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All Guides Zac Guides Elo Climber Zac [S8 Jungle]
45
8
Updated
5 months ago
Views
5.1K
Comments
2

Zac Statistics for Windows OS

Author's performance with Zac compared to the ranked average.

Value
Average
Games Played
92
5
Win %
57
40
Kills
5.6
3.5
Assists
12.8
10.4
Deaths
4.2
4.8
KA:D Ratio
4.4
2.9
Gold Earned
11.5K
9.7K
Creep Score
41.3
119.8
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

11.png You NEED Smite for jungling. Even if you know you can clear without it, you need Smite for 1409.png and to make sure you can secure objectives.
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4.png Flash is essential for escapes, easy engages that you can't charge up zacE.png for, and "play making". One thing I like to note is that Zac's passive has a 300 second cooldown, as does flash.
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New Runes Back to Top

Runes

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Major Rune

Zac's has some flexibity when it comes to runes, but is generally limited to the Resolve tree for his main runes. His best rune by far is AftershockAftershock.png?width=32, as it gives him some MUCH needed resists when engaging, plus the damage is a nice bonus.
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Minor Rune 1

For the second tier in the Resolve tree I generally take DemolishDemolish.png?width=32, as Zac is a health stacking tank, it allows him to help push down towers a lot better. Font of LifeFont%20of%20Life.png?width=32 is also a decent choice since as stated before, Zac likes to stack health which empowers Font%20of%20Life.png?width=32 to heal allies for an okay amount, though I personally feel as if Demolish.png?width=32 has a much bigger impact.
MFIPs8o.png

Minor Rune 2

In the third Resolve tree tier, I personally feel as if all three runes are equally strong depending on the enemy team comp. Iron SkinIron%20Skin.png?width=32 should be the default choice into heavy AD comps, Mirror ShellMirror%20Shell.png?width=32 should be the default choice into heavy AP comps, and ConditioningConditioning.png?width=32 should be the default choice into a more well balanced enemy comp. One thing to note about Iron%20Skin.png?width=32 and Mirror%20Shell.png?width=32 versus Conditioning.png?width=32 is that Iron%20Skin.png?width=32 and Mirror%20Shell.png?width=32 give either 5 Armor or Magic resist at the start of the game, and increase your TOTAL Armor or Magic Resist by 5% when consuming 2003.png/2031.png/2032.png/2033.png/2009.png, getting a heal of AT LEAST 20 health (works with zacpassive.png), or gain a shield from any source. Conditioning.png?width=32 on the other hand will give you both 8 Armor AND Magic Resist, while also increasing your TOTAL Armor/Magic resist by 5% permanently, but only after 10 minutes.
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Minor Rune 3

In the final tier of the Resolve tree, the best rune is by far RevitalizeRevitalize.png?width=32, as it works with zacpassive.png, it's essentially a mini 3065.png and is just a straight increase to your healing. OvergrowthOvergrowth.png?width=32 can be good in a match where a match will generally reach the 34-40 minute mark, as it is a scaling rune, but I currently feel it is outmatched by Revitalize.png?width=32. Second WindSecond%20Wind.png?width=32 isn't very good for the jungle as it only activates from Champion damage, and heals you for 6+4% of missing health over 10 seconds which your passive blobs will generally heal for a similar amount most of the game. I personally believe Second%20Wind.png?width=32 is outclassed by both Revitalize.png?width=32 and Overgrowth.png?width=32 in every way in the Jungle, but may be a viable choice if you were to play Zac top lane (RIP Zac Top).
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Secondary Runes

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Precision Tree

The Precision Tree offers a flat 65 health and 9% Attack Speed. While it gives overall less health than the Inspiration Tree, the 9% Attack Speed is very helpful when it comes to clearing the Jungle, allowing you to stay healthier in your early clears in case of invades. The two best runes in this tree would be TriumphTriumph.png?width=32 and Legend: TenacityLegend%20Tenacity.png?width=32Triumph.png?width=32 heals for 12% missing health on a Champion kill or assist, and also gives a flat 20 bonus gold. While the gold may not seem like a large amount, 20 bonus gold on any Champion kill or assist helps with snowballing yourself to buy your core items earlier in the game. Legend%20Tenacity.png?width=32 offers 20% tenacity when fully stacked, essentially giving a mini 3111.png. It allows you to skip out on 3111.png entirely which opens up 3047.png as the usual purchase, though I would still get 3111.png against AP heavy comps or CC heavy comps as 3111.png and Legend%20Tenacity.png?width=32 combined will give a total of 44% tenacity and reducing the duration of any CC by almost half.
The other runes in this tree either have no use on Zac, such as Presence%20of%20Mind.png?width=32Legend%20Alacrity.png?width=32, and Legend%20Bloodline.png?width=32, while others will rarely have an impact, such as Overheal.png?width=32Cut%20Down.png?width=32 and Last%20Stand.png?width=32. Coup de GraceCoup%20De%20Grace.png?width=32 could be useful as it will increase you damage by up to 7% to Champions below 40% health, and any kill or assist will give you 15 Ability Power, giving a small increase in damage in a fight, but does not stack.
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Domination Tree

The Domination tree is a good choice as it gives a flat increase of damage at 9 Ability Power, and gives the same flat 65 health. I would say most of the runes in this tree are viable picks, with Cheap Shotcheap%20shot1.png?width=32 and Zombie WardZombie%20Ward.png?width=32 the best choices. cheap%20shot1.png?width=32 is gonna be just an overall damage increase, adding 12-30 bonus True Damage to Champions affected by any CC, which includes your zacq.pngzace.png, and zacr.pngZombie%20Ward.png?width=32 is a general vision increase, turning any ward you placed into a "Zombie" ward when it expires, or any ward that you destroy. They function similarly to 3363.png, but only last for 60-180 seconds, and give 1 gold to enemies instead of 15. One thing to keep in mind about Zombie%20Ward.png?width=32 is that revealing any ward with 3341.png3364.png, or 2055.png will create a Zombie ward even if you aren't the one to destroy the ward. The other runes in this tree are viable picks, but are outclassed by cheap%20shot1.png?width=32 and Zombie%20Ward.png?width=32.
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Sorcery Tree

The Sorcery tree, similar to the Domination Tree, has plenty of viable options for runes. The tree give 10 Ability Power and 65 flat health. The best runes to take in this tree are The Ultimate HatThe%20Ultimate%20Hat.png?width=32 and TranscendenceTranscendence.png?width=32 in my opinion. The%20Ultimate%20Hat.png?width=32 is going to give you a flat 5% CDR on zacr.png, increasing by 2% every cast up to 15%. zacr.png is a teamfight changing ult and also a good escape tool, and having it up as much as possible allows you to make those plays much more often. Transcendence.png?width=32 is one of the best runes on Zac in my opinion giving a flat 10% CDR after 10 minutes, a much need stat on Zac. On top of the flat CDR, every 1% of CDR over the CDR cap will give 2 Ability Power, allowing you to both safely over cap on CDR and upwards of 60 free Ability Power from the excess CDR. All of the other runes in this tree are generally outclassed by The%20Ultimate%20Hat.png?width=32 and Transcendence.png?width=32, but can be situationally useful.
MFIPs8o.png

Inspiration Tree

The Inspiration tree is an odd set of runes, but offers the most health out of the other trees at 130 health. The best runes for this tree is are Magical FootwearMagical%20Footwear.png?width=32, and Perfect TimingPerfect%20Timing.png?width=32Magical%20Footwear.png?width=32 is gonna give you a better version of 1001.png after 10 minutes, but locks you out of buying them but every Champion kill or assist decreases the timer by 30 seconds. These boots have 10 more Movement Speed and transfers over to any of the tier 2 boots, and also allows you to buy tier 2 boots for 50 less gold. Since 1001.png aren't necessary before 10 minutes in most situations, this rune is going to save you 350 gold overall when you buy your tier 2 boots. Perfect%20Timing.png?width=32 in my opinion is the best rune in the game at the moment giving access the item Stopwatch, which is a mini 3157.png. The stopwatch only has 1 use, increases the upgrade cost of 3193.png3157.png3026.png by 300 gold, and can't be used before 6 minutes, but gives every item it upgrades into 15% CDR, and can also be sold for 120 gold after 6 minutes. This rune can save your life if used properly. The other runes in this tree are heavily outclassed by Magical%20Footwear.png?width=32 and Perfect%20Timing.png?width=32 as of right now.

Abilities Back to Top

W
Q
E
E
E
R
E
W
E
W
R
W
W
Q
Q
R
Q
Q
Passive
Q
2
14
15
17
18
W
1
8
10
12
13
E
3
4
5
7
9
R
6
11
16
zacpassive.png Passive: Cell Divison zacpassive.png
"Every time Zac damages at least one enemy with an ability, and for every enemy champion beyond the first hit by zacE.png Elastic Slingshot, he sheds a chunk of himself to a nearby location which lands towards visible nearby enemy champions, if any, and lasts 6 seconds. Zac and enemies can move over these chunks to consume them, and if Zac does so he heals for 4% maximum health.

Upon taking fatal damage, Zac splits into 4 uncontrollable bloblets that move to his final location over 8 seconds. If any of these bloblets remain at the end of the duration, Zac recombines and returns at 10 - 50% maximum health, based on his bloblets' total remaining health."


Basically, every time you use an ability that hits an enemy, you shed a blob on the ground, unless you hit more than one champion with your zacE.png, which spawns one additional blob per champion. Picking up blobs heals you for 4% Maximum Health. This is important, as your abilities cost 4% Current Health! This allows a Zac player who can pick up his blobs to be near unkillable.


The second part of his passive is almost like Anivia's passive, aniviapassive.png Rebirth. When your health reaches 0, you will split into 4 small bloblets, of which total up to 50% of your max health (60% with 3065.png Spirit Visage), and half of his armor and magic resist. As long as one bloblet remainsMFIPs8o.png

zacQ.png Q: Stretching Strikes zacQ.png

"Zac stretches his left arm in the target direction, dealing magic damage and slowing the first enemy hit by 60% for 0.5 seconds, and attaching it to the target for 2 seconds.

While his arm is attached, his next basic attack has 200 range and is replaced by a second Stretching Strike, dealing the same magic damage and slow.

If both Stretching Strikes affect two different targets, he flings them against each other, dealing the initial magic damage around the point of collision and applying the slow again."


This ability is pretty interesting, and has a lot of play making capability. It's a line skillshot that does a small amount of damage to the first enemy hit, which then attaches you to that enemy. As long as you stay in range, any auto attack afterwards will pull both of them together and do the same damage as the initial cast and auto in a small area where they meet. The auto attack after hitting the initial Q cast does not proc on hit effects, but can be used on anything that can be auto'd, which includes Jungle plants, wards, and towers.

MFIPs8o.png
zacW.png W: Unstable Matter zacW.png
"Zac's body explodes outward, dealing magic damage to all nearby enemies, capped against minions and monsters. Zac also ignores unit collision against monsters damaged by Unstable Matter. 

Zac reduces Unstable Matter's cooldown by 1 second every time he picks up a chunk of zacpassive.png. Picking them up while Unstable Matter is available instead reduces the cooldown of his next Unstable Matter by up to 1 second."

This is your main damage for clearing and damaging enemies. It does % Max Health magic damage, and has a 5 second cooldown, which is reduced by one for each blob you pick up, which makes it very spammable. I usually max this second.
MFIPs8o.png
"FIRST CAST: Zac channels for a short duration, increasing Elastic Slingshot's range over a cone in the target direction. If Zac moves during Elastic Slingshot, the ability is automatically cancelled, refunding half its cost and cooldown. 

SECOND CAST: Zac dashes to the target location, dealing magic damage to all nearby enemies upon impact and knocking them up from 0.5 to 1 second."

This is what makes Zac, Zac. It has a wopping 1800 range at max rank, giving him the longest dash in the game. This is what you use to engage, allowing you to gank from Fog of War in places no one else can truly gank from. An added bonus to this ability is that hitting multiple champs generates multiple blobs.
MFIPs8o.png
"Zac squishes himself down for up to 2.5 seconds, charging for the duration, during which he is unstoppable, and slowing any enemies standing on top of him.

Zac knocks back nearby enemies 275 units over 1 second. If charged for at least 1 second before recasting, Zac instead scoops up enemies on top of him, carrying them towards the target location. While flying through the air, Zac is immune to crowd control.

Upon landing, nearby and transported enemies take magic damage and are slowed by 25% for 0.5 seconds."

Zac's ult is one of the best teamfight ults in the game and has many uses. A simple cast will just cause a simple knockback, but holding the ult down will turn you into an AoE that slows enemies inside while also making you immune to any CC effect. Holding for at least 1 second will grab every enemy in the radius and move them to where the ability is recast. This can be used as a peeling tool, an escape, enemy repositioning and more.

Items Back to Top

Starting Items

    Either works fine, only downside to this start is the wasted mana regen.
    Either start is fine, only downside to this one is Zac doesn't have a lot of AD for the lifesteal.
    I don't feel as though Hunter's Potion is worth it on Zac, as your jungle item and passive blobs gives decent sustain.
    Either of these two jungle items are fine. Tracker's Knife allows you to jungle overall safer, and you can provide wards for your laners. Stalker's Blade is a much better offensive item that can be bought you feel you can snowball the game easily.

Core Items

    Early game buys
    Standard finished build

Situational Items

    Take Merc Treads if you need more MR, or tenacity. Take Ninja Tabi if you need more armor, or if they enemy team is basic attack reliant. Take Sorc Shoes if you need more damage overall. Take Lucidity Boots any other time for the ability and summoner spell CDR.
    Depends on what's needed. Randuin's for when you need to peel or the enemy team has a lot of crit/auto attacks. DMP for when you need to be faster or the enemy team is more ability reliant. Thornmail if they have a lot of non crit auto attackers.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Aatrox
    Medium
  • Amumu
    Medium
  • Cho'Gath
    Easy
  • Diana
    Medium
  • Dr. Mundo
    Medium
  • Elise
    Medium
  • Evelynn
    Easy
  • Fiddlesticks
    Easy
  • Hecarim
    Medium
  • Jarvan IV
    Medium
  • Kha'Zix
    Easy
  • Kindred
    Medium
  • Lee Sin
    Medium
  • Malphite
    Easy
  • Nautilus
    Easy
  • Nunu
    Medium
  • Sejuani
    Medium
  • Shaco
    Medium
  • Shyvana
    Medium
  • Sion
    Medium
  • Skarner
    Medium
  • Tahm Kench
    Medium
  • Trundle
    Medium
  • Tryndamere
    Medium
  • Udyr
    Easy
  • Vi
    Medium
  • Volibear
    Medium
  • Wukong
    Medium
  • Xin Zhao
    Medium

VS

Aatrox

Medium

WIP

VS

Amumu

Medium

WIP

VS

Cho'Gath

Easy

WIP

VS

Diana

Medium

WIP

VS

Dr. Mundo

Medium

WIP

VS

Elise

Medium

VS

Evelynn

Easy

WIP

VS

Fiddlesticks

Easy

WIP

VS

Hecarim

Medium

WIP

VS

Jarvan IV

Medium

WIP

VS

Kha'Zix

Easy

WIP

VS

Kindred

Medium

WIP

VS

Lee Sin

Medium

WIP

VS

Malphite

Easy

WIP

VS

Nautilus

Easy

VS

Nunu

Medium

VS

Sejuani

Medium

WIP

VS

Shaco

Medium

WIP

VS

Shyvana

Medium

WIP

VS

Sion

Medium

WIP

VS

Skarner

Medium

WIP

VS

Tahm Kench

Medium

WIP

VS

Trundle

Medium

WIP

VS

Tryndamere

Medium

WIP

VS

Udyr

Easy

WIP

VS

Vi

Medium

WIP

VS

Volibear

Medium

WIP

VS

Wukong

Medium

WIP

VS

Xin Zhao

Medium

WIP

Gank spots Back to Top

rvBckRR.jpg

Spots in green provide some good ganking spots during laning phase. Now there are several ways to gank, you have a standard river gank, a lane gank, a rear gank, and a teleport gank.

A River Gank is a fairly standard gank that is engaged from river. Now as Zac, using this type of gank isn't as useful as you gain points into your E, but is always a good way to gank. Main downside to this gank is that river bushes are usually warded, so try to keep track of enemy wards placed in places like the river bushes or tribushes.

A Lane Gank is a gank that takes place by you walking into the lane from the lane. How this usually works in top or bot lane, is by walking into one of the bushes in lane without being seen, and then ganking them from there. It is a highly effective gank if you can get into position without being spotted. 

A Rear Gank is a gank that comes in from behind. This kind of gank can have the same problem as a river gank, as these ganks are usually warded in the areas you need to walk to to set it up. This gank works wonders when the enemy is slightly pushed up against their own tower, as the areas in behind them in that situation are usually unwarded.

A Teleport Gank is basically just using 12.png to go to someone's lane when a fight breaks out. Not very common for a Zac to take 12.png, but it's something you should watch out for.
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