items: the penalty triggers after killing just 3–4 minions total (7 ÷ 2 = 3.5). This is important in drafts where a jungler also holds a jungle-equivalent quest item — both count toward the shared threshold, making it critical that neither the support nor the jungler last-hit any minions they don’t need.
🎯 Who Should Use This Quest Item
Champion Archetypes
- AP Poke Mages: The primary profile. Champions who deal repeated ability damage from range — Lux, Brand, Zyra, Xerath, Vel’Koz — generate VOID EXPLOSION procs on every ability hit, every 10 seconds per target. High poke frequency translates directly to higher VOID EXPLOSION DPS that compounds with AP scaling throughout the game.
- Zone Control AP Supports: Champions whose abilities create persistent zone effects that hit champions multiple times (Zyra plants, Heimerdinger turrets, Brand passive chain) can potentially proc VOID EXPLOSION more frequently than point-click or single-hit mages due to the multi-instance nature of their ability damage output.
- AP Supports with Percent-Max-HP Synergy: The 3% max HP scaling is amplified by AP items that also add percentage-health damage (Liandry’s Torment). Against tankier compositions, champions building both Liandry’s and completing Zaz’Zak’s create layered percent-health damage that erodes tanks at a rate far beyond what their ability damage numbers suggest.
Specific Champion Examples
| Champion | Role | Why Zaz’Zak’s |
| Lux | Support Mage | E zone poke hits 2 targets simultaneously — 2 independent VOID EXPLOSION procs per E cast |
| Brand | Support Mage | Passive Blaze explosion chains = multiple ability hits per rotation; procs explosion per champion hit |
| Zyra | Support Mage | Q + E + plant attacks all count as ability damage; high proc frequency in extended plant fights |
| Vel’Koz | Support Mage | Passive True Damage + VOID EXPLOSION = layered damage that bypasses MR resistance stacking |
| Xerath | Support Mage | Maximum poke range + VOID EXPLOSION proc on every R hit during Rite of the Arcane |
| Heimerdinger | Support AP | Turret shots count as ability damage — continuous VOID EXPLOSION procs from H-28G Evolution Turrets |
| Karma | Support Mage | Q mantra poke combos generate reliable 10-second VOID EXPLOSION cycle on primary target |
⏰ Quest Progression Timing
Early Game (Levels 1–6) — World Atlas Phase
Purchase World Atlas at the start of the game as the mandatory first buy. The 400 gold cost is the only real investment in the entire quest chain. In the first 5 minutes of laning, the minion kill penalty is extremely strict — do not last-hit any minions unless absolutely necessary. Focus entirely on support income: assists, kill participation, and passive GP10. The first quest stage (earn 500 gold while holding World Atlas) is achievable by approximately 7–10 minutes in standard lane conditions.
Mid Game (Levels 7–13) — Runic Compass → Bounty of Worlds
Runic Compass and Bounty of Worlds are the two intermediate quest stages. Each requires earning gold while holding the respective item — 1000 gold for Bounty of Worlds is the longest gate. At this stage, gold income from kills and assists accelerates significantly. Target reaching Bounty of Worlds by minute 12–15 and Zaz’Zak’s Realmspike by minute 15–18 in normal game conditions. Completing the quest chain before the 20-minute mark means the full VOID EXPLOSION passive and GP10 are active for all major mid-game objectives (Dragon fights, first Rift Herald).
Quest Completion — When Zaz’Zak’s Is Online
| Quest Stage | Typical Completion Time | Key Milestone |
| World Atlas purchased | 0:00 (game start) | GP10 and basic ward charges active |
| Runic Compass (Stage 2) | 7–10 minutes | Early VOID EXPLOSION (lower damage) activated |
| Bounty of Worlds (Stage 3) | 12–15 minutes | Upgraded VOID EXPLOSION + increased GP10 |
| Zaz’Zak’s Realmspike (Stage 4) | 15–18 minutes | Full stats: +200 HP, +75% regen, +9 GP10, final VOID EXPLOSION |
| Benchmark: vs. enemy 2nd item | ~16–18 minutes typical | Complete Zaz’Zak’s before enemy support completes 2nd item for poke advantage |
💡 Synergies
Best Paired Items
- Liandry’s Torment: The percent-max-HP burn from Liandry’s stacks with VOID EXPLOSION’s 3% max HP scaling. Both are triggered by ability damage and both scale against tanky targets. Against a 4000 HP frontliner, VOID EXPLOSION (120 from 3% HP) + Liandry’s burn create compounding health-based magic damage per ability hit cycle.
- Shadowflame: Magic penetration amplifies both direct ability damage and VOID EXPLOSION’s damage simultaneously. The 10% bonus magic pen against shielded targets is doubly useful — Shadowflame fires on every ability hit while VOID EXPLOSION also deals amplified damage against the same shielded target (though VOID EXPLOSION can be blocked by spell shields specifically).
- Rylai’s Crystal Scepter: Rylai’s slow applies on ability hits that trigger VOID EXPLOSION — the proc chain of ability hit → slow → VOID EXPLOSION creates a 0.5-second delayed explosion on an already-slowed target, increasing the likelihood that AoE enemies within the VOID EXPLOSION radius are still in range when it detonates.
- Rabadon’s Deathcap: The 35% AP amplification from Rabadon’s directly multiplies VOID EXPLOSION’s 15% AP component. At 500 AP post-Rabadon’s, the AP contribution to VOID EXPLOSION is 75 magic damage per proc — plus the 3% HP component. Rabadon’s is the primary VOID EXPLOSION amplifier for late-game poke mage supports.
Champion & Ability Synergies
- Multi-target ability hits: Abilities that hit multiple champions simultaneously (Lux E, Zyra Q AoE, Vel’Koz Q split) trigger independent VOID EXPLOSION procs per champion hit. Hitting 3 grouped enemies with a single Lux E generates 3 separate VOID EXPLOSION procs — one at each champion’s location after the 0.5-second delay. The 10-second cooldown is per-target, not shared, making AoE-heavy supports dramatically more efficient with Zaz’Zak’s than single-target poke champions.
- Spell effects chain: Since VOID EXPLOSION deals area damage that triggers spell effects, items like Liandry’s Torment fire from VOID EXPLOSION hits — creating a chain where one ability hit generates both Liandry’s burn AND a VOID EXPLOSION that itself triggers Liandry’s burn again on everyone hit by the AoE. Against grouped enemies, a single Lux E hit can trigger this damage chain on 3 targets through a single press.
- Brand Passive synergy: Brand’s passive Blaze burns and the resulting Conflagration spread both count as ability damage — each brand application or explosion that hits a champion can trigger an independent VOID EXPLOSION. In a full Brand passive chain on a grouped team, the number of VOID EXPLOSION procs across multiple targets accumulates to extremely high sustained magic damage that is nearly invisible in the standard ability damage scoreboard.
❌ Common Mistakes & How to Avoid Them
- Last-hitting minions and triggering the gold penalty: The most punishing and most common mistake on quest support items. Before 5 minutes, killing just 3–4 minions (when a teammate also holds a support item) triggers the 80% gold reduction penalty. Never auto-attack minions unless the lane partner has clearly abandoned the wave. The rule is simple: if a minion will die to the tower or your ADC’s auto, do not interfere.
- Backing with unused ward charges: Zaz’Zak’s ward active refills on shop visit — backing with 3 or 4 unused charges wastes the entire vision budget of that back cycle. Before every recall, deploy all remaining charges in high-priority locations (baron side bush, dragon side bush, river tribush, lane brush). This habit alone provides dramatically better map vision per game than leaving charges unspent.
- Not accounting for the 0.5-second VOID EXPLOSION delay: VOID EXPLOSION detonates 0.5 seconds after the ability hit — on a moving target, the AoE lands where they were, not where they are. Against mobile targets, the AoE explosion will frequently miss nearby enemies if the 0.5-second window allows them to step out. Factor this into ability-to-explosion timing — hitting a slowed or CCd target maximizes the probability that nearby enemies remain within the AoE radius when it detonates.
- Picking Zaz’Zak’s on non-AP supports: Zaz’Zak’s VOID EXPLOSION scales with AP and target max HP — on a non-AP support with 0 AP (Leona, Nautilus, Thresh), the only damage is the flat 10 magic damage per proc, which is entirely negligible. The correct support quest item for physical/tank supports is one of the other quest completions (Bloodsong for AD, Solstice Sleigh for mixed tank). Match the quest item to the champion’s damage type.
- Assuming VOID EXPLOSION bypasses all defenses: Unlike Zeke’s FROSTFIRE TEMPEST, VOID EXPLOSION IS blocked by spell shields (Banshee’s Veil, Sivir E, Morgana Black Shield). Against enemies who build Banshee’s Veil specifically to counter AP poke, the first ability hit consumes the shield but the VOID EXPLOSION fails to land. Recognize this interaction — strip the spell shield with a low-damage ability first before following up with the primary poke ability intended to trigger VOID EXPLOSION effectively.
⚔️ Counter Items & Playing Against Zaz’Zak’s
Items That Reduce Zaz’Zak’s Impact
- Banshee’s Veil: Spell shield blocks VOID EXPLOSION entirely (unlike FROSTFIRE TEMPEST). Banshee’s is the highest-priority counter item against AP poke supports running Zaz’Zak’s — it forces the AP support to waste an ability stripping the shield before the next real poke attempt can generate a VOID EXPLOSION proc.
- Force of Nature: MR stacking reduces both the direct ability damage and VOID EXPLOSION’s 15% AP component simultaneously. At 200 MR, both damage sources are reduced to approximately 33% effectiveness. Force of Nature’s stacking passive makes it particularly efficient against repeated ability hits — exactly the poke pattern that generates VOID EXPLOSION procs most frequently.
- Warmog’s Armor: Counter-intuitively, building more health amplifies VOID EXPLOSION’s 3% max HP component — but the overall health pool means more HP absorbs the total damage burst. The 3% is applied on the target’s max HP rather than current HP, so HP stacking does increase the per-proc VOID EXPLOSION damage — but the same total HP pool also means the champion survives many more procs than a squishier target with less HP.
Strategic Counterplay
The core counterplay against Zaz’Zak’s VOID EXPLOSION is avoiding repeated ability damage in clustered positions. VOID EXPLOSION is an AoE that detonates 0.5 seconds after the initial hit — standing in a tight group when the explosion fires turns a single ability hit into a multi-target proc event. Spread positioning during poke phases prevents VOID EXPLOSION’s AoE from hitting secondary targets. Additionally, prioritizing Banshee’s Veil on the primary AP damage threat’s target (typically the ADC or a diving assassin) ensures the Zaz’Zak’s carrier must burn an ability stripping the shield before landing a meaningful VOID EXPLOSION proc — creating a window where the support is on cooldown and cannot immediately follow up.
FAQ
Q: Can you choose which Support Quest final item you get?
A: Yes — the quest chain (World Atlas → Runic Compass → Bounty of Worlds) is the same for all supports, but the final upgrade at Bounty of Worlds stage lets you choose which Legendary support item to complete into. Zaz’Zak’s Realmspike is for AP ability-damage supports, Bloodsong for AD/physical, Dream Maker for enchanters and heal/shield, and Solstice Sleigh for mixed tank supports. Select based on your champion’s primary damage type and playstyle — it cannot be changed after selection.
Q: Does VOID EXPLOSION deal damage to the original target or only nearby enemies?
A: VOID EXPLOSION creates an explosion at the target’s location that deals AoE magic damage to enemies within the area — this includes the original target who was hit by the ability. The original ability hit deals its damage, then 0.5 seconds later VOID EXPLOSION deals additional AoE damage centered on that same target, hitting them again plus any nearby enemies who were within the explosion radius.
Q: Is the 10-second VOID EXPLOSION cooldown shared across all targets or per-target?
A: The cooldown is per-target independently. Hitting champion A triggers a 10-second cooldown specifically for VOID EXPLOSION on champion A — hitting champion B 1 second later triggers a separate independent 10-second cooldown for champion B. In teamfights where you hit 3 champions with a single AoE ability, all 3 receive independent VOID EXPLOSION procs and independent 10-second cooldowns. This makes multi-target ability champions far more efficient with Zaz’Zak’s than single-target poke champions.
Q: Does Zaz’Zak’s work in ARAM or other game modes?
A: No — Zaz’Zak’s Realmspike is exclusively available on Classic Summoner’s Rift 5v5. The Support Quest system, World Atlas starting item, and the full quest chain do not exist in ARAM, Arena, Nexus Blitz, or other modes. In ARAM, supports must purchase regular AP items without access to the quest item system or its GP10 passive income.
Q: Does the minion kill penalty affect jungle camp gold too?A: No — the diminishing gold penalty from excessive minion kills applies specifically to minion kills, not to jungle camp gold or large monster gold. A support who accidentally clears a jungle camp does not trigger the gold penalty from that kill. The penalty is exclusively tied to lane minion last-hit gold, which is why the rule is simple: don’t last-hit lane minions, and the penalty never applies regardless of how many jungle camps are taken.