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Zac Build Guide by DjapeFromSerbia

Jungle platinum

Zac , Jungle Guide for Season 10 [ Patch 10.15 ]

By DjapeFromSerbia | Updated on July 27, 2020
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Runes:

Resolve
Aftershock
Demolish
Conditioning
Revitalize

Inspiration
Magical Footwear
Cosmic Insight
Bonus:

+10% Attack Speed
+6 Armor
+15-90 HP (lvls 1-18)

Spells:

LoL Summoner Spell: Chilling Smite

Chilling Smite

LoL Summoner Spell: Flash

Flash

LeagueSpy Logo
Jungle Role
Ranked #37 in
Jungle Role
Win 53%
Get More Stats

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Table of Content

Guide Details
x Introduction


Champion
x Abilities
x Pros / Cons
x Early Game vs Late Game
Pre-Game
x Summoner Spells
x Runes

In-Game
x Jungle Pathing
x Items
x Control Warding
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Introduction




WHY YOU SHOULD PICK ZAC?

Zac is best engaging machine in the game, and his Elastic Slingshot is one of the most satisfying abilites in the game. He is primarly tank, but also could be played as AP bruiser, considering his % health damage on his Unstable Matter.
If you want to play Zac, you need to understand that Zac is not dualist, Zac doesn't have burst potential (unless you are not building him full AP). What Zac actually is, that he is GODLIKE engager with his Elastic Slingshot and has insane peel potential for carries with his Let's Bounce! and Stretching Strikes.


I hope you will enjoy reading the guide as much as I enjoyed making it, and even more important, that you will learn something out of it! Also, I would be more than happy to answer on all of your questions, so don't hesitate to ask!
Good luck with bouncing in soloQ!
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Abilites



PASSIVE
Cell Division

Each time Zac hits an enemy with an ability, he sheds a chunk of himself that can be reabsorbed to restore 4% of his maximum health.
Upon taking fatal damage, Zac splits into 4 chunks that attempt to recombine. If any of these chunks remain after 8 / 7 / 6 / 5 / 4 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 ability has a static cooldown and is unaffected by cooldown reduction.

The revival speed is increased every 4 levels.

Q
Stretching Strike

Zac stretches his left arm in the target direction, dealing 40 / 55 / 70 / 85 / 100 (+30% of ability power) (+2.5% of Zac's maximum health) magic damage and slowing the first enemy hit by 60% for 0.5 seconds, as well as attaching it to the target for 2 seconds.

While his arm is attached, his next basic attack is replaced by a second Stretching Strikes, gaining 125 bonus attack range and dealing the same magic damage and slow.

If both Stretching Strikess affect two different targets, he flings them against each other, dealing the initial magic damage around the point of collision and applying the slow again.
W
Unstable Matter

Zac's body erupts, dealing magic damage equal to 15 / 30 / 45 / 60 / 75 plus 4 / 4.5 / 5 / 5.5 / 6% of their maximum Health to all nearby enemies (max 200 damage against minions and monsters). Picking up a chunklet reduces Unstable Matter's cooldown by one second. Hitting a jungle monster allows Zac to walk through them.

E
Elastic Slingshot

Zac faces the cursor and begins charging for up to 1 second. Upon reactivating the ability, he launches himself towards the target location, dealing 60 / 110 / 160 / 210 / 260 (+90% of ability power) magic damage to all enemies hit and knocking them back for 0.5-1 second(s), based on how long Zac charged Elastic Slingshot. Zac creates extra chunks for each additional champion he hits with this ability.

Can be cancelled by moving or after 0.9 / 1 / 1.1 / 1.2 / 1.3 seconds of channeling, refunding 50% of the health cost and halving the cooldown.
R
Let's Bounce!

Zac bounces 4 times, knocking back and dealing 140 / 210 / 280 (+40% of ability power) magic damage to enemies he hits. While bouncing, Zac gains 20% - 50% bonus movement speed and can cast Unstable Matter.

Enemies hit by Let's Bounce! are slowed by 20% for 1 second after being knocked back. Enemies hit by multiple bounces take 50% less damage for every bounce beyond the first and are not displaced more than once.
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Pros / Cons



PROS


+ Tanky.
+ Can avoid usual wards while ganking.
+ No Mana.
+ Huge teamfight potential.
+ One of best engagers.
+ Good Peel.
CONS


- Low 1v1 potential.
- Passive is useless in some situations.
- Hard to contest scuttle crab without help.
- Stuggles to take clears drake alone.
- Grievous wounds counters you hard.
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Early Game vs Late Game





Early game



+ Fast clear
+ Big gank potential level 5
+ Your heal is not countered
- Weak dualist
- Passive can be useless sometimes




So, as Zac in early game you want to focus more on level up to level 5 when you get access to level 3 of Elastic Slingshot and after that, you can jump over bigger walls and avoid usual warding spots.
Late game



+ Huge engage potential
+ Solid damage to neutral objectives, because % health damage on his Unstable Matter
+ Cell Division is better in late game , because blobs has % of Zac's resistances.
- Heal get countered by Grievous Wounds.



For late game, Zac is just so powerfull engaging machine. After taking 5 points in your Elastic Slingshot on level 9, you practicly can engage from red buff to Baron, from tribushes to sidelanes etc...
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Summoner Spells




SUMMONER SPELLS
-
FLASH: Pretty standard spell to take on most champions and Zac is not exception.
SMITE: You are the jungler, so obviously you should take smite. As for upgrade, I prefer Stalker's Blade .
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Runes



Aftershock is obviously the best choice here, becuse you can proc it with your Stretching Strikes, Elastic Slingshot and Let's Bounce!. Aftershock allows you to survive in teamfights after your initiate.



Demolish or Font of Life are the two vailable options here. I like to take Demolish because it allows you to take turret platings much easier after successful ganks, which is really important, at least in preseason.



Conditioning is best for all tanky junglers, and Zac is not exception.



Revitalize is the rune you MUST TAKE on Zac because your Cell Division's healing.



As Zac you don't need early boots, because you are usually ganking with your Elastic Slingshot, so this rune is really good, practicly gives you free 300 gold after 10 minutes.



Cosmic Insight is great rune for many junglers which are going for Inspiration tree, it gives you faster clears, because of it's cooldown reduction, but also Smite cooldown is lower.


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Jungle Pathing





RED SIDE
For jungle clear on red side, I'm always going for Red Brambleback starting with my Unstable Matter. After taking red, I'm taking Krugs and Raptors afterwards to get level 3. In situations where I want to level 3 gank top I take Raptors after Red, and go to Krugs .

BLUE SIDE
Jungle clear on blue side is really similiar to red, I always take Red first, and then I, based on matchups, decide if I want to gank Mid lane, then I'm taking Krugs into Raptors , or the other option is to take Raptors first and after taking Krugs look for potential gank on Bot.

If gank is not available I just continue full clear, back to base and get my Bami's Cinder.
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Items



This is the best jungle item upgrade for Zac, it gives you more damage output in your ganks, it's also good to stay on your target for more damage over time with your Unstable Matter and Stalker's Blade - Cinderhulk.

Like many tanks, Zac want's to build either Mercury's Treads or Ninja Tabi. I prefer Mercury's more, but of course it depends on enemy team comp. If they are more autoattack based I'm taking Ninja Tabi.

One of the best items you can rush on Zac with scaling hp which you should take from your runes and one Ruby Crystal you will have 3000hp on your 12th level, which activates threshold of this item.

Deffinetly best item to go for after finishing your Warmog's Armor, because it's increasing your healing not only of your Cell Division, but also of your Warmog's Armor.

This item is really good for Zac. First of all, you will have more sustain vs AD dealers, but also this item allows you better peel for your carries in team fights. Randuin's Omen is good for catching people in late game too, beacause of its active slow.

With this Item you can save your carries in team fights by getting oneshoted from enemy assassins. Also it has good deffensive stats(Armor and Magic resistance).
Locket of the Iron Solari is scaling with your hp which is great for Zac, considering you are building Warmog's Armor.

This item is really good in team fights, giving you +100% bonus health for 4 seconds.
It gives you 80 armor and magic resist, for just 2500 gold with good active, so this is definetly item you shoul look for as your last.

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Control Warding




As Zac you always want to have at least one control ward, just to be sure that enemies don't have vision from your usual spots to gank. In early game that almost never happends, but in mid game, people start ward deeper than in early.
So there is some spots where you should have pink ward, depending where are you ganking from.

League of Legends Build Guide Author DjapeFromSerbia
DjapeFromSerbia Zac Guide
Zac , Jungle Guide for Season 10 [ Patch 10.15 ]
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