Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Cell Division (PASSIVE)
Zac Passive Ability
Introduction

POROS
+ Consistant Champion
+ Safe pick
+ Amazing Engage
+ Decent Damage
+ Tanky, has to die twice
+ High reward, Low risk
+ Clears fast, with little cost, and amazing ganks
+ Heavy Crowd Control and A.O.E capabilities
CONS
- Relies on Elastic Slingshot
- % damage champions kind of counter him
- Hard to hit mobile champions
- Grevious wounds destroy your healing (is once again a part of the game)
- Easily invaded early (set back hard to kill)
- Has problems against ranged CC
- Low base move speed
- No follow up = Dead Zac (even twice)
+ Consistant Champion
+ Safe pick
+ Amazing Engage
+ Decent Damage
+ Tanky, has to die twice
+ High reward, Low risk
+ Clears fast, with little cost, and amazing ganks
+ Heavy Crowd Control and A.O.E capabilities
CONS
- Relies on Elastic Slingshot
- % damage champions kind of counter him
- Hard to hit mobile champions
- Grevious wounds destroy your healing (is once again a part of the game)
- Easily invaded early (set back hard to kill)
- Has problems against ranged CC
- Low base move speed
- No follow up = Dead Zac (even twice)
Runes




For marks I elect to have

Seals are

Glyphs I choose

My quints right now are

To start I get








I start with
Hunter's Talisman and 3
Health Potion the talisman gives nice hp regen to your kit especially with early clear involving extra Auto Attacks. The potions will likely stay and I use mostly for buff camps and to regen post gank.
First back should be after a full clear and hopefully a kill/assist or two. and should easily reward enough money to buy
Tracker's Knife and at least the start of
Tracker's Knife - Cinderhulk.
Tracker's Knife is essentially important with the removal of stealth wards from the shop. Since you can no longer just buy a couple wards and place them as you need the ward placement on
Tracker's Knife is essential to keep your pressure and clear time up. Since you now have a new warding item I highly recommend taking
Sweeping Lens at this point so you can begin to deconstruct your opponent's ward system. Early
Boots are recommended here and I hold in higher priority than the beginning of
Tracker's Knife - Cinderhulk but not in higher priority than the
Tracker's Knife/
Sweeping Lens combo.
After finishing
Tracker's Knife - Cinderhulk you next focus should be on finishing either
Mercury's Treads (Recommended especially against high AP and/or CC) or
Ninja Tabi.
Third and Fourth back are reserved for building your two core items:
Spirit Visage and
Dead Man's Plate.
Spirit Visage is a must for Zac's sustain and gives you a great chunk of HP at the same time.
Dead Man's Plate is a strong armor item. With Zac not having mana and you already building Cool down through
Tracker's Knife - Cinderhulk and
Spirit Visage you don't need to focus on larger items like
Frozen Heart as the mana is a wasted stat and the Cool down isn't essential.
Dead Man's Plate is also a movement speed item to help you get from jungle camp to jungle camp. The extra slow on your first auto attack is helpful to land A LOT of cc immediately.
After you complete your main two core items (you should be at 4 items now) you get some leeway in build. You are pretty set armor or magic resist but more doesn't hurt if you need it. I recommend an offensive item at this point. I recommend Either
Rylai's Crystal Scepter or
Abyssal Mask.
Rylai's Crystal Scepter is a good choice for the kite/chase and doing sustained damage. you have to keep in mind the slow is reduced since Zac doesn't have a single target skill. But the slow is still nice if you have like a Vayne, Zed, or Lucian.
Abyssal Mask works well if you are mixed in with ap damage. If you have an Orianna mid the shred that comes from your wombo combo with the MR reduction is too much to pass up. But again, this build item relies mostly on the enemy teams comp and building to coutner.
Of course
Randuin's Omen,
Thornmail, and
Warmog's Armor are all acceptable options depending on build. I would say against a heavy AD team
Thornmail if you need the extra kite/chase and
Rylai's Crystal Scepter is not an option or doing it enough for you
Randuin's Omen provides an amazing slow and if you land a multiple person
Elastic Slingshot the slow can do amazing things.
Warmog's Armoris of course an option if you just need to survive an initial burst and still be trucking along after.
Items that give pen like
Liandry's Torment are great if the opposing team has a super tank and you just need to get that much extra D.P.S down with the burn.


First back should be after a full clear and hopefully a kill/assist or two. and should easily reward enough money to buy









After finishing



Third and Fourth back are reserved for building your two core items:








After you complete your main two core items (you should be at 4 items now) you get some leeway in build. You are pretty set armor or magic resist but more doesn't hurt if you need it. I recommend an offensive item at this point. I recommend Either




Of course








Items that give pen like

Now we get into the gritty:
Well sir/madame that's what I'm here to tell you.
Zac is very versatile in the jungle; has decent clear speed and only really needs to worry about aggression from either:
-Multiple Targets (heavy invade)
-High crowd control targets
-If passive is down
Zac's clear is fast enough that you should not have to worry about the standard high aggression champions.
Udyr, and
Lee Sin both don't clear fast enough or actually carry the level 1 (or 2) damage to take a Zac down. That being said though; the early camp loss can hurt Zac as he needs to go deep and hard to have rewarding outcomes and that is harder to do if you are set behind.
Have no fear though if you do get set behind Zac has a couple amazing features to make up for it:
-Heavy Crouwd Control so; like Amumu; a gank even when behind in level/damage can easily be turned around if all your crowd control is landed. Especially against squishy or immobile champions like Karthus.
-Has to die twice - this comes up much more than you might imagine. Diving a tower? Tank it. Close fight but not sure if you'll live? Tank it. Trying to distract for your team to be able to respond? Tank it. Need to get through a building but don't know best way? Tank it.
-Zac has extraordinary peel if needed.
Elastic Slingshot does NOT need to be charged to do full damage and is a knock up.
Let's Bounce! pushes enemies AWAY from Zac. On a flank route? Push Squishies back into your team. Running/kiting? Push them away form your team.
Your main clear will be through
Elastic Slingshot and
Unstable Matter. Flying into a camp and generating a blob/ then while still "squished" from
Elastic Slingshot pop
Unstable Matter and you spring up (haven't lost any time to auto attack). pick up one blob and throw out your
Stretching Strikes and one more auto attack. You should be able to
Unstable Matter again pick up the oldest blob and you should be able stagger your blobs to keep about 1.75 on the ground at any time (you'll be picking up a blob immediately after using
Unstable Matter).
Jungle order:
Elastic Slingshot ->
Unstable Matter BEFORE standing up -> blob -> AA ->
Stretching Strikes -> then rinse and repeat picking up a blob and casting
Unstable Matter as needed.
I prefer to start on bottom (so either gromp or krugs):
for gromp:
I go gromp with leash from bot lane ->
Elastic Slingshot to Blue and take while using 1
Health Potion -> wolves with focusing little wolves down to alleviate damage -> mid lane gank from between mid bush and opponents raptors.
for krugs:
I go krug with leash from bot lane ->
Elastic Slingshot to Red and take while using 1
Health Potion -> raptors with focusing little raptors down to alleviate damage -> mid lane gank from between mid bush and your raptor camp or from brush.
(note from red side it is harder to gank mid as
Elastic Slingshot] does not quite reach into the depths of the lane until level 2 or 3)
even if the mid presence is to have presence and not go for the gank it isn't really out of the way and most mids will appreciate the pressure (they just won't tell you)
after mid I then move up to wolves (raptors) making sure to focus the little one with
Elastic Slingshot ->
Unstable Matter -> and moving back just a little so
Stretching Strikes and hit them for the kill
then blue (red) and proceed to the top (bot) lane for another example of presence and possible kill/assist.
Zac is an excellent counter ganker. Most jungle are melee and require to chase for their kills; when you know EXACTLY where an opponent is going it takes the guess work out of
Elastic Slingshot and provides *often* enough crowd control and initial damage to be able to turn the gank into your favor. Making sure to keep track of the opponent as they go through their jungle path is always and essential but especially with Zac as his counter ganks (especially with
Let's Bounce!) are so formidable.
HOW DO I PLAY ZAC!?
Well sir/madame that's what I'm here to tell you.
Zac is very versatile in the jungle; has decent clear speed and only really needs to worry about aggression from either:
-Multiple Targets (heavy invade)
-High crowd control targets
-If passive is down
Zac's clear is fast enough that you should not have to worry about the standard high aggression champions.


Have no fear though if you do get set behind Zac has a couple amazing features to make up for it:
-Heavy Crouwd Control so; like Amumu; a gank even when behind in level/damage can easily be turned around if all your crowd control is landed. Especially against squishy or immobile champions like Karthus.
-Has to die twice - this comes up much more than you might imagine. Diving a tower? Tank it. Close fight but not sure if you'll live? Tank it. Trying to distract for your team to be able to respond? Tank it. Need to get through a building but don't know best way? Tank it.
-Zac has extraordinary peel if needed.


Your main clear will be through







Jungle order:




I prefer to start on bottom (so either gromp or krugs):
for gromp:
I go gromp with leash from bot lane ->


for krugs:
I go krug with leash from bot lane ->


(note from red side it is harder to gank mid as

even if the mid presence is to have presence and not go for the gank it isn't really out of the way and most mids will appreciate the pressure (they just won't tell you)
after mid I then move up to wolves (raptors) making sure to focus the little one with



then blue (red) and proceed to the top (bot) lane for another example of presence and possible kill/assist.
Zac is an excellent counter ganker. Most jungle are melee and require to chase for their kills; when you know EXACTLY where an opponent is going it takes the guess work out of


Now I wouldn't be giving Zac the attention he needs if I don't mention Team Work.
Zac especially requires a lane to know he's coming. With no super damage or execute Zac doens't bring the damage to kill someone on his own but does bring the crowd control to easily dispatch of lane opponents or to bring down the opposing jungle if they are caught out.
As mention in the cons if Zac doesn't receive follow up he is a fish out of water. Easily picked off and the
Cell Division passive only works if the enemy doesn't just immediately turn and focus them. Zac works exceptionally well with Lane that have crowd control already build in - a Braum that has started
Concussive Blows or a Leona can give the initial lock down to ensure Zac lands
Elastic Slingshot. Then after the initial gank
Stretching Strikes and the D.P.S of
Unstable Matter are often enough to bring anyone down or at least out of lane.
A Twisted Fate that lands a gold card as Zac is flying in will generate free hits with the rest of his skill as the cc at that point will be unbearable and most mid lanes aren't tanky enough to withstand the burst and will have to flash or try to fight. If they chose the flash Zac still can flash ult if he can make it the the other side of them to push them back or if they fight Zac can still ult to push them away or under tower.
Zac has good siege potential also as the lower a tower gets and the higher the leveling on
Elastic Slingshot get the more of a chance that Zac will dive. And if Zac lands his crowd control with his team there to follow up - someone is going down.
If you have voice chat with your team letting them know you are coming is always a strong idea and if you don't pings can often be used to show where you are planning on ganking. Letting people know where you plan on ganking from is also essential so they know if they should push or let it be pushed. Zacs early pressure rivals that of even
Lee Sin and if used appropriately can be devastating - especially against solo laners.
Zac especially requires a lane to know he's coming. With no super damage or execute Zac doens't bring the damage to kill someone on his own but does bring the crowd control to easily dispatch of lane opponents or to bring down the opposing jungle if they are caught out.
As mention in the cons if Zac doesn't receive follow up he is a fish out of water. Easily picked off and the





A Twisted Fate that lands a gold card as Zac is flying in will generate free hits with the rest of his skill as the cc at that point will be unbearable and most mid lanes aren't tanky enough to withstand the burst and will have to flash or try to fight. If they chose the flash Zac still can flash ult if he can make it the the other side of them to push them back or if they fight Zac can still ult to push them away or under tower.
Zac has good siege potential also as the lower a tower gets and the higher the leveling on

If you have voice chat with your team letting them know you are coming is always a strong idea and if you don't pings can often be used to show where you are planning on ganking. Letting people know where you plan on ganking from is also essential so they know if they should push or let it be pushed. Zacs early pressure rivals that of even

You must be logged in to comment. Please login or register.