Zac Champion Guide

Zac Champion Guide

Role: Tank

Lane: Jungle

Last update: Patch 15.4.1

Tier A

Abilities

Cell Division
Stretching Strikes
Unstable Matter
Elastic Slingshot
Let's Bounce!

Summoner Spells

Guide Author

Rest API User

Zac Runes

rune_table Resolve

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rune_table Precision

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shard
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Champion short description:

Zac, the secret weapon, was created by a toxic substance that had dripped out of a leaking Chemtech tank and formed a pool in a secluded cave in Zhaun’s pit. Despite this humble origin, Zac has evolved magnificently – from primordial soup to a thinking being that dwells in the pipes of the city, occasionally leaving it to assist the helpless or rebuild Zhaun’s crumbling infrastructure.

In the Summoner’s Rift, Zac’s abilities offer you everything you could wish for in a tank. He has great stamina, as his passive provides plenty of sustain. His Q, E and Ult provide plenty of CC to keep your opponents at bay and the E allows you to open up fights from long range. Zac’s base damage values are quite high for a tank, so enemy carries can’t ignore you as you can threaten them effectively.

One of Zac’s strengths is that he has one of the best Engages in the entire game with his E, allowing him to apply excellent ganks. Since he can simply jump over walls into a lane, the usual wards are only of limited use against him and your opponents often forget to adjust their wards accordingly. You can use this to surprise them with creative gank angles. Zac is also very tanky and difficult to kill because of his passives. Because of all these good qualities, Zac must of course also have some weaknesses. These include the fact that he is not a good duelist and can be easily defeated by many junglers in 1v1. This makes him vulnerable to enemy invades, especially in the early game. Furthermore, since Zac pays for his abilities not with mana but with a percentage of his current health, his tankiness depends on effectively utilizing the heals of his passives, which can be reduced by gaping wounds. So if your opponents buy items with healing reduction, this hurts Zac significantly more than other tanks.

In terms of his mechanics, Zac is a champion who is easy to learn but can take a lot of time to truly master. He is therefore beginner-friendly, but at the same time has the potential to accompany you all the way on your climb and still be effective at high Elo.

Skill Order

Skill Priority

Elastic SlingshotE
Unstable MatterW
Stretching StrikesQ

Skill Order

Stretching StrikesQ
Stretching Strikes
Unstable MatterW
Unstable Matter
Elastic SlingshotE
Elastic Slingshot
Let's Bounce!R
Let's Bounce!
Cell DivisionP
Cell Division

Mostly best

2
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1
8
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13
3
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6
11
16

Description Skill Order:

Zac’s passive is “Cell Division”, which increases your survivability through 2 effects. Firstly, Zac loses a chunk of himself every time he hits an opponent with an ability. These clumps can be picked up again, which heals Zac by a percentage of his health points. The other effect of the passive occurs when Zac takes fatal damage. If his passive is ready, he first disintegrates into 4 lumps instead of dying immediately. These clumps try to reunite and if your opponents do not manage to destroy all the clumps within a few seconds, Zac will be revived. This part of the passive has a cooldown time of 5 minutes and how many health points Zac regains when he is revived depends on how many remaining health points the clumps were able to reunite with. Each lump has 12% of Zac’s maximum health points and 50% of his resistances. This passive allows you to engage very aggressively as long as you have support from your team. If things do get tight, the passive buys your team a lot of time to win the fight. Team members can also use the teleport summoner spell to keep your lumps alive for longer and ensure you revive. Zac also has a hidden passive that increases his appearance and hitbox as his maximum health increases.

At level 1, you skill Zac’s W “Unstable Matter”, which causes Zac to explode when activated, dealing a percentage of his maximum health as damage to nearby enemies. The cooldown of this ability is 5 seconds, but is reduced by 1 second each time Zac picks up a lump from his passive. In addition, the percentage damage to minions and jungle monsters is capped at 200 points, as Zac could otherwise defeat epic monsters and super minions far too quickly. This ability gives you a constant damage output, allowing you to keep working on your opponents in long fights. It is maximized second, as the cooldown is not reduced by additional ability points.

At level 2, you then take Zac’s Q “Stretch Strike”. When activated, Zac stretches an arm in the selected direction, slowing the first enemy hit and dealing magic damage. In addition, his arm sticks to the enemy and Zac’s next autoattack gains additional range, deals the same additional damage and also slows. If Zac performs this next autoattack on another opponent, he hurls both opponents towards each other. If the two collide with each other, both of them and all other surrounding enemies will receive additional magic damage and will also be slowed. The strength of the slow is 40%. You usually follow up your Engage with this ability to CC one or two of your opponents further. It is also good for peeling your carries in front of enemy divers. As the damage does not increase very much with additional ability points, maximize this ability last.

As soon as you reach level 3, complete your set of basic abilities with Zac’s E “Elastic Slingshot”. If you hold down this ability, Zac will anchor his arms to the ground and tense up to fling himself towards the selected target as soon as you release the E. In the first 0.9 seconds, the range of the E increases the longer you hold it down. At the target location, Zac deals magic damage to all enemies hit and throws them into the air for 1 second. Zac creates an additional lump, which he can collect, for each enemy champion he hits. This ability can be canceled by a move command, in which case half the cooldown and health cost is refunded. The maximum range of his E also increases with additional ability points, which is why you maximize the E first.

Zac’s ultimate ability “Hop Let’s Go!” can be leveled as usual at levels 6, 11 and 16. This ultimate initially has a passive effect that increases the healing of your passives for each lump you collect. This means that Zac’s sustain gets stronger with every point in his ult. When the ult is activated, Zac jumps, bouncing 4 times, flinging enemies he hits into the air and slowing them by 20% for 1 second. Each bounce deals magic damage to enemies, with increased damage for the first hit and only the first hit per enemy throws them into the air. While hopping, Zac gains additional movement speed, which increases from 20% to 50%, and can continue to activate his W. With this ult, you therefore have a good follow-up to continue CCing your opponents after your E-Engage (and possibly your Q). It is also excellent for interrupting enemy engages and zoning opponents.

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Items you can put on Zac buy

Description of the build path:

Zac is a classic tank jungler. This means that, as with tanks in other roles, we mainly need items that give us life, armor and magic resistance. However, we also need to clear the jungle properly, which is why items that also deal damage to nearby enemies are particularly helpful.

Gameplay und Laning

Laning Phase

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