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Champion Guide8 min read

Best Zac Build & Guide (2026) — League of Legends

The definitive Zac build guide for 2026. Optimal items, runes, ability order, jungle tips, and matchup advice backed by data from thousands of ranked League of Legends matches.

Zac is League of Legends' Secret Weapon — a vanguard tank jungler who engages from extreme range with Elastic Slingshot's massive charged leap and knockup, slams nearby enemies with Unstable Matter's percent max health AoE, slams two targets together with Stretching Strikes' dual-target grab, bounces through entire teams with Let's Bounce!'s multi-hit knockback and displacement, and revives from death through Cell Division's bloblet resurrection passive. He builds full tank items like Hollow Radiance, Thornmail, and Spirit Visage to maximize his durability, crowd control, and blob healing. Zac is played primarily as a jungler (50.37% win rate on Patch 16.6 Emerald+, A Tier on U.GG) with a 2.5% pick rate and 1.5% ban rate. Whether you want to launch yourself across the map with Elastic Slingshot's 1800-range engage, slam enemies together with Stretching Strikes' crowd control, shred health bars with Unstable Matter's percent max health damage, bounce through teamfights with Let's Bounce!, or revive from death with Cell Division's bloblet passive, this guide covers everything you need to master the Secret Weapon in 2026.

Zac Overview

Zac operates as a vanguard engage tank whose power comes from Elastic Slingshot's extreme-range engage with knockup, Stretching Strikes' dual-target grab and slam, Unstable Matter's percent max health AoE damage, Let's Bounce!'s multi-hit displacement ultimate, and Cell Division's resurrection passive that gives him a second life in teamfights. He is played as a jungler (50.37% win rate on U.GG Patch 16.6 Emerald+, A Tier) with a 2.5% pick rate and 1.5% ban rate.

Unlike assassin or carry junglers who look for picks and burst damage, Zac excels as a teamfight initiator whose Elastic Slingshot can engage from up to 1800 range — one of the longest non-ultimate gap closers in the game — knocking up multiple enemies and following up with AoE crowd control from Stretching Strikes and Let's Bounce!. This unique engage range means Zac can initiate fights from fog of war, over walls, and from angles that enemies cannot anticipate. Zac wins games by ganking lanes from extreme range with Elastic Slingshot, controlling objectives with his AoE crowd control, and initiating teamfights where his multi-target displacement and resurrection passive create chaos that his team capitalizes on.

Cell Division (Passive) is Zac's signature mechanic — each time Zac hits an enemy with an ability, a chunk of goo flies off him and lands nearby. Collecting the chunk heals Zac for 4-8% max health (scaling with level, increased to 4.75/5.5/6.25% with R ranks). When Zac takes lethal damage, he splits into 4 bloblets, each with 12% of his max health and 50% of his armor and magic resistance. After 8/7/6/5/4 seconds (scaling with level), if at least one bloblet survives, Zac revives with health based on the surviving bloblets' health. Enemies can kill the bloblets to prevent the revival. Cell Division rewards Zac for building health and resistances — every tank item amplifies both his blob healing sustain and his resurrection durability, making him increasingly difficult to permanently kill as the game progresses.

Stretching Strikes (Q) has a 14/12.5/11/9.5/8-second cooldown and costs 8% of Zac's current health. Zac stretches his arm to grab a target at 800-950 range, dealing 60/90/120/150/180 (+30% AP)(+3% bonus health) magic damage and creating a 2-second tether. His next basic attack strikes a second target with the same damage. If Q hits two different enemies, they are slammed together, both knocked down for 0.25 seconds and slowed by 40% for 0.5 seconds. Stretching Strikes is Zac's primary crowd control tool outside of his ultimate — slamming two enemies together in a gank (often grabbing a minion and then auto-attacking the champion, or vice versa) provides guaranteed crowd control that sets up Elastic Slingshot or teammates' abilities.

Unstable Matter (W) has a 5-second cooldown (reduced by 1 second each time Zac collects a goo chunk) and costs 4% of Zac's current health. Zac detonates the goo that makes up his body, dealing 40/50/60/70/80 (+4/5/6/7/8% of target's max health)(+3% per 100 AP) magic damage to nearby enemies in a 350-unit radius. Damage is capped at 240-280 against minions and monsters. Unstable Matter can be cast during Let's Bounce!. Unstable Matter is Zac's primary damage ability — the percent max health damage shreds tanks and objectives, the 1-second cooldown reduction per blob collected means it can be cast extremely frequently in prolonged fights, and the ability to cast it during R adds significant DPS to his ultimate bounces.

Elastic Slingshot (E) has a 24/21/18/15/12-second cooldown and costs 4% of Zac's current health. Zac charges for up to 4.5 seconds, increasing the range from 1200 to 1800 units. Upon release, Zac launches himself to the target location, dealing 60/105/150/195/240 (+80% AP) magic damage and knocking up enemies for 0.5-1.0 seconds (scaling with charge time — 1 second if charged for over 1 second). Cancelling the charge refunds 50% of the cooldown and health cost. Elastic Slingshot is Zac's defining ability — the 1800-range leap over terrain enables ganks from positions no other jungler can reach, the knockup duration scales with charge time rewarding patient charges from fog of war, and the ability generates extra goo chunks per champion hit for immediate sustain upon landing.

Let's Bounce! (R) has a 120/105/90-second cooldown. Zac bounces 4 times over 3 seconds, dealing 120/190/260 (+40% AP) magic damage on first hit to each enemy (subsequent hits deal 50% damage, for a total potential of 300/475/650 (+100% AP)). The first hit on each enemy knocks them back and applies a 20% slow for 1 second. Zac gains 20-50% bonus movement speed and ghosting during bounces. Zac cannot basic attack during R but can cast Unstable Matter (W). Let's Bounce! is Zac's teamfight ultimate — the 4 bounces with knockback displace and scatter the enemy team while dealing significant AoE damage, the movement speed lets Zac bounce through the backline disrupting carries, and casting W during bounces adds percent max health damage to each bounce for massive combined DPS.

Strengths

  • Zac's Elastic Slingshot has up to 1800 range when fully charged — one of the longest non-ultimate gap closers in the game — enabling ganks from angles and positions that no other jungler can reach, including over baron pit walls, dragon pit, and through multiple terrain obstacles — Zac's gank angles are unmatched among jungle tanks
  • Cell Division's resurrection passive splits Zac into 4 bloblets upon death, forcing enemies to commit extra time and abilities to kill the bloblets or risk Zac reviving with significant health — this makes Zac extremely costly to kill in teamfights and objective contests where enemies cannot afford to focus bloblets — Zac effectively has two lives in every teamfight
  • Zac's kit provides four separate sources of crowd control — Elastic Slingshot knockup, Stretching Strikes slam and slow, Let's Bounce! knockback, and Unstable Matter's disruption during R — this AoE CC chain keeps entire enemy teams locked down for 3-4 seconds when executed properly — Zac's teamfight disruption is among the strongest in the game
  • Unstable Matter's percent max health damage (4-8% + 3% per 100 AP) combined with Spirit Visage amplifying all of Zac's blob healing means Zac scales effectively into the late game even as a full tank, dealing relevant damage while becoming increasingly difficult to kill — Zac remains a threat at every stage of the game

Weaknesses

  • Zac's early jungle clear is slower and less healthy than aggressive junglers like Lee Sin, Elise, and Nidalee — his abilities cost health to cast and his pre-6 gank pressure depends entirely on landing Elastic Slingshot, which is telegraphed by the charge-up indicator visible to enemies — Zac is vulnerable to early invades and counter-jungling
  • Elastic Slingshot's charge is visible to enemies as a shadow indicator on the ground, giving alert players 1-2 seconds to react with dashes, flashes, or repositioning — experienced opponents who respect Zac's E range can consistently avoid his primary engage tool — Zac's engage is telegraphed and dodgeable
  • Cell Division's bloblets can be killed by enemies to prevent Zac's resurrection — in coordinated play, enemies can quickly burst the bloblets and deny Zac's second life, reducing his effective tankiness significantly compared to his solo queue performance — Zac's passive becomes less reliable against coordinated teams
  • Zac deals low damage without AP items and relies entirely on his team to follow up on his crowd control — if Zac engages with Elastic Slingshot but his team doesn't follow, he has no way to solo-kill targets and will die without accomplishing anything — Zac is team-dependent and cannot carry alone

Recommended Runes

Aftershock (Resolve) — Most Popular

The most popular rune page for Zac Jungle is Aftershock in the Resolve tree. Aftershock synergizes perfectly with Zac's engage-tank identity by triggering on Elastic Slingshot's knockup and Stretching Strikes' slam for bonus resistances and an AoE damage burst that rewards diving into the enemy team.

  • Aftershock — Grants bonus armor and magic resistance for 2.5 seconds after immobilizing an enemy champion, then detonates for AoE magic damage. Aftershock triggers on Elastic Slingshot's knockup and Stretching Strikes' Q slam, providing defensive stats exactly when Zac needs them most — immediately after landing in the middle of the enemy team. The AoE detonation adds damage to Zac's already strong engage burst.
  • Font of Life — Marks enemies Zac impairs with movement-impairing effects, healing allies who attack marked targets. Font of Life triggers on all of Zac's crowd control (E knockup, Q slow, R knockback), providing team-wide healing during the extended teamfights Zac initiates, amplifying his team's sustain.
  • Conditioning — Grants bonus armor and magic resistance after 12 minutes. Conditioning provides scaling defensive stats that amplify Zac's mid-game tankiness, coinciding with the timing when Zac completes his first full item and begins initiating major teamfights around dragon and Rift Herald.
  • Revitalize — Amplifies all healing and shielding received, with increased effect when below 40% health. Revitalize directly amplifies Zac's passive blob healing, which triggers constantly during fights as he collects goo chunks — the bonus is especially powerful when Zac is low health and collecting blobs to sustain, making him significantly harder to finish off.

Secondary — Inspiration

  • Magical Footwear — Grants free Slightly Magical Boots at approximately 12 minutes. Magical Footwear saves Zac 300 gold that he can invest into his tank items faster, accelerating his Hollow Radiance power spike. The bonus movement speed on the upgraded boots also helps Zac position for Elastic Slingshot charges.
  • Cosmic Insight — Grants summoner spell haste and item ability haste. Cosmic Insight reduces Flash and Smite cooldowns — Flash is critical for Zac's Flash + E engage combos, and Smite cooldown reduction improves his objective control.

Alternative — Grasp of the Undying (Resolve)

  • Grasp of the Undying can replace Aftershock for a more sustain-oriented playstyle that prioritizes blob healing and health stacking over burst engage tankiness. Grasp has a 52.39% win rate on Lolalytics, suggesting it performs well for Zac players who prioritize sustained fights over burst engage patterns.

Stat Shards

  • Adaptive Force (AP) — Bonus AP increases Elastic Slingshot's damage, Unstable Matter's percent max health scaling, and Stretching Strikes' damage — AP amplifies Zac's engage burst and clear speed.
  • Armor or Move Speed — Armor provides jungle clear durability against camps, while Move Speed helps Zac position for Elastic Slingshot charges and roam between lanes for ganks.
  • Health Scaling — Scaling health provides late-game durability, increases passive blob healing (which scales with max health), increases bloblet health for more reliable revives, and synergizes with Zac's entire tank-focused kit.

Recommended Item Build

Based on data from ranked Zac matches tracked across multiple stat sites on Patch 16.6, the full tank build with Hollow Radiance has the highest win rates for Jungle. Here are the optimal build paths.

Jungle Build

#### Early Game (0-10 min)

  • Scorchclaw Pup — The jungle starter pet that evolves into Scorchclaw, providing damage-over-time and a slow on attacks. Scorchclaw's burn damage and slow complement Zac's gank pattern — after landing Elastic Slingshot, the burn adds damage and the slow prevents enemies from escaping before Zac can follow up with Stretching Strikes.
  • Hollow Radiance — Grants health, ability haste, armor, and magic resistance, with a passive AoE burn that deals magic damage to nearby enemies. Hollow Radiance is Zac's ideal first item because the AoE burn triggers constantly as Zac bounces through enemy teams with Let's Bounce!, the defensive stats make him tankier for engages, and the ability haste reduces Elastic Slingshot's cooldown for more frequent ganks.

#### Core Build (10-20 min)

  • Plated Steelcaps — Grants armor and reduces incoming basic attack damage. Plated Steelcaps are the most common boot choice (52.25% win rate) because Zac primarily engages enemy AD carries and fighters where auto-attack damage reduction is most valuable, and the armor increases his durability after Elastic Slingshot engages.
  • Thornmail — Grants armor and health with a passive that reflects magic damage and applies Grievous Wounds to attackers. Thornmail provides anti-heal that Zac applies to multiple enemies during Let's Bounce! bounces and Unstable Matter AoE, while the armor and reflected damage punish AD champions who attack Zac during his engage.

#### Late Game (25+ min)

  • Spirit Visage — Grants health, magic resistance, ability haste, and amplifies all healing and shielding by 25%. Spirit Visage is Zac's most synergistic late-game item — the 25% healing amplification directly increases every passive blob heal, making Zac's in-combat sustain extremely powerful. Spirit Visage has a 56.45% win rate when built, confirming its synergy with Zac's kit.
  • Kaenic Rookern — Grants health, magic resistance, and a magic damage shield that regenerates out of combat. Kaenic Rookern provides strong anti-AP protection for Zac, giving him a magic damage shield that absorbs burst from AP carries before he can reach them with Elastic Slingshot, ensuring he survives the engage.
  • Warmog's Armor — Grants massive health with out-of-combat health regeneration. Warmog's provides rapid health recovery between fights, allowing Zac to re-engage after retreating to collect blobs and heal — the massive health pool also increases Cell Division's bloblet health and blob healing amounts.

Situational Items

  • Jak'Sho, The Protean — Provides health, armor, magic resistance, and scaling resistances during prolonged combat (60.56% win rate) — exceptional in extended teamfights where Zac stays in combat for 5+ seconds with Let's Bounce! and blob collection, gaining escalating resistances that stack with Aftershock.
  • Unending Despair — Provides health, armor, and ability haste with a drain passive that deals damage and heals Zac in combat (65.13% win rate) — excellent synergy with Zac's dive-in playstyle where he remains in the middle of enemies for extended periods.
  • Mercury's Treads — Provides magic resistance and tenacity — swap for Plated Steelcaps when facing AP-heavy compositions or teams with heavy crowd control that could lock Zac down after his Elastic Slingshot engage.

Highest Win Rate 3-Item Combinations

The highest win rate build is Hollow Radiance + Plated Steelcaps + Thornmail + Spirit Visage, which provides Hollow Radiance's AoE burn during engages, Plated Steelcaps' auto-attack damage reduction, Thornmail's anti-heal and reflected damage, and Spirit Visage's 25% healing amplification on all blob heals. This three-to-four-item spike at approximately 20-25 minutes transforms Zac into an unkillable engage tank whose amplified blob healing, AoE burn, anti-heal, and resurrection passive make him nearly impossible to kill in extended teamfights — exactly the kind of prolonged engagements that Zac's kit is designed to dominate.

Ability Priority

Jungle: E > W > Q

  1. Elastic Slingshot (E) — Max first. Each rank increases base damage from 60 to 240, reduces cooldown from 24 to 12 seconds, and increases knockup duration at full charge. E max first provides the most impactful reduction — halving the cooldown from 24 to 12 seconds means Zac can gank twice as frequently, and the increased damage amplifies his burst on engage.
  2. Unstable Matter (W) — Max second. Each rank increases base damage from 40 to 80 and percent max health damage from 4% to 8%. W max second provides the strongest DPS increase for jungle clears and teamfight damage — the percent max health scaling shreds objectives and tanks alike, and the cooldown is further reduced by blob collection.
  3. Stretching Strikes (Q) — Max last. Each rank increases base damage from 60 to 180 and reduces cooldown from 14 to 8 seconds. Q max last because its primary value is the crowd control slam, which does not improve with rank — the stun duration and slow are fixed, and the damage increase per rank is less impactful than E or W for jungle clear and gank effectiveness.

Level-by-level order: W, Q, E, E, E, R, E, W, E, W, R, W, W, Q, Q, R, Q, Q.

Summoner Spells

Jungle

  • Flash — Flash is essential for Zac as both a defensive escape and an offensive engage amplifier. Flash extends Elastic Slingshot's effective range for surprise engages where enemies cannot react to the charge indicator, enables Flash + E combos that guarantee knockups on priority targets, and provides emergency repositioning when caught out of position.
  • Smite — Required for jungle clear, objective control, and jungle item upgrades. Smite secures dragons, Rift Heralds, and Baron Nashor, which are the primary objectives Zac should be playing around with his team. Upgrade to Scorchclaw for the burn and slow that complement Zac's gank patterns.

Alternative

  • No real alternatives for jungle Zac. Flash + Smite is the only viable summoner spell combination. Flash is essential for Flash + E engage combos, and Smite is required for jungle clear and objective control. Ghost or Ignite are not viable replacements.

Playstyle Tips

Early Game / Jungle Clear (0-14 min)

Zac's early jungle clear focuses on healthy clearing with Unstable Matter and blob collection while looking for gank opportunities with Elastic Slingshot's extreme range once he reaches level 3.

Start W (Unstable Matter) level 1 for AoE jungle camp damage. Take Q (Stretching Strikes) level 2 for additional damage and crowd control. Take E (Elastic Slingshot) level 3 to unlock Zac's signature gank ability. Standard clear path: Red Buff > Krugs > Raptors > Wolves > Blue Buff > Gromp, then look for a gank on the nearest lane.

Zac's ganking pattern from level 3 is: charge Elastic Slingshot from fog of war (bush or over terrain) for maximum range and knockup duration, land on the target for a 1-second knockup, immediately cast W for percent max health damage, then use Q to grab the enemy and slam them into a minion or second target for additional CC. The key is charging E from positions where enemies cannot see the ground indicator — over walls, from bushes, and from deep jungle angles. Always collect your goo chunks after landing — each chunk heals 4-8% max health and reduces W's cooldown by 1 second, which significantly improves your sustain during ganks and skirmishes.

Zac is vulnerable to early invades from aggressive junglers like Lee Sin, Nidalee, and Elise. Ward your jungle entrances and avoid fighting 1v1 before your first item. If invaded, give up the camp and path to the opposite side of the map rather than contesting.

Mid Game & Teamfights (14-25 min)

Mid-game Zac with Hollow Radiance and Thornmail becomes an unstoppable engage tank whose Elastic Slingshot range and AoE crowd control chain create fight-winning initiations around dragon, Rift Herald, and tower dives.

Zac's mid-game strategy revolves around setting up vision control around objectives, then engaging from fog of war with fully charged Elastic Slingshot onto priority targets — ADCs, mages, or enchanters — followed by Let's Bounce! to displace and scatter the enemy team while your carries follow up with damage. In teamfights, Zac should look for flanking positions where he can charge E from behind the enemy team. The key to Zac teamfighting is target selection — land Elastic Slingshot on the enemy carry, immediately R to bounce through the backline disrupting multiple enemies, and cast W during each bounce for percent max health AoE damage. After R ends, use Q to slam two enemies together and collect blobs to sustain through the fight.

During mid-game skirmishes around dragon and Rift Herald, Zac excels because his Elastic Slingshot can engage over the pit walls for surprise initiations, and the tight corridors around objectives force enemies to group up for maximum AoE crowd control from Let's Bounce! and Unstable Matter.

Late Game (25+ min)

Late-game Zac with Spirit Visage and full tank items is an unkillable engage initiator whose amplified blob healing sustains him through prolonged teamfights, whose AoE crowd control chain keeps entire teams locked down for 3-4 seconds, and whose Cell Division passive forces enemies to commit extra resources to prevent his resurrection.

In the late game, Zac's value is highest when he can find flanking angles to engage onto the enemy backline with Elastic Slingshot. Late-game Zac should charge E from fog of war over terrain, land on multiple enemies for a 1-second AoE knockup, immediately R to bounce through the enemy team 4 times with knockback displacement, cast W during each bounce for percent max health damage, and then use Q to slam enemies together when R ends. If Zac dies during the fight, Cell Division's bloblets force enemies to choose between killing the bloblets or fighting Zac's team — in the chaos of a late-game teamfight, bloblets often survive and Zac revives with enough health to rejoin the fight. With Spirit Visage amplifying all blob healing by 25%, Zac's in-combat sustain from collecting chunks makes him nearly impossible to kill through sustained damage.

Matchups

Jungle

#### Favorable

  • Sejuani — Zac beats Sejuani jungle (~57.53% WR). Both are tank junglers, but Zac's Elastic Slingshot provides superior gank range and engage angles compared to Sejuani's Arctic Assault. Zac outscales in teamfights with better AoE displacement and his resurrection passive provides a safety net that Sejuani lacks.
  • Master Yi — Zac beats Master Yi jungle (~57.19% WR). Zac's multiple sources of crowd control — Elastic Slingshot knockup, Stretching Strikes slam, and Let's Bounce! knockback — completely shut down Master Yi's auto-attack-reliant playstyle. Yi cannot Meditate or Alpha Strike through Zac's CC chain, and Zac's percent max health damage on W shreds Yi regardless of items.
  • Rengar — Zac beats Rengar jungle (~56.49% WR). Zac is too tanky for Rengar to assassinate, and Rengar's single-target burst is wasted on Zac's massive health pool and resurrection passive. In teamfights, Zac's AoE crowd control disrupts Rengar's assassination attempts on carries while forcing Rengar to fight in the extended engagements where tanks dominate assassins.

#### Even

  • Volibear — Zac fights approximately even against Volibear (~58.09% WR, slightly Zac-favored). Both are tanky engage champions, but Zac's superior range on Elastic Slingshot gives him better initiation. Volibear's early dueling is stronger, but Zac outscales in teamfight impact with more AoE displacement.
  • Rek'Sai — Zac fights approximately even against Rek'Sai (~55.85% WR, slightly Zac-favored). Rek'Sai's early pressure through tunnels and Tremor Sense can invade Zac's jungle, but Zac's scaling teamfight engage is far superior. The matchup depends on whether Rek'Sai can snowball early before Zac reaches his mid-game power spike.
  • Diana — Zac fights approximately even against Diana (~55.92% WR, slightly Zac-favored). Diana's burst and Moonfall can disrupt Zac's engage, but Zac's crowd control chain prevents Diana from reaching his carries. Both want to engage into grouped enemies, so the winner is often whoever initiates first.

#### Unfavorable

  • Nidalee — Zac loses to Nidalee jungle (~46.46% WR). Nidalee's early jungle pressure and poke damage harass Zac before he can reach his power spikes, her mobility lets her dodge Elastic Slingshot, and her Javelin Toss poke can whittle Zac down before fights even begin. Nidalee can also invade Zac's jungle repeatedly in the early game.
  • Jarvan IV — Zac loses to Jarvan IV jungle (~46.83% WR). Jarvan's early gank pressure with E-Q combo outpaces Zac's pre-6 ganks, his Cataclysm traps Zac's bloblets in an area where enemies can easily kill them, and Jarvan's aggressive early pathing punishes Zac's slow start.
  • Shaco — Zac loses to Shaco jungle (~45.6% WR). Shaco's early cheese invades exploit Zac's weak first clear, his Deceive invisibility lets him dodge Elastic Slingshot, Jack in the Box fears interrupt Zac's charge, and Shaco's split-push playstyle avoids the teamfights where Zac thrives.
Matchup Overview
Favorable
Sejuani
Master Yi
Rengar
Even
Volibear
Rek'Sai
Diana
Unfavorable
Nidalee
Jarvan IV
Shaco

Best Synergy Partners

Zac pairs best with champions who can follow up on his long-range Elastic Slingshot engage with burst damage or additional crowd control, and team compositions that benefit from Zac's AoE displacement grouping enemies together:

  • Yasuo — Yasuo's Last Breath can be activated off of Zac's Elastic Slingshot knockup, creating one of the strongest jungle-mid synergies in the game. Zac launches himself into the enemy team with E, knocking up multiple targets, and Yasuo immediately follows with R for massive AoE damage on all knocked-up enemies. This combo requires no additional setup and can be executed from extreme range.
  • Miss Fortune — Miss Fortune's Bullet Time deals devastating damage to enemies grouped together by Zac's Let's Bounce! knockback and Stretching Strikes slam. Zac engages with E, bounces through the team with R to cluster enemies, and Miss Fortune channels Bullet Time through the grouped targets for a team-wiping combo.
  • Orianna — Orianna can attach her ball to Zac before he Elastic Slingshots into the enemy team, then activate Command: Shockwave on Zac's landing location for a guaranteed multi-target pull and damage combo. The Zac + Orianna "delivery" combo is one of the most powerful engage combinations in League of Legends.

Recent Patch Changes

Zac's current state in Patch 16.6 reflects his identity as a scaling engage tank — his 50.37% win rate with a 2.5% pick rate and 1.5% ban rate in Emerald+ place him in A Tier on U.GG, indicating that the Secret Weapon is in a balanced state where his unique engage range and teamfight disruption provide consistent value without being overbearing.

The Aftershock Resolve build with Inspiration secondary has established itself as the dominant rune configuration, rewarding Zac players who leverage Aftershock's burst resistances during Elastic Slingshot engages. The Hollow Radiance into Thornmail into Spirit Visage build path provides the optimal balance of AoE burn, anti-heal, and amplified blob healing that Zac's sustained-tank kit demands — the three-item spike transforms Zac from a gank-focused jungler into an unkillable teamfight initiator whose AoE crowd control chain, percent max health damage, amplified sustain, and resurrection passive overwhelm any enemy team that allows Zac to engage from his preferred angles. Zac's favorable matchups against Sejuani (~57.53%) and Master Yi (~57.19%) confirm his identity as a champion who dominates other junglers in teamfight scenarios, while his struggles against Nidalee (~46.46%) and Jarvan IV (~46.83%) highlight his fundamental weakness against aggressive early junglers who punish his slow start.

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