Amumu, similarly to Zac, farms early on and does not have much invade pressure. You two will have similar playstyles and just make sure to mirror his path to counter-gank.
Bel'Veth
In terms of combat, she has her Q to dodge your cc as well as her E to negate all burst damage. However, her early game isn't the strongest and 2v2 3v3 skirmishes are in our favor.
Diana
Can cancel your E post-6 with ult and is mobile with her E. Her clear speed is around the same (if not a few seconds earlier), but skirmishes are in our favor so only look to contest neutral objectives if your teammates have prio.
Ekko
He is a hyper-scaling champion which inevitably means his early game is not that oppressive. He cannot one rotation you in the early-mid game and keep an eye out for his W. Preferably play to counter-gank as Ekko without W is nothing to you.
Elise
Her threat lies mostly within her oppressive early game. Make sure to cover dives effectively from level 3 by paying attention to each lane's wave state. *More on pathing section*
In a vacuum, if you dodge her E you should never be within lethal range.
Evelynn
Evelynn does not have much pressure in the early game and thus Zac will be happy to either power farm or gank/countergank. The tempo is in our favor. You can test the waters and see how her playstyle is (does she gank a lot? does she power farm? aim to counter gank?) and match your style accordingly.
Fiddlesticks
Fiddle does not really pose much of a threat by himself, but he packs plenty of cc and teamfighting ability.
Aim to jump on him after he uses his full rotation of abilities (i.e. countergank after he uses his abilities). If the laner he is ganking does not seem to be in lethal range, this counter can quickly turn the tables.
Gragas
The only thing Gragas can do is to look to E you out of your jump. However, if you land your Q on him first it will be a true combo and he will not be able to escape.
As always, look to countergank after he uses his E as there is nothing he can do besides ult to salvage the situation.
Graves
His early game invade pressure is what brings him up from a threat level of "minor." From level 4 onwards, you will mostly never die to Graves unless you jump in and miss. In the late game he may be well-equipped to deal with Zac if even, but in skirmishes, Zac will outshine Graves 9/10 times.
Hecarim
He clears fast, ganks often, similar to Zac. However, his ganks pre-6 are extremely telegraphed and without Phase Rush it will be easy to counter-gank or even catch him out with some help from your laners.
In a vacuum, he will most likely out-duel you (Conqueror recommended).
Ivern
He doesn't really pose much of a threat to Zac himself, but acts more as a nuisance and a pseudo-support in the jungle role. He is extremely easy to catch out from fog of war and you can even use daisy as a Q target to lock Ivern in place.
If your laners have prio you can even look to invade.
Jarvan IV
Zac always struggles against champions that don't let him scale for free. Jarvan is a perfect example of that- level 2 onwards he is able to gank, invade, and pressure dives. Zac mostly needs level 3 to do anything so be wary of invades.
Look to engage onto a Jarvan who is ganking after he uses his E-Q combo as this can not only interrupt your E but also acts as a potential escape tool after you jump.
Jax
The only cc he has is his E, which can easily be dodged or countered by jumping on him as the stun goes off to negate any potential damage from Jax. In skirmishes, you can look to engage onto him as long as his E is down, otherwise, look to prioritize another target.
Keep in mind he can hop to wards, allies, and enemies (any unit) with his Q so pay attention to his ability usage if you are planning on jumping on him.
Karthus
In a 1v1 situation he poses a lot of pressure but in teamfight/skirmish situations Zac outshines a Karthus. Due to his squishiness and low mobility, any cc chain that lands on him will likely result in a kill.
His playstyle is often to powerfarm, which you are happy to partake in. Otherwise, look to counter his telegraphed ganks (most likely after he full clears) or gank a lane yourself with a vague idea of his position on the map.
Kayn
Can go either drain tank or mobile assassin, both of which you struggle against. His weakest point in the game is pre-form, and is most likely the only time when you should look to skirmish.
Post-form, his blue form can allow him to navigate the map quickly and dodge incoming skillshots easily. His red form allows him to out-duel you and even cancel your jump with his W.
Kha'Zix
As always, if he invades and catches you on a camp with no abilities, you are probably going to take a lot of damage. Keep an eye out on his position at all times as you are a much bigger threat in team fights than he is.
Late game, try to sit on your carries to negate any opportunities for Kha'Zix to assassinate your carry. The same goes the bruiser Kha'Zix build.
Kindred
Kindred can kite you extremely well with her high mobility and slows. She is also geared towards invades, but they are typically marked and thus makes it easier to defend, play around. Her ult can turn the tides after you go through your abilities so look to save your ult to knock enemies out or use it as the duration is ending to seal their fate.
A good Kindred player is an "Extreme" threat level, whereas a bad one can be as low as "Even."
Lee Sin
Lee Sin's invade pressure bumps him up from a "tiny" to "minor." He simply lacks the damage to kill you and he is easily countered by your entire kit.
Lillia
Lillia has high mobility and lots of % max hp damage. In the early game, she is more like a fly on the wall that you try to lock your abilities onto.
She outperforms you in clear speed, mobility, and damage, so look to only fight her by Qing to an enemy and autoattacking to guarantee cc before jumping on her. If you miss your jump, just try to retreat if possible.
Master Yi
In a 1v1 scenario, he definitely poses a high level of threat. However, Zac rarely looks for 1v1 scenarios unless it is under tower. Look to interrupt his meditate by Qing him while he is stationary. If he has Q up make sure not to lob your Q at him but instead at a nearby minion so you can auto him to guarantee CC.
If in a 1v1 situation if you decide you cannot win just jump towards your team, as if he Qs you to follow he will most likely die.
Mordekaiser
A resourceless champion that farms exceptionally efficiently. In teamfights, he will most likely ult you while mid-jump to nullify your teamfighting capabilities. Look to sidestep his Q and avoid 1v1s as much as possible.
Nidalee
A good Nidalee will apply tremendous pressure in the early game ("Extreme"). However, a Nidalee that's decent will just grief and allow you to scale for free ("Tiny").
Try to detect how she plays within the first 5-10 minutes by tracking her pathing and how she invades. She is a champion that is difficult to pilot and if played mechanically correctly make sure to path in the opposite direction and engage in vertical jungling if she allows for it.
Remember, not all invades are good,
so she may end up dying as a result of your teammates having prio and are able to collapse.
Hello everyone, I'm Yuki, and today I will be walking you through the basics of Zac jungle. I have found Zac to be one of the most fun champions to play with his extremely high versatility since season 9 and I have reached Master tier consistently with 65%+ winrates. My account is eGirl tries jg, and although I don't play that many games to maintain Master tier anymore(decay), I was at one point ranked #9 Zac in NA, which doesn't mean much but nonetheless gives me some credibility when creating a Zac guide. I also stream sometimes here, so I would appreciate it if you could drop in sometimes :)
I am currently floating between masters and D1 due to decay but here are my S11 stats.
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