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Zac Build Guide by DjapeFromSerbia

Jungle Zac , Jungle Guide for Season 13 [ Patch 14.19 ]

Jungle Zac , Jungle Guide for Season 13 [ Patch 14.19 ]

Updated on September 28, 2024
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League of Legends Build Guide Author DjapeFromSerbia Build Guide By DjapeFromSerbia 1091 76 2,907,234 Views 38 Comments
1091 76 2,907,234 Views 38 Comments League of Legends Build Guide Author DjapeFromSerbia Zac Build Guide By DjapeFromSerbia Updated on September 28, 2024
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Runes:

Resolve
Aftershock
Font of Life
Conditioning
Revitalize

Inspiration
Magical Footwear
Cosmic Insight
Bonus:

+10% Attack Speed
+10-180 Bonus Health
+10-180 Bonus Health

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Mosstomper Smite

Mosstomper Smite

Threats & Synergies

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


+ Tank/Bruiser.
+ Can avoid usual warding spots while ganking.
+ No Mana.
+ One of the best teamfighters.
+ Best engager.
+ Can peel for your carries.
CONS


- Weak Duelist.
- Passive is useless in some situations.
- Hard to contest scuttle crab level 3/4.
- Stuggles to take first/second drake alone.

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Early Game vs Late Game





Early game



+ Fast clear for a tank
+ Good gank potential after level 5
+ No one has Grevious Wounds
- 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 % max 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 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: Zac needs Flash because it grants him the ability to engage or disengage quickly especially using Stretching Strikes + Flash on an enemy for autoattack. Without Flash, Zac's mobility and surprise factor are significantly diminished, making it harder for him to make impactful plays.
SMITE: You are the jungler, so obviously you should take Smite. As for upgrade, I prefer Mosstomper Seedling, it gives you additional tenacity and shield is always nice.
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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.



Future's Market is great rune choice for tank junglers that want's to rush Bami's Cinder, because you will be able to buy it after first clear, cause of debt you can go in.


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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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Mythic Items Options



Ideally, this should alway be your Mythic choice in the games. But it's more expensive than Evenshroud and Radiant Virtue and in games in which you are behind you should probably consider rushing one of other items instead. Especially if you have exact gold ammount to buy of the cheaper options.

This item is really good on Zac, if you are ulting you probably already took some damage and you will be healed by it's passive. It makes you more tankier and is really good item overall if you are behind.

Personally, I don't build this item that often, it's really rare that you want to build it considering it's soloQ and you don't know if playing around your team is good idea. Only times I build this item is if I have hyper carry that is fed, and I'm behind myself, so I just try to help him do more damage.

Again, item that is primarly supportive type, I build it sometimes if I rush Demonic Embrace and Sunfire Aegis as my first two items, and enemies have either Karthus or some fed assassins. If you build this your playstyle is a bit different considering you need to be near your team to use it effectively.

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Legendary Items Options



This item is really good rush item for Zac, even after the nerfs, it speeds up your clear by a big margin and gives you potential to duel and carry some of early game skirmishers.

I love to buy Bami's Cinder after first full clear, you will have enough gold even if you don't have any kill participation if you are running Future's Market. It speeds up your second clear, which usually feels the worst. You can upgrade to Sunfire Aegis after completing Demonic Embrace or just keep it at Bami's Cinder and proceed to build mythic item of your choice.

One of the best items you can rush on Zac after mythic. With Sunfire Aegis and one Warmog's Armor you will have bonus of 1100HP, which activates the threshold of this item.

Always have been good item on Zac and even after item changes it still is really good option, it increases your healing from Cell Division and Jak'Sho, The Protean.

Really good last item for almost every tank in the game. Sometimes you can build it even earlier if enemy team doesn't have bruisers and you only need to soak one big source of damage like Veigar'r or Evelynn's ultimate. Also is really good vs mixed damage team compositions.

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Control Warding




Once you hit level 9 on Zac and unlock max level of Elastic Slingshot you will have opportunity to gank from really specific spots on the map, which is of course really good thing, but enemies should be aware of it too. So you should have Control Wards in specific bushes to Guarantee you not to be seen during the cast of Elastic Slingshot.
On picture bellow I marked spots/bushes where you should place your Control Wards if you want to make sure enemies have no vision on you while casting Elastic Slingshot's, besides that red dot's are spots where you should be standing.


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Synergies




Orianna is great pairing with Zac because of her Command: Protect which she can cast on you during your Elastic Slingshot cast, just be careful not to jump out of her maximum range otherwise her ball will go back to her. After you land your E, she can use Command: Shockwave to group enemies together, and you can use Stretching Strikes to extand cc on target's she grouped with her ultimate. You should be able to get two casts of your Unstable Matter during this time and you can always use Let's Bounce! if you want to continue CC chain.



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