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Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Cell Division (PASSIVE)
Zac Passive Ability
Introduction




+Amazing Crowd Control
+Superb Ganks when done correctly
+Relatively tanky when he has items
+Great base HP Regeneration
+Flexible jungler (doesn't rely on blue or red)
+Fast clear times

-Squishy at earlier levels
-Can be hard to land slingshot
-Extremely item dependent for both damage and health
-Passive is annoying
Runes





Since your abilities scale off ability power, magic penetration helps you do damage in your ganks. This helps a lot with your early game damage, and especially your


Armor is needed to reduce damage that the jungle creeps deal to you. This is necessary. Without this, you will lack sustain and will have to go to base to recover health. It also helps against attack damage champions, such as



This helps you take less damage when ganking ability power champions. I recommend taking this because you'll be more tankier.


You need ability power to do damage. This increases your clear time, allowing you to pull off ganks faster. Alternatively you can use armor or movement speed quints.
Offense Tree
Take 9 points in offense, focusing on cooldown reduction, ability power per level, and magic penetration. This will help your overall damage and the cooldown reduction will allow you to use your abilities slightly faster. Don't take more than 9 points in offense because

Defense Tree








Mandatory. If you don't take



You will almost always want to take this. Not only does it help when escaping, but a flash into a Let's Bounce will surprise the enemy and give you an advantage. Because your


I would only take this if every person on your team has some form of CC and the enemy team has some out of control carry *cough*

No other Summoner Spells are viable for Jungle Zac
Early Game




















Core Items

At this point, Zac will be sorely lacking ability power. Spirit of the Spectral Wriath is a great item because it builds off from











Defensive Items

If the enemy team has reasonable AP damage, pick up a







Basic Route
You can choose to either start at red or blue. For me, I like to start at whatever buff is at the bottom (for the blue team it's red, and for the purple team it's blue). This is because you will have 4 (ADC, Support, Mid and You) team members defending the buff, as opposed to 3 (Mid, Top and You) if the enemy chooses to invade. This also allows you to gank either mid or top after you complete your route (the two important lanes to gank early to give an advantage).
The standard route is (depending on what team you're on):
Wolves > Blue > Wraiths > Wolves > Red > Gank
or
Wraiths > Red > Wolves > Wraiths > Blue > Gank
If Your Jungle is Invaded / Is Being Invaded
The enemy team might decide to invade your jungle. If this happens, you have to react quickly, or just let it slide completely. The safest option would be to just leave them and go to your other buff (if they are invading blue go to red and vice versa).
You might feel brave and try to fight them. Do this ONLY if you have your whole team with you, and if you have a better early game team (eg. people with CC and early game damage are good, such as



Another counter play you can do is to steal THEIR jungle. This requires help from your team, and fast reaction time. Go to the enemy buff and have your team do a hard leash for you. When the buff is down get the hell out of their jungle before they find out. This is also risky, but can pay off big time.


Cell Divison

Upon taking fatal damage, Zac splits into 4 chunks that attempt to recombine. If any of these chunks remain after 8 seconds, he will revive with 10-50% health depending on the health of the surviving chunks. Each chunk has 12% of Zac's maximum health, and 50% of his armor and magic resistance. This effect cannot happen again for 300 seconds.
Explanation:
Almost like a free guardian angel. This is a great passive to have. Sometimes people make the mistake of tower diving you only to find out you would just turn into these blobs that join together. I've survived countless tower dives because of this passive.
The activate part of this passive (when your ability hits an enemy a blob will spawn which can be picked up to return health to you) is both helpful and annoying. Helpful in the way that you can regain health back since your abilities cost health. Annoying in that you have to physically pick them up with

A good trick I found to help in the jungle was to use



Stretching Strike

Zac lashes out with an elastic punch, dealing 70 / 110 / 150 / 190 / 230 (+ 50% AP) magic damage to enemies in a line and slowing them by 20% / 25% / 30% / 35% / 40% for 2 seconds.
Explanation:
Not a very good ability. The damage is mediocre (can be useful though for low health opponents). The range on this ability is not that great (550 range), so you'll mostly be in melee range when using this ability.
One good thing about this is that it also slows opponents that it hits, and it passes through minions. An



Unstable Matter

Zac's body erupts, dealing 40 / 55 / 70 / 85 / 100 plus a percentage (4% / 5% / 6% / 7% / 8% (+ 2% per 100 AP)) of their maximum health to all nearby enemies (max 200 damage against minions and monsters) as magic damage.
Explanation:
Very high damage output ability. Has a very short cooldown so can be spammed while in team fights or in the jungle. This is the ability that gives

Remember that this can be used while in Let's Bounce form, so spam this while using your ultimate for extra burst.
Elastic Slingshot

Zac faces the cursor and begins channeling. After channeling or after reactivating the ability he launches himself towards the target location, dealing 80 / 130 / 180 / 230 / 280 (+ 70% AP) magic damage to all enemies hit and knocking them back for 0.5 seconds. The range of Elastic Slingshot increases based on how long Zac channels.
Can be cancelled by moving; refunding 50% of the health cost.
Max channel time: 0.9 / 1.0 / 1.1 / 1.2 / 1.3 seconds
Max range: 900 / 950 / 1000 / 1050 / 1100
Explaination:
One of the best ganking spells in my opinion. You can surprise the enemy by jumping over a wall and knocking them up. The range is slightly lower than I would have liked, so careful positioning is key to using this ability. Be very careful when timing this, because this does require a charge time to reach the full distance. Use this to gank when the lane opponent is near you. An ideal time to launch is when he/she is going in for a last hit.
Another use for this for when an enemy is fleeing. Slow them with


Let's Bounce
let's bounce
Zac leaps into the air and begins to bounce on the ground, up to a maximum of 4 bounces. Each bounce deals 60 / 240 / 320 (+ 25% AP) magic damage to nearby enemies, knocks them up for 1 second, and slows them by 20% for 1 second. Enemies hit more than once take half damage and are not knocked up.
Zac gains an accelerating movement speed buff (20-50%) and 75% crowd control reduction while active (does not reduce Suppression). Zac can right-click to move while in the air. While active, Zac is unable to activate Stretching Strike or Elastic Slingshot.
Maximum magic damage to a single target: 400 / 600 / 800 (+ 62.5% AP)
Explaination:
Very powerful ultimate with the potential to disrupt a whole entire team. In a teamfight try to use this to knock up as many people as possible and stick to the carry. Spam

Standard Gank
To perform this you will need a lane with either a stun, or for the person you're ganking to be overextended and close to the bush where you are in (needs to be in range of
Elastic Slingshot)
First, land an
Elastic Slingshot on the person you're ganking. Follow up with
Unstable Matter for damage, then hit them with
Stretching Strikes for the slow. If you are level 6+ you could also use Let's Bounce if they attempt to run or if you think they might have a chance to escape. If you have color=red]red buff[/color] it also helps. Get your partner to stun to make landing [[Elastic Slingshot easier. Be sure to time
Elastic Slingshot correctly, so that the opponent doesn't go out of range before you finish charging and targeting their position.
Close Quarters Gank
This is harder to pull off due to
Zac's short range, but is viable if you can't land
Elastic Slingshot. To do this your lane partner must have some form of CC (slow is viable, but stun is even better), and you must have good position. If the enemy has flash or an escape skill this won't be as effective.
When the enemy is engaged on by your partner or is overextended, charge them and land
Stretching Strikes to slow them. Assuming they don't flash, charge up
Elastic Slingshot and hit them while they are still slowed to knock them up. Follow up with Let's Bounce to knock them up again and slow them while your partner catches and up. Spam
Unstable Matter while you are bouncing for extra damage output. This is harder to pull off but could potentially work better depending on the situation and positioning of the enemy.
Full Burst COMBO!
This delivers pretty good burst to squishy targets. Also provides good CC. Use this when the enemy team is bunched up together or you need to 1v1 someone.
Start off with Let's Bounce. Bounce in their faces and spam
Unstable Matter while bouncing. If you stayed with them the whole time they should still be slowed by 20% by the time your ultimate ends. Use
Stretching Strikes to continue slowing them. Charge up
Elastic Slingshot and hit them while they are slowed to knock them up again. Continue spamming
Unstable Matter until they are dead.
Timing and positioning and quick reaction is required to charge up and fire
Elastic Slingshot while the enemy is running away from you, so be sure to always use
Stretching Strikes to slow them before you attempt to jump on them. The burst delivered from this is huge. Use this to stay on carries in teamfights. If possible, disrupt the whole team by knocking them all up with Let's Bounce.
*Warning: This won't be effective against tanks with high health or magic resist. If the enemy has flash or an escape skill this may not work.
To perform this you will need a lane with either a stun, or for the person you're ganking to be overextended and close to the bush where you are in (needs to be in range of

First, land an




Close Quarters Gank
This is harder to pull off due to


When the enemy is engaged on by your partner or is overextended, charge them and land



Full Burst COMBO!
This delivers pretty good burst to squishy targets. Also provides good CC. Use this when the enemy team is bunched up together or you need to 1v1 someone.
Start off with Let's Bounce. Bounce in their faces and spam




Timing and positioning and quick reaction is required to charge up and fire


*Warning: This won't be effective against tanks with high health or magic resist. If the enemy has flash or an escape skill this may not work.
Thank you for reading my guide.
Zac is a very powerful jungler with the ability to disrupt the enemy team with his ultimate Let's Bounce and cause considerable damage with
Unstable Matter. He is also adept at ganking with
Elastic Slingshot and
Stretching Strikes. His ability kit is very unique and fun. I strongly suggest you either try Zac when he's free or buy him to see if you enjoy him. Not many people are playing him right now, but I'm sure that will change.
Once again, thank you very much for taking the time to read my guide. I've spent a lot of time making this guide so I hope you enjoy it and that it helps you become a better
Zac player.
If you would, please take the time to up vote my guide so other people can see it. I'd appreciate some comments and feedback too!
Have fun dominating the jungle with everyone's favorite blob.
~ChronoPoison




Once again, thank you very much for taking the time to read my guide. I've spent a lot of time making this guide so I hope you enjoy it and that it helps you become a better

If you would, please take the time to up vote my guide so other people can see it. I'd appreciate some comments and feedback too!
Have fun dominating the jungle with everyone's favorite blob.
~ChronoPoison
April 9th, 2013
-Added a few more items to the Items chapter.
April 4th, 2013
-Changed the masteries slightly. Instead of Crowd Control Reduction, have reduced time spent dead, reduced critical strike damage, and 1 armor and magic resist for each nearby champion. This will allow you to be more tankier, and respawn faster when you die.
-Removed "Guide is under construction" part in the introduction chapter
April 3rd, 2013
-Added some items to the "Items" chapter.
-Redid the entire summary.
April 2nd, 2013
Guide was published! Some chapters are not complete yet, but the guide is about 80% finished. I still have to test
Zac out some more and change the graphics a bit, but the basics are completed. Enjoy :)
*Also redid the abilities and explanation to be easier to understand.
March 31st, 2013
Guide started. Some credit goes to IWillDominate's guide on http://www.lolpro.com/. His guide helped me get a basic understanding of Zac.
Times are based on Australian times (since I do live in Australia!). 6+ hours of blood, sweat and tears have been put into making this guide (not including testing).
-Added a few more items to the Items chapter.
April 4th, 2013
-Changed the masteries slightly. Instead of Crowd Control Reduction, have reduced time spent dead, reduced critical strike damage, and 1 armor and magic resist for each nearby champion. This will allow you to be more tankier, and respawn faster when you die.
-Removed "Guide is under construction" part in the introduction chapter
April 3rd, 2013
-Added some items to the "Items" chapter.
-Redid the entire summary.
April 2nd, 2013
Guide was published! Some chapters are not complete yet, but the guide is about 80% finished. I still have to test

*Also redid the abilities and explanation to be easier to understand.
March 31st, 2013
Guide started. Some credit goes to IWillDominate's guide on http://www.lolpro.com/. His guide helped me get a basic understanding of Zac.
Times are based on Australian times (since I do live in Australia!). 6+ hours of blood, sweat and tears have been put into making this guide (not including testing).
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