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Zac Build Guide by Her0mars
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++8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
Ability Order Standard
Threats & Synergies
It gets pretty annoying playing against this guy mid-late teamfights just because His knockup applies before you can even land making it near impossible to hit your E in teamfights unless you let him knock you up, then charge up a slingshot.
His % damage from the W actually inspires some amumus to invade you. Be careful with this one, but you should be fine in teamfights once he ults. Knock him away and he will get kited hard for the rest of the fight.
True damage feasting and high ap ratios, be glad he isn't in meta. If a Cho is able to land his abilities you will have a very hard time fighting, or running, and really whoever he wants dead will die. try peeling the best you can.
not hard for most, annoying for you. %hp damage and he outheals you. The only reason he isn't played is for his lack of utility. Avoid 1v1ing at all costs because you will lose.
really depends on how skilled the ekko is, he can drop tons of damage depending on how good the player is
A while ago I didn't Like this match up. now it's not so bad as long as he isn't geometry'ing you to death. It really comes down to individual skill in this matchup and the extent to which you understand both Zac, and Gragas. Gragas can remove you from most of the fight but you can counter his engage as well, generally this is preferred.
Has the potential to carry games and camp lanes easily if played right so watch out, ward, and gank even more. He is kind of cheese right now and has bleh, level clears early game. If you take his blue he will be oom after 2 camps or 1 gank.
A good janna will keep you out of fights using her Q and R so it really depends on how good they are
Honestly, most lee's will be more about stomping your laners than you so invades aren't as big of a problem so much as your bot lane getting camped etc. have map control, and wards and just watch where he goes so you may counter gank. I generally ward by blue on the first clear as that is where they will go if they do want to invade me.
I hate this champ and anyone who plays her. If bans change to be more free of choice, ban her. She spears for days then murders someone, not fun for you.
He will be farming pre 6, so you can just stomp his lanes. Make sure your laners understand his catch potential. This matchup gives you a chance to demonstrate your skills by blocking him mid flight with E or R.
Probably won't be going for you, so I guess you could try peeling carries..? early game your laners really shouldn't die to this guy. However when team fights roll around all you can really do to get him off is try to kill him.
He's certainly a rare matchup and has the potential to curbstomp and camp every lane at the same time. Generally though they won't. Pantheon is scary if played well, but falls harder than a lee sin kicked into a well once late game is hit.
Almost forgot this guy. The % missing and % current hurts, and the grevious wounds. be glad they nerfed ad fizz. try to hit him with E after he uses his otherwise you will most likely miss.
Pretty easy to beat. some people smurf with this guy and stomp everyone so be careful of that I guess. Jarvan is fairly cheesy and only sees heavy play when there are many squishies for him to instagib.
Originally I meant this as a joke but dang, her new kit counters you. Q deals 2 seperate instances of % max hp damage and her W completely cancels your E and leaves you in a bad postion, her E can be used to stun you afterwards, or simply peel you away, and even after all that she can knock you entirely out of a fight for a good 7 seconds which is more than enough to lose. Heck, even her new passive will block a decent chunk of your damage. wait on her to pop her W or you aren't really getting in. I mean seriously, her Ult nulls every ability you have. Despite how hard she can potentially shut you down, this is purely skill based on both your and her part, plan accordingly for her abilities and you should do fine.
pretty unplayed champ, and he's really only good against hard AD teams, even then malphite is probably the better choice. A good rammus, one of the few in the world will generally camp botlane for obvious reasons. If he falls behind he probably won't be back.
A top tier challenjour pick, who is really good in most situations. I just don't really like playing her but it's meh. All she can do is knock people up and get around the map. Her mobility comes in slowish bursts and is easy to predict outside of the flash unburrow.
probably not going to be a problem, heck you can invade this guy early because of his terrible first clear. When teamfights roll around just peel this guy with E and R. Sometimes it may get to the point where carry death is inevetable, in which case just try to kill him after. He is a cheese champion but sees play at high elo, even challenger level for his ability to instagib.
Annoying in high elo, beware the mobility, burst and avoid standing anywhere near your team. as zac though, you normally stick to standing far away for the long range engages / counter engages
She isn't that big a threat anymore to anyone, and isn't meta. Beware the 5 man ults and such but outside of that not much to fear.
Gimmicky, cheesy champ who can only carry if he stomps early and your team has bad judgement and awareness. overall easy if no one is dumb and pushes way up.
% damage and botrk, and all that jazz makes her an honourary vayne, kinda. She can run you down and kill you with aa's and little to no skill, you can't really run so avoid bumping into her. 1v1 she can destroy you, teamfight wise you can stop her from accomplishing the goal of murdering your carries.
This guy will spend most his time farming, but if he gets ahead and you guys lack a lot off cc, prep anus. Stomp his lanes while he farms and remember starve a carry jungler and they will be almost entirely useless. when defending against his splitpush, make sure you send someone that he can't kill under tower, and that they don't fight him or they will most likely lose and he will take the objective anyway.
annoying when you face the ones that rarely let you land your E, all they gotta do is flay or Q and your engage is doneso.
Rare matchup to play against. Just avoid dueling and you are fine really. Don't go tank 2-3 people if he ults you or you will melt like butter. Generally he will be ulting you for resists or your carries if he just wants to get that damage off. Doesn't have dashes so you can almost fully peel him.
Easy to peel this guy, don't let him invade, etc, same rules as playing against a lee or other invaders. If an udyr gets ahead it could be a real problem. Remeber to not get angry as many of udyr players use bm when playing and ahead, just don't let the split gates get you and your fine.
I doubt you will face her often but she can wreck you with the % hp damage and armor shred. She can cancel your channel with her Q, or her R, and just generally run you down. Everything about this champ can shut you out of a game but this is dependent on her ability to snowball. As a carry jungler / tank(ish) jungler she needs to get kills and kill carries to win the game.
A half Decent volibear can stop you from going in using his E and bodyguard all his carries
Same as volibear, knock him off your carries. All he can do is ult and auto attack. the new updates make him more relevant but not too big a deal
Avoid fighting this guy 1v1, and avoid him early, just avoid your jungle if you can and gank / counter gank. His early damage is crazy and requires no skill, at the cost of no escapes. If he doesn't get ahead early or falls behind he generally won't come back unless he goes on a yearlong farming spree, by the end of which you would have already ended.
Hardest matchup in the game tbh
the % hp true damage. WHY RIOT, and she can parry your E and R, AND stun you, AND HEAL OFF YOU, and you can't run. gl hf kids, unless you camp her early. A good fiora is just as bad as a good vayne so be careful. I have heard many people say she is weak if she doesn't snowball in lane, and I don't know how true this is but either camp her or tell your laner to play safe.
Easy matchup and easy kills. This guy isn't anything but a bug on a windshield. unless he gets fed and people have bad positioning. Kha has bad clears early and you could even invade him. additionally your blobs can help you detect him while invisible whether it's hitting him with an ability or him stepping on a blob.
He can destroy you if you don't knock him up or kill him while he drains, some fiddlesticks make it near impossible to find them and stop their ult before a teamfight, really a skill matchup on their positioning. You won't see many fiddlesticks though.
Easy to play against, peel your carries and he dies. Eventually. the only thing you have to look out for is his ult. Generally it is best to wait in the jungle to counter engage on his team as they often clump when following a good malphite ult.
a GOOD alistar will have the effects of a GOOD thresh upon you landing your E. This means you won't be landing many E's if he has good reaction times. New ali is dope as heck, be careful!
His stun field stops your E completely so you are forced to buy a banshees most of the time if you want to engage
Sometimes you may have to body block for your teammates to prevent him from getting a catch, but this can screw your team over regardless, A good blitzcrank will do everything in his power to prevent you from charging E during teamfights.
This champion excels in early game snowballing, if she falls behind you won't have a problem peeling her, also she propbably will be obsolete without kills.
A good draven will save his stand aside for your slingshot, be aware and prepare :D
Hard as butts to deal with in teamfights, her ranged snare locks you down for almost a year making it hard to chase enemy carries or run away.
Shen's update doesn't really make him any more of a threat than he already was to you, cancel his R with your E / R, or simply kill the person he's shielding. His new dodge circle doesn't affect you, but his new % max hp damage and more spammable shield might be a bother. Really if your facing him he'll be on your carries which you can easily peel him from.
Her E can mess you up real bad, and her w has the same potential to stop your engage / put you in a bad place. Her R isn't too bad to play around, and overall this is moreso a skill matchup. Prediction Vs Prediction if you will. If you can land on her, which all you gotta do is wait for her CDs to do, she'll probably explode imo.
I mean, He is a support jungler, The worst thing he can do to you is counter jungle the heck out of you, but on his own this guy should be no threat at all.
he actually has a surpising amount of damage and can cancel your E before you even land. I would call this a skill matchup tbh
Early on, her invading and high AP burst can cheese you really hard, not to mention she has stealth and mobility on her side. Pre-6 just ward up, and remember that controls are very important. Hopefully your team will be able to respond to her invading you.
y'all got them knock ups for his ult, its pretty nice
Ideally, he either guarantees your knock ups or you guarantee his
Similar to alistar, his ult synergizes with your knockup
You can clump people together for her ult, or she can do the same for you. Either way it works out pretty well
Champion Build Guide
I have been playing league since Season 3 from the Vi patch and have slowly gone from bronze V to peaking at Diamond 4 in season 9! I struggled to find champions I liked and had much to improve upon in terms of mindset, mechanics and such and as a result I was terrible at this game. Over long hours of practice, feeding, getting salty, etc, I have developed a better mindset that I would hope was finalized in me falling from plat I - V due to salt.
Zac was the champion that has carried me all the way to where I am today, and that I have tried to reflect in my more chill, peacekeeping, mood towards this game. Zac When played Properly can solo carries, and do everything I have said above! He really is a generalist champion that you can play whenever, against whoever! and has extreme consistency, (within relation to your skill.)
+ Consistant Champion
+ Overall Generalist / Safe pick
+ Amazing Engage
+ Decent Damage
+ Never picked / Banned
+ Decent at carrying
+ destroys squishies while being full tank
+ Tanky, and can stick around after fights to keep going
+ High reward, medium risk
+ Clears fast, with little cost, and amazing ganks
+ AOE for days + mini malphite and gragas ults in his kit
+ Heavily underestimated champion
|Zac has many general strengths and few weaknesses making him an easy champion to play and master. When built properly you have enough tank to last for the duration of most fights, and stick around even later after healing with blobs. Zac's capabilities are heavily underrated as he can carry with massive turnarounds in teamfights. His E is extremely easy to land, and most people aren't ready for it when they are clumped because they can't notice the shadow under their feet quick enough making it easier to land multi man knock ups than single targets. The healing from Cell Division is very useful for clutch plays and sustaining through clears. It does come at a cost of 4% current hp, but heals 4%-7% max per ability making it a very strong ability.The defining trait of him is his range on Elastic Slingshot and the unique play patterns this provides to the game.|
- Gameplay based around Elastic Slingshot
- % damage champions kind of counter him -ish
- Higher elos require better predictions and judgements
- grevious wounds destroy your healing
- Super weak early, gets invaded in higher elo
- Has problems against ranged CC
- If you mess up an engage you might throw the whole game
|Zac's weaknesses aren't extremely prevalent but the fact that he is a champ based around the use of his Elastic Slingshot, getting cancelled or somehow missing it really destroys your game presence. Zac has a weakness against hyper scaling combo mages just because most have the cc and damage to lock him down and burst him hard with a few skillshots. This is situational however because it comes down to who hit who first. (generally you will though)Another problem Zac has is that he is weak against high mobility champions that rely on split-pushing and Rotations to win games. eg( Yasuo, Tryndamere, and Master Yi)|
Cell Division This is the skill that gives Zac fun play styles and counter play. It is important to note the you lose 4% current per spell cast and gain 4%-7% max hp per blob you pick up. This can be increased by Spirit Visage and other masteries. note that your blobs only fly towards enemies if they are within 1000 units, and they have .25 second delay before they can be interacted with unless you are using Let's Bounce! in which case you can pick them up instantly. Blobs have a pickup range of 50 units.
The other side to this passive is the revival which is useless if you die deep in the enemy team, so try to be near your allies when you pop it. Each bloblet has 12.5% of your max health, and 50% of your resists. Additionally they take 33% less AOE damage. After 8-4 seconds your Bloblets "recombine" to revive you with 10-50% hp based on how much damage the bloblets took. Even if they are further away because of being knocked away or cc'd they still "combine" after 8 seconds. This means that if you TP and make one of the bloblets temporarily invincible for 3.5 seconds, it betters the chance of you being revived. Generally though, if you die near an enemy, you are donezo. Also note that other revive items or abilities take place before your passive can pop, and that turrets priorities bloblets over minions.
Definitely a better ability that it was. using this skill now allows you to slam two units together dealing AoE damage in the contact zone between them.. it has a weak slow but it still helps us keep up with some champions. Just has all of his other abilities work it spawns blobs when we hit enemy champions. We can use this to help find invisible champions such as Rengar, Shaco, and Twitch when they try running away. It's base damage is meh and It's utility is pretty decent but ultimately we max it last. Still take it at level 2 for faster clears as it has a MUCH shorter cooldown than Elastic Slingshot @ rank 1.
This skill's Dps is fairly good, if not the best in Zac's Kit so we max it Second for better clears, and more damage. When activated Zac briefly ignores unit collisions against monsters he hits with it, to allow you to walk around in camps and pick up blobs without getting creep blocked. The most interesting buff to this skill is that picking up blobs reduces it's cooldown by 1 second. The base CD of this skill is 5. minus a max of 2 seconds from 40% cdr leaving us at a 3 second cooldown before blobs. Normally a full basic skill rotation (qwe) on a single enemy will yield 3 blobs leaving this at a 1 second cooldown. It has a decent range (350) which is 50 units or 1 blob shorter than the range of sunfire cape. This is the only ability you can activate during Let's Bounce! and it does not interrupt your previous commands, meaning it has no cast time. This skill is good at shredding tanks and squishies alike, but as with most of Zac's abilities, it has poopy scaling and decent base damage.
This is what Separates the boys from the blobs, the jelly to Zac's Jam, Your defining skill. Max this First for respectable base damage, WAY less CD, and so much range that a vocal instructor would be like "DAymmmmmmm SON" This is your Elastic Slingshot and your ability to land it and chain it at the right angle with Let's Bounce! is what will define your ability to play Zac. It's Range is massive, like obscenely long and it has a hit range of 300 units, so it's a pretty hard ability to miss. For each enemy champion hit by this skill you spawn an extra blob meaning that if you hit all five members of the enemy team you are rewarded heavily, gaining 20% max hp in blobs and 5 seconds of CDr for your E. Not exactly darius level broke healing, but it's close enough for me. It knocks all enemies hit, and this is longer if you charge it more. If you cancel this skill by moving you are refunded half it's cost and half the cooldown.
This skill does a decent chunk of damage and allows you to knock up multiple people and collect blobs all the while doing so. Its important to be picking up blobs in between bounces if you can as the healing this ability provides you is just as important as the damage and CC it provides
> + > AA
We use this for clearing, and ganking pre-six, probably going to be most of what you do in the early to mid game. Make sure you throw some AA's in all the while moving ahead of them before hand to block help stay on the enemy longer, Especially if you have red buff. I cannot begin to explain how many kills I've gotten off of red buff procs and proper AA chasing!
Clearing combo (without E)
AA > + > AA > > AA
Pretty simple, we just Weave AA's between our blob picking up and use Q and W whenever available. You start off with an AA just to get that burn damage from machete going. Once we have E all that changes is you start with E, then follow the same order. Or you can QWER, I'm not judging ;D and remember, any MONSTERS (aka jungle creeps) hit by your Unstable Matter Allow you to briefly ignore unit collision with them to aid in blob collection.
Fight engaging combo
> > > > (Ult ends) > > > > AA
This is how you roll over people, and get those nice looking wombo combos. This order is probably the most efficient for locking people down-ish or more specifically, making them fly around in an unorganized bundle of "oh god where is my champion" This full combo has the possibility to produce 18 blobs in total if you hit 5 people both times you cast E, but more often than not, you will spawn around 13-14 blobs if you hit a "good" Elastic Slingshot. This is equivalent to 72% of your max Hp if you get 18 blobs, which is crazy unlikely, or 56% if you hit a "good" slingshot. My favourite thing to do is fly in from the jungle or fog of war on someone who is trying to get some tower damage down with only a few minions by their side, ulting them deeper under the tower, and watching them take 1-3 tower shots while I force them to embrace my warm, loving, tender flubbering.
As Zac, you are playing as a tank and that means you require a few basic things; Good decision making, proper positioning, and presence. without any one of these three, you will have a hard time carrying as Zac, or any tank really.
"practice makes improvement" ~some person from a skype call
Reflect Zac as a champion in who you are, a chill dude who is just doing his own thing.
This section of the guide will be covering the wonderful art of pressing and holding E.
Alright so some base information.
Zac attaches his arms to the ground and stretches back, launching himself forward.
Charges up and launches towards a target area, knocking up enemies. Zac faces the cursor and and charges up. Reactivating the ability launches him towards his target dealing Magic Damage to all enemies hit and knocking them up. In addition, Zac will spawn extra chunks if he hits multiple enemy champions.Can be cancelled by moving, refunding half of the ability's cooldown and cost. The range is between quite long depending on how long you charge. This ability will create a circle indicator shortly before he lands, immediately if his flight is shorter than that.
Your ability to land this ability is your ability to play zac. It is fairly easy but you need to be in a proper position in the fog of war to land it. Additionally, you need to PREDICT. this means looking at how everything is going, and making an inference as to where the enemy will attempt to go. A very good rule of thumb is that against dash-heavy champs like Riven, Vayne, Yasuo, and Fizz is that if they are trying to kite back from you or your team, they often will attempt to turn back in an attempt to make you miss your E, and get behind you. NEVER let this happen, always be ready to go from a long range to a flop on where you are standing . This because these hyper aggressive champions often try to get in your face when you charge rather than running, cancel your E, and make a "clutch play"
Timing is extremely important on this skill, for example when the enemy team pushes up to your inhibitor tower, initially they will be clumped together, then afterwards will split into proper positions. If you engage while they are still walking up, with your teams
awareness of course, you can set up some nasty wombo combos.
The best way to play Zac is as an ambush ganker through the use of E. (This means waiting for your enemies to walk into a position or trap where you can catch them out with E)
Timing is everything with this skill. Predict where your opponents will be and launch right as they walk into that position.
This ability also makes a great escape tool, if the enemy has CC on cooldown you can charge it up, or if they have cc you can instant cast it for a 300 unit dash. This being said, it is VERY hard to jump even a tiny wall with no charge time.
The more people / monsters under your E landing spot, the harder it is for the enemy to see the shadow. This means if you aim onto multiple targets it is more likely you will be successful.
Be careful when using Elastic Slingshot onto baron near its death or you will get pseudo knocked up and be unable to smite baron. This also applies to dragon upon it "lifting" off or landing as the gust of wind it creates can knock you back too far to smite and cancel your E. Be careful, and wait for the right time!
Missing this ability can literally throw games sometimes as it can put you in 1v5 with no followup so be careful hey
Without further ado, the Elastic Slingshot locations
React to the enemy jungler's position by either
- Taking an objective on the other side of the map (Dragon / Rift)
- Counter Ganking
- Ganking another lane and doing tower damage
Always call out the jungler's Position / ping it
You can get a vague idea of the other Jungler's location by seeing what camps they have cleared
use a mix of lane / river ganks as river ganks are often heavily warded against
you can bind F1-4 to be able to check on your laners with a single press of a button
Generally if your laner is freezing near their tower, that lane is a free gank
Try to keep the pixel brushes warded as this provides a lot of info for your team such as where the midlaner is roaming and which side of the map the jungler is on
On Zac, a good rule of thumb is that you can solo dragon super early if you have Hunter's talisman, Machete, and Bami's cinder, with at least one smite charge
when dragon is up I generally try to play botside in order to get it for free if the jungler shows top. The same can be said for topside and rift herald when dragons is down. You can set up for this early on by doing a full clear from drag side - baron pit side and then sitting bot side to gank mid / bot and take dragon.
Zac can solo rift herald easily due to the ghosting effect of his W on jungle monsters, because of this you can dodge the rift herald's big swing and walk through it to smack its eye for free
Jungle Camp Kiting - (not as important on zac but good to know)
Kiting jungle camps allows you to clear more and gank with more hp and should always be done. For a few of the camps such as raptors and wolves the methods don't apply as much for zac as you can just AOE the whole camp and focus the big one, but I figured I'd add this for anyone learning how to clear camps
Blue / red buff
- AA them 3 times and then step back and repeat, by doing this you trade 3 AA's for 2 of the monster's AA's
- hit the big one, and then circle around it while continuing to hit it to avoid damage from the small one
- kill the small ones first
- Kill the small ones first 1 at a time and dont stand in the middle
- AA once and step back, repeat 5 times as this allows you to trade 1 for 1 on AA's as the gromp's first 5 attacks are extremely fast
Wave control (Still important for you to know as a jungler)
to be completely honest I'm still learning this as i'm too lazy to fully look into it but basically;
- minion waves bounce back after being shoved under tower range. Do this to reset a lane to the middle point for your ally's wave that is close to the enemy tower but not quite there
- Minions waves freeze just outside tower range under certain circumstances, this is good when near an ally tower but terrible when near an enemy tower
- if you want to slow push a wave on top or bot lane (make it build up into a big wave and push the lane on its own) kill all the casters and leave the melee minions and siege alone as they will soak damage while your minions accumulate
- Basically when you are in the river or w.e and you run into an enemy, Lane priority is the ability for your laners to get to you before their opponents and results from them being pushed up further than their lane opponent. This is incredibly important when taking dragon in the event of the jungler running in on you.
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to speak (lol)
Link to my stats and stuff ^