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Recommended Items
Runes: My Favorite
+8 Ability Haste
+6 Armor
+65 Base Health
Spells:
Flash
Smite
Items
Ability Order General
Cell Division (PASSIVE)
Zac Passive Ability
Threats & Synergies
Lillia
I don't like Lillia. The Liandry's hurts. She is too fast to E unless she runs into it and can run circles around you. You out gank her well early tho. My most common 12.16 ban.
Yasuo
This is possibly the best synergy in the game.
Yasuo
This is possibly the best synergy in the game.
Champion Build Guide
For more information head to the Zac Wiki
Passive Abilities spawn blobs, blobs heals for a portion of Zac's MAXIMUM HEALTH increasing with ult ![]() ![]() ![]() ![]() |
Q Zac throws out his arm, if it hits something he pulls it together with the next thing he autos. After Zac hits a unit with Q a circle will appear around the unit. This indicates the slam radius, if you auto something in this circle they will slam together and deal AOE damage at the point of collision equal to the Q damage. If you auto something outside of the circle the two things will be pulled together, but not all the way, and therefore no collision or collision damage. Your Q will stay on the target a little outside the white circle but has a max range where it will drop off. You can flash outside that range and quickly auto to bring together two things that are quite far apart. The Q, auto, and slam do the same damage. The auto after Q doesn't really count as an auto and won't proc ![]() ![]() ![]() ![]() ![]() ![]() |
W Damage around Zac (flat + percent of enemy max health), cooldown reduced by 1 for each blob. Be careful picking up blobs too close to W coming up to not waste cooldown reduction. You can be in auto range for Zac, but not in W range, so I often move a little closer than I need to. Spam W as much as possible in the jungle. |
E Zac charges and dashes. Probably the most important Zac ability. Gives a blob for each champion hit (1 given for just hitting something). Try to charge out of vision whenever possible. Knockup scales with charge time, but the damage is constant. Knockups knock you out of the air and stop your E. You can walk out of E to cancel and it refunds half the cooldown. Try to release E at people when they are doing something (ex stuck in place last hitting a minion). If you are worried about enemies getting away, favor the side of them closer to their nexus. You can E even further behind to predict dashes or flashes. If you E on top of yourself you can make the animation much faster. Almost all my Es are fully charged or near-instant. |
R Bounce around, speed up, spawn blobs, spam W. Treat movement after ult similiar to ![]() |

The most commonly used flashes are when I miss an



Ghost (6/10) In theory, I guess it is possible to maybe take ![]() ![]() ![]() |
Heal (6/10) You get things that synergize with healing like ![]() ![]() |
Ignite (6/10) Let's burn some ****. ![]() |
Exhaust (6/10) This is a pansy summoner, but it isn't bad for early ganks and scales into late by exhausting carries or stopping dive. Needs more research. |
Barrier (3/10) Cause you heal like a lot so they might have Anti-Heal so with reduced healing barrier might be better, but just go ![]() |
Teleport (2/10) Ever wanna farm so much you are never with your team. You can even TP to you blobs for op combo (this is a joke, please don't) |
Mosstomper Seedling The tenacity and shield work well on Zac as he often hard engages and this helps him survive the focus. |
Gustwalker Hatchling The movespeed doesn't synergize super well with Zac. His primary engage isn't movespeed, but E. |
Scorchclaw Pup The slow is often stacked with other Zac CC. |
Ionian Boots of Lucidity Good in general. The ability haste is great for Zac and the summoner spell haste is good too. The boots are also cheap. If you want them, build them earlier than most boots to take advantage of the price and stats. I go them as a default and often, like 55% of games. |
Plated Steelcaps Good against auto attacks. Good against ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Mercury's Treads Good against crowd control. Good against champs like ![]() ![]() ![]() ![]() ![]() |
Radiant Virtue Radiant Virtue gives Zac a mean teamfight. You can fish for your fight and when you find it use Ult for a big boost. |
Jak'Sho, The Protean Jak'Sho gives more damage and works better in long fights against tankier team so you can get it online, but I personally prefer a more in and out style. |
Heartsteel Heartsteel is a lot of health, but that is mostly it and with building Demonic early, you are healthy but take a lot of damage with low resistances. |
Frostfire Gauntlet Gauntlet gives more pick, but the Gauntlet slow often gets stacked with general Zac CC. The slow field does not activate on the Q auto. |
Anathema's Chains The raw health is great for your passive (passive gives you a percentage of your max HP) and general tankiness, especially given you have resistances from Sunfire or Gauntlet. The passive is pretty good, but does not reduce true damage so best against things like Divine Sunderer or Liandry's Torment which are health based non-true damage. The reverse tenacity isn't great for you as you knock up a lot, but smite slow, Q slow, and ult slow with teammate follow makes it okay. You can also use the activate on an AD target and build more MR or vice versa. |
Warmogs Similar to Anathema's Chains, the raw health is great for your passive (passive gives you a percentage of your max HP) and general tankiness, especially given you have resistances from Sunfire or Gauntlet. The passive is okay, you heal great off anything so a random camp can have the same effect, but you can fade into fog and get your health back and E back in fairly quickly. |
Gargoyle Stoneplate A great item as Zac often jumps in and becomes a clear focus for the enemies and Gargoyle prevents you from getting bursted after Aftershock or if you don't get Aftershock so you can get blobs and survive, but the components aren't great, the price is high, and it requires bonus health so I would go it a bit later (at earliest 3rd item not including boots, but generally 4th or 5th) |
Spirit Visage The healing passive is great and historically this item has been Zac's go to, but I don't find too many enemy teams rolling in AP and Warmogs/Anathemas + Thormail generally feel better as a second and third item to me. |
Abyssal Mask Strong item, you make good use of the passive as you often are going into the center of the enemies. MR and health are quite nice, and it is cheaper than Spirit Visage. Good if both teams have high magic damage. |
Thornmail Everyone heals nowadays (well not everyone, but healing is quite common) making this item really good. And it hurts people focusing you, increasing your damage. The stats are quite bad, however. |
Randuin's Omen Randuin's is just a strong item, the fact that Zac builds a lot of health works well with the passive. It gives a lot of armor with relatively low health so if that's what you need, it does a good job. Generally good a couple items in (3rd item or later not including boots) |
Sunfire Aegis The burn and tankiness are super nice. With the buffs in 12.23, requires more testing, but I am not sure the item is good enough. |
Demonic Embrace Health is great on Zac and AP is pretty good too. The passives synergize well with you too. You apply the damage portion well as you have great AOE and constantly a constantly hitting spell in W ![]() ![]() ![]() ![]() ![]() ![]() |
Dark Seal If you have a slot for it, the item is stellar. At a single stack it gives 1 under the AP of ![]() |
Mejai's Soulstealer Synergizes well with Zac since he dies much less than other champs especially with the passive. The flat AP gives plenty of benefit for Zac. The fact that it is a full item and gets Mythic stats for cheap is quite nice and the health is nice. Best if you want the game in your hands, unnecessary risk if your team is winning anyway. At 10+ stacks it is a good item and the movespeed is super nice. At 20 stacks it gives 120 AP, as much as the strongest AP items base with 10% bonus movespeed and 100 health. Also I would avoid going ![]() |
Statistical analysis of items with help of the League of Legends Wiki.
Value Per Point
| |
Health |
2.94
|
Armor |
18
|
Magic Resist |
18
|
Ability Haste |
26.67
|
Base Health Regen |
1*
|
Note: Health Regen should be 3, but boy is it not worth that on Zac. Armor should be 20, I don't think it is worth more than MR from a benefit to Zac perspective so it is 18. Health should be 2.67, I think it should be more due to how well it works on Zac, moved up to 2.94 or +10% and I think I could have moved it up more, but wanted to be conservative in moving amounts.
Thornmail
|
|
Zac isn't in a great spot currently. Tanks as a group are a little weak with mythic changes and I feel the jungle changes were relatively better for single target and damage junglers.
The meta is not the best for him in terms his class (tank) and the meta champs. Zac likes tanky and squishy enemies most.
For tanks:
They aren't doing so hot often being replaced by sustain bruisers that build things like







For squishies:
Mobility is kind of high in League at the moment.


Rank

In general, if you want to climb play something fun as boredom is the biggest threat. Any jungler played well can be very effective except maybe

Some possible suggestions based on what you like
Ganks: Vi, Zac, J4, Twitch, Gragas, Elise
Early Damage: Elise, Xin
Late Damage: Kha, Rengar, Yi, Noc
Micro Easy: Xin, Amumu, Rammus
Micro Difficult: Lee, Rengar
Teamfight: Zac, Amumu, Fiddle
Everything: Hec, WW
Also, I would also advise you to face your fears. You are allowed to have preferences in champion (mine, uh, is Zac), but not knowing how to do something and masking it instead of addressing it limits your ceiling for any champ.
Not being able to invade and playing a champion that doesn't often do it like







(You can choose any champ strong in these areas, these are just examples)
Champs with low mobility and limited CC are easiest to gank
Easiest to Hardest to gank







Champs who have hard CC, high mobility, high damage are easiest to gank for
Easiest to Hardest to gank for (post 6)







It also depends on the matchup.








Similarly,




Most junglers have the right to invade you early, you can switch up your pathing to avoid them, like starting the same side as them or invading them when they invade you. Learn as best you can what champs invade you (for example


I like to hold





I like to ward while doing my 2nd buff in the location I think is most likely to catch an invade, usually the bush you pass going between raptors and river or the bush you pass going between blue and river. If they do invade, ideally you invade them. You will rarely be able to 1 v 1, but if your lanes collapse you may be able to kill or force them out. Try to waste their time and steal with smite. Hold

If the enemy jungle ganks and you are nearby: consider counter ganking
If the enemy jungle ganks and you are not nearby: consider ganking near you with no fear of a jungle counter (nearby lanes can still rotate or tp), invading, or taking an objective like


- Hit the healthiest part of the camp to clear faster (your AOE hits more things), but you often take more damage as a trade-off (the small parts of the camp hit you for longer), this is fine for the most part as Zac has great sustain
- Let camps bleed out from
Emberknife or
Hailblade bleed passive and
Red Buff. Ex one W
Unstable Matter kills all the smallest
Krugs while you walk away (if they don't reset super quick).
- Picking up blobs later, smiting later, and potting later means abilities hurt you less in the jungle (ability's cost based on CURRENT health), I try to get two w’s off before picking up blobs early
- Stay out of vision as much as possible, late-game most champs hover with the team, Zac stays anywhere that is in range of E and out of vision so you can keep waiting for an E and then pull the trigger when they show you something good. (See Late Game for tips on places to sit)
- Take
Blue Sentinel and
Gromp together whenever possible
- Q before ulting for the most part unless you get a super good ult now and enemies will move soon. It allows you to wait out the cooldown on Q while you ult and if they flash you keep ult (I see this a lot in people I coach)
- When ganking try to use people autoing minions to gank them, it freezes them in place and you know where they will be to hit the minion
- Learn to time your CC so enemies can never play and avoid stacking CC.
- You can solo drakes and most people don't check. I tend to solo when I get
Bami's Cinder. Soloing is best to do if scuttle is down and I don't think the enemy bot or mid will roam or jungle will enter river to invade, gank, or take dragon themselves. Often I pink the drake, sweep it, or Scryer's Bloom (the blue plant) (this gives away your position, however so be aware). If there is a ward just clear it or leave it and don't take dragon.
Start with a full clear, either way, but think about if you would prefer to gank top or bot and start on the opposite side. Once you become level 3 I would be looking to gank either nearby lane (mid and top if you started bot, or bot and top otherwise). After the clear, I would check scuttle, if they are on it, they can have it unless your team has great pressure or they are low (Zac isn't good in the early 1 v 1). Then back if you find yourself with nothing to do and start the second camp so krugs or grump, and you can play for the scuttle if it is up on that side.
The rest of the early game you work your way back and forth with camps, while looking for ganks, if you see one close, gank, if you don't see one close, go to the next camp.
Watch me spectate one of my games and walk through my thought process Gameplay Commentary
The following are places I like to sit while my team pushes 2nd tier mid. The name of the game is being in E range and as close as possible while out of vision. Blue J represents Zac, Blue S represents your team, Red S represents their team, Green Dot represents ward.







Zac Likes
- Champs that can't dash (
Malzahar,
Xerath)
- Squishy champs that can be bursted (
Elise,
Aphelios,
Twisted Fate)
Zac Dislikes
- Champs that can stop his jump (
Poppy,
Gragas,
Janna,
Thresh,
Alistar)
- Champs that protect others (
Ivern,
Taric,
Lulu)
- Bruisers that Zac cannot get through but sustain off him (
Mordekaiser,
Olaf,
Darius)


Zac's early game leaves something to be desired. The clear and ganks are good, but he is fairly vulnerable to invades as his champion dueling is weak. He prefers fights with more people in them as every ability is AOE and the Q even does better against multiple enemies. He lacks the survivability to sustain well and due to less ability casts and heals less with fewer points in his ult.


Mobility DPS Burst Clear Speed Sustain/Health Engage/Ganking Poke Tankiness 3 v 3 2 v 2 1 v 1 Sum |
Early game: 3 3 5 6 8 8 2 8 5 4 2 54 |
Mid game: 9 4 3 5 9 8 2 8 8 5 3 64 |
Late game: 8 4 3 4 9 8 2 7 7 6 3 61 |
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