Zac

Zac Build

the Secret Weapon

Role: Jungle Pick Rate: 2.1% Win Rate: 51.81%

Recommended Build

Summoner Spells

Flash Flash
Smite Smite

Skill Priority

E W Q

Items

Start
Mosstomper Seedling
Health Potion
Core
Hextech Rocketbelt Hextech Rocketbelt
Ionian Boots of Lucidity Ionian Boots of Lucidity
Sunfire Aegis Sunfire Aegis
Late
Spirit Visage
Thornmail
Randuin's Omen

Runes

Most Played
Precision
Conqueror
Conqueror 52% · 51.1% WR
Triumph
Triumph 51.9% · 51.1% WR
Legend: Haste
Legend: Haste 51.7% · 51.2% WR
Last Stand
Last Stand 49.8% · 51.1% WR
Inspiration
Cosmic Insight
Cosmic Insight 0.1% · 45.2% WR
Magical Footwear
Magical Footwear 0.1% · 38.5% WR
Ability Haste
Ability Haste
Adaptive Force
Adaptive Force
Health Scaling
Health Scaling
Best WR
Resolve
Aftershock
Aftershock 46.3% · 51.9% WR
Font of Life
Font of Life 45.2% · 51.9% WR
Conditioning
Conditioning 44.6% · 51.9% WR
Revitalize
Revitalize 45.2% · 51.9% WR
Precision
Legend: Haste
Legend: Haste 51.7% · 51.2% WR
Triumph
Triumph 51.9% · 51.1% WR
Ability Haste
Ability Haste
Health Scaling
Health Scaling
Tenacity and Slow Resist
Tenacity and Slow Resist

Skill Order

Q
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
W
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
E
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
R
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15

Win Rate by Elo

Iron Iron 42.29%
Bronze Bronze 47.14%
Silver Silver 47.43%
Gold Gold 48.92%
Platinum Platinum 50.16%
Emerald Emerald 51.12%
Diamond Diamond 50.74%
Master Master 52.76%
Grandmaster Grandmaster 57.14%
Challenger Challenger 64.46%
All Elos All Elos 51.37%

Best Counters and Matchups for Zac

See all counters for Zac

Top 5 Counters Against Zac

Darius
45.2% WR -2.5%
Ivern
45.6% WR -1.7%
Volibear
Volibear Matchup detail
46.1% WR -1.8%
Lillia
46.9% WR -0.9%
Jarvan IV
Jarvan IV Matchup detail
47.7% WR -0.9%

Top 5 Best Matchups for Zac

Gwen
64.7% WR +14.6%
Trundle
61.5% WR +13.5%
Jax
57.5% WR +9.2%
Sylas
57.1% WR +7.8%
Viego
55.6% WR +6.8%

Patch History

V14.13
  • Cell Division Heal changed to Champions killed with Comeuppance (R)4% − 8% (based on level) maximum health from Damage mitigated by Master-At-Arms (R)5 / 6 / 7 / 8% (based on Let's Bounce!'s Rank).
V14.9
  • Stats Selection radius increased to 140 units from 90.
V14.8
  • Stats Base health regeneration reduced to 5 from 8.
V14.5
  • Unstable Matter Base damage changed to 40 / 50 / 60 / 70 / 80 from 35 / 50 / 65 / 80 / 95.
V14.4
  • Stretching Strikes Tether range reduced to 900 units from 1000. Tether range type changed to edge from center. Tether now innately checks every 0.05 seconds for valid range conditions, and no longer waits for every 8th server tick.
V14.2
  • Elastic Slingshot Bug Fix: No longer has an error in its internal cast range values that sometimes caused it to cast backwards at rank 5 of the ability while Clamp Cast Targeting was enabled.
V14.1 - January 12th Hotfix
  • Cell Division Heal increased to Champions killed with Comeuppance (R)5 / 6 / 7 / 8% (based on Let's Bounce!'s Rank) of his maximum health from 4 / 5 / 6 / 7%.
  • Elastic Slingshot Cooldown reduced to 22 / 19 / 16 / 13 / 10 seconds from 24 / 21 / 18 / 15 / 12.
  • Let's Bounce! Cooldown reduced to 120 / 105 / 90 seconds from 130 / 115 / 100.
V13.9
  • Elastic Slingshot Bug Fix: No longer distorts the character model of an enemy Zac if used while near them.
V13.3
  • Unstable Matter AP ratio reduced to 3% per 100 AP from 4% per 100 AP.
  • Elastic Slingshot Base damage reduced to 60 / 105 / 150 / 195 / 240 from 60 / 110 / 160 / 210 / 260. AP ratio reduced to 80% AP from 90% AP.
V12.23
  • Cell Division Heal per chunk increased to Champions killed with Comeuppance (R)4 / 5 / 6 / 7% (based on Let's Bounce!'s rank) of his maximum health from 4 / 4.75 / 5.5 / 6.25%.
  • Stretching Strikes Cooldown reduced to 14 / 12.5 / 11 / 9.5 / 8 seconds from 15 / 13.5 / 12 / 10.5 / 9. Health ratio increased to Champions killed with Comeuppance (R)4% maximum health from 2.5%.
V12.22
  • Let's Bounce! Bug Fix: Last tick of the effect now properly always deals damage.
V12.16
  • Cell Division Bug Fix: Can no longer revive from the resurrection even after all bloblets have died while having Mountain Dragon Soul.
V12.10
  • Stats Base health increased to 685 from 615. Health growth increased to 109 from 95. Armor growth increased to 4.7 from 3.5. Magic resistance growth increased to 2.05 from 1.25.
  • Cell Division Heal per chunk reduced to Champions killed with Comeuppance (R)4 / 4.75 / 5.5 / 6.25% (based on Let's Bounce!'s rank) of his maximum health from 5 / 6 / 7 / 8%.
  • Let's Bounce! Cell Division bonus heal reduced to Champions killed with Comeuppance (R)0.75 / 1.5 / 2.25% maximum health from 1 / 2 / 3%.
V11.12
  • General Adjusted splash artwork for Pool Party Zac.
V11.8
  • Unstable Matter Base damage increased to 35 / 50 / 65 / 80 / 95 from 25 / 40 / 55 / 70 / 85. AP ratio increased to 4% per 100 AP from 2% per 100 AP.
V10.18 - September 2nd Hotfix
  • Unstable Matter Bug Fix: Cooldown is now properly reduced for picking Cell Division chunks.
V9.19
  • Cell Division Heal increased to Champions killed with Comeuppance (R)4 / 5 / 6 / 7% (based on Let's Bounce!'s rank) of his maximum health from 4% at all Let's Bounce!'s ranks. New Effect: Cooldown is now pingable.
  • Let's Bounce! New Effect: Now increases Cell Division's chunk heal to Champions killed with Comeuppance (R)5 / 6 / 7% of his maximum health.
V9.17
  • Elastic Slingshot Bug Fix: Is now properly disabled when grounded.
V9.12
  • Unstable Matter Base damage increased to 25 / 40 / 55 / 70 / 85 from 15 / 30 / 45 / 60 / 75.
  • Let's Bounce! Knockback changed to 250 units away from where target is hit from 400 units away from Zac's center. New Effect: Each bounce that hits one or more enemy champions spawns a chunk (hitting the same enemy still spawns a chunk), instead of each enemy champion spawns a chunk the first time they're hit by a bounce (subsequent bounces on the same enemy won't spawn additional chunks).
V9.11
  • Stretching Strikes Slow strength reduced to 40% from 60%. Cooldown increased to 15 / 13.5 / 12 / 10.5 / 9 seconds from 13 / 12 / 11 / 10 / 9.
  • Unstable Matter New Effect: Health ratio now scales for 2% per 100 AP.
  • Let's Bounce! - Rework New Effect: Active: After a small delay, Zac bounces 4 times over 3 seconds, gaining 20% − 50% (based on duration) bonus movement speed as he does so but becoming unable to use basic attacks, Stretching Strikes, or Elastic Slingshot for the duration. There is a 1-second delay between each bounce. Each bounce deals 140 / 210 / 280 (+ 40% AP) magic damage to all nearby enemies, knocking them back for 1 second and subsequently slowing them by 20% for the same duration. Enemies can be damaged by multiple bounces, with each beyond the first dealing 50% damage but not displacing them. Effect Radius: 300 / 400. Cooldown: 130 / 115 / 100 seconds. Old Effect: Active - First Cast: Zac squishes himself down while charging for up to 2.5 seconds, during which he is unstoppable, and slowing by 30 / 40 / 50% any enemies standing on top of him. Second Cast: Zac knocks back nearby enemies 275 units over 1 second and deals 150 / 250 / 350 (+ 90% AP) magic damage. 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 the same magic damage and are slowed by 25% for 0.5 seconds. Target Range: 700 / 850 / 1000. Effect Radius: 300. Cooldown: 130 / 115 / 100 seconds.

Recommended build

What players actually run on Zac on the current patch: summoner spells, skill priority, starting, core and late items, runes and skill order.

Every entry comes with its pick rate (how often it is chosen) and, where available, its win rate. For runes, Most Played is the page the majority takes and Best WR the variant that wins most among those with enough games: when they differ, the second is usually the sharper choice, the first the safer one.

Win rate by elo

Zac's win rate in each rank tier, from Iron to Challenger, plus all tiers combined.

A champion that climbs with rank is usually one that rewards mechanics or game knowledge; one that peaks in low elo is often easy to pick up and punished by better players. Read the tier you play in, not the average. Tiers with no data for this patch are hidden.

Counters and matchups

A preview of the counters page: the five opponents Zac struggles against the most, and the five it beats most often, on the current patch.

Percentages are Zac's own win rate in each duel, with the gap to its overall win rate. The full lists, with every matchup that has enough games, are on the counters page linked below each table.

Patch history

Balance changes that touched Zac, patch by patch, most recent first, as published in the official patch notes.

The ten latest patches are shown, the older ones fold out. Use it to read the win rate movements above: a jump right after a patch is usually a buff or a nerf, not a change in how people play the champion.