Zac Jungle Build & Guide — Patch 26.18

Tactical Dashboard
Core Abilities
Skill Order
Primary Combo
Core Items
Situational Items
Runes

Resolve primary: Aftershock procs the instant E knockup connects, dropping armor and MR on Zac in the dive window. Font of Life heals Zac and his lowest-HP ally on each E/R knockup, Conditioning adds resists past min 12, Overgrowth stacks permanent max Health off nearby deaths.
Inspiration secondary: Magical Footwear saves 300g on tier 1 boots so you can rush Hollow Radiance faster. Cosmic Insight cuts Flash and Smite cooldown, both load-bearing for chained engages and for stealing Drake or Baron with a single timed Smite.
Vs an AD-heavy enemy team (3+ basic-attack damage dealers), swap Inspiration → Precision with Triumph (heal and gold refund on takedown) plus Legend: Alacrity (attack speed per stack); for tenacity use the tenacity stat shard or Mercury's Treads.
Win Condition
Charge E from deep fog onto the enemy carry, Q-pull a second target in, ult so the first bounce knocks up everyone it reaches while your team follows up. Long fights amplify W max-HP shred and blob heals.
Weakness
E charge telegraphs visibly so alert teams Flash out before landing. Without R there is no second knockup. True-damage and percent-HP attackers shred the HP pool the kit relies on.
Overview
Zac is a tank-bruiser jungler built around one of the longest-range engages in the game. Elastic Slingshot (E) charges from the fog of war (the unseen part of the map outside your team's vision) and launches him as a skillshot that lands as a knockup — pair it with Let's Bounce! (R), whose first bounce knocks up every enemy it reaches, and Zac becomes an AOE engage tool (AOE = area of effect, damage or effect on a zone, not a single target). Stretching Strikes (Q) is a 2-target pull that yanks the support into the carry, and Unstable Matter (W) spams every 5s for percent-max-HP magic damage. His passive Cell Division drops healing blobs on every ability hit and revives him once every 5 minutes if his bloblets survive.
Game plan: full clear, scout for an isolated carry, charge E from a deep flank, ult on top of them. Zac is at his weakest pre-level 6 (no R, no second knockup), and the kit is poor at solo dueling — you exist to start fights for your team, not to skirmish 1v1.
Recommended Build
Starting items:
Scorchclaw Pup (450g) + 1
Health Potion (50g) — that is the full 500 gold you start with. Scorchclaw Pup is the jungle starter (damages neutral monsters fast, brief slow on enemy champions). The
Refillable Potion, a healing item that refills for free at base and saves gold on chip damage from camps (the neutral monster groups you farm), is a first-back purchase, not a start.
Core items (in order):
Scorchclaw Pup — jungle companion. It grows as you hunt monsters and empowers your Smite; once fully grown it completes your Jungle Quest and periodically imbues your next attack or ability to burn and slow enemies, which lines up perfectly with your W spam. Killing a large monster readies that imbue immediately.
Hollow Radiance — your most important first full item. A magic damage aura that stacks with Unstable Matter — every second a knocked-up target stands inside your W radius they eat two AOE damage sources. Health and Magic Resist also harden you against AP burst.
Mercury's Treads — magic resist plus tenacity (a stat that shortens stuns and slows on you). Default boots: you engage face-first into enemy CC and need to land R after the first stun lands on you. Swap to
Plated Steelcaps vs AD-heavy teams (3+ basic-attack damage dealers).
Sunfire Aegis — 2800 gold since 26.16, up from 2700. It adds an Immolate burn aura on top of Hollow Radiance, so a target hit by E knockup eats three AOE damage sources at once (W + Hollow + Sunfire). Health stacks scale your Unstable Matter base damage and your max-HP pool.
Jak'Sho, The Protean — late-game tank capstone. Voidborn Resilience raises your bonus Armor and Magic Resist by 30% after 5 seconds of champion combat, until the fight ends. Perfect for sitting in the enemy backline after a deep E engage.
Situational items:
Abyssal Mask — vs 2+ AP champions. The Unmake aura makes enemies near you take 12% more magic damage, so every spell your AP teammate lands on the target hits harder. Pairs naturally with your W spam keeping you inside the aura range.
Warmog's Armor — after first 2 items in long siege fights. Massive HP plus out-of-combat regen lets you spam E engages without basing. Your passive blob heals also restore a percentage of max HP, so a bigger pool makes the blobs heal more.
Riftmaker — when you want to push damage harder (vs a squishy enemy team or after a snowballed lead — a vantage that grows over time: kill → gold → item → more kill). Omnivamp plus a ramping damage amp on extended fights gives Unstable Matter real burst.
Force of Nature — vs double-mage enemy teams (Syndra mid + Brand jungle, etc.). Big Magic Resist plus a passive Move Speed bonus when you take repeated magic damage, helping you stick to a target after E lands.
Dead Man's Plate — vs kite-heavy comps (movement-based teams that disengage on engages). Shipwrecker builds Move Speed while you move and your next attack discharges it as bonus physical damage, while Unsinkable cuts Slows by 15% — your only real chase tool after E expires.
Boots:
Mercury's Treads default.
Plated Steelcaps vs 3+ basic-attack damage dealers.
Skill order: Max W first (best damage, flat 5s cooldown — more uptime on the percent-HP AOE), E second (lower charge cooldown, faster engages: Elastic Slingshot is 21 seconds at rank 1 and 9 at rank 5, one second off every rank since 26.15), Q last. Take R at levels 6, 11, 16. Level 1 start with E if you plan a pre-3 invade or a level 2 cheese gank, otherwise default W for clear speed.
Runes: Primary Resolve with Aftershock (procs — activates — the instant E knockup lands, granting bonus Armor and Magic Resist for 2.5s; the engage rune of the game), Font of Life (each time you impair an enemy's movement, you and the lowest-health ally nearby heal), Conditioning (extra resists after minute 12), Overgrowth (3 permanent max Health for every 8 minions or monsters that die near you, plus 3.5% max Health once 120 have died). Secondary Inspiration with Magical Footwear (free tier-1 boots at minute 12) and Cosmic Insight (lower Flash and Smite cooldowns).
Pick into / Counterpicks
Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.
Champions Zac beats
Immobile mid mage with no dash or stealth
Elastic Slingshot E charged from river fog lands the full knockup on Karthus. Lay Waste Q needs him stationary to land single-target rings, and Wall of Pain W cannot peel a flank engage. Death Defied passive only delays his death, not the knockup landing point.
KarthusImmobile mid mage with no dash or stealth
Elastic Slingshot E charged from river fog lands the full knockup on Veigar. Event Horizon E cage is cast around his own feet for self-peel, but the E knockup ignores the cage on landing. Veigar has no dash to break the engage line before R follow-up.
VeigarImmobile mid mage with no dash or stealth
Elastic Slingshot E charged from river fog lands the full knockup on Anivia. Flash Frost Q and Glacial Storm R both demand stationary casts, and Crystallize W wall offers no displacement to escape the launch line. Rebirth Egg only delays death, not the knockup.
AniviaImmobile ADC with no built-in dash
Elastic Slingshot E closes 1200+ units from fog, landing on Jinx before she can Flash. Get Excited! passive movement speed only triggers on takedowns and is useless during the engage window. Flame Chompers! E traps are short-range zoning, not escape mobility on demand.
JinxImmobile ADC with no built-in dash
Elastic Slingshot E closes 1200+ units from fog, landing on Aphelios before he can Flash. Aphelios has no innate dash in his Weapon Queue System E kit, and Phase W weapon swap is a single targeted ability. Moonlight Vigil R is too long-windup to interrupt the engage.
Aphelios
Champions that beat Zac
Anti-tank duelist with percent-HP or true damage tools
Riposte W parries Elastic Slingshot E landing knockup and stuns Zac on the way back, neutralising his only engage. Duelist's Dance passive vital procs shred his tank HP pool with true damage, and Grand Challenge R sustains Fiora through Unstable Matter W ticks.
FioraAnti-tank duelist with percent-HP or true damage tools
Silver Bolts W deal true damage every third hit, shredding Zac's tank HP pool faster than Cell Division passive can heal back. Tumble Q invisibility on Final Hour R lets Vayne reposition out of Stretching Strikes Q pull mid-air, and Condemn E stuns on terrain pin.
VayneLate-game scaler that ignores Zac's R
Divine Judgment R grants several seconds of invulnerability, letting her ADC partner walk straight through Let's Bounce! R knockups untouched. Starfire Spellblade E ranged form pokes Zac from outside engage range, and Celestial Blessing W heals through Unstable Matter ticks.
KayleCC-immune bruiser that ignores Zac's R
Ragnarok R makes Olaf immune to crowd control, so Stretching Strikes Q pull, E knockup and R bounces all fizzle on him. Undertow Q axe throw plus Reckless Swing E true damage shred Zac's HP pool, and Berserker Rage passive boosts attack speed at low HP.
OlafEarly-game invade jungler that punishes pre-6 Zac
Sonic Wave plus Resonating Strike Q chunks Zac's HP twice during invade, and Tempest plus Cripple E reveals him in brush. Safeguard W gives Lee Sin a shield to outlast trades, and Dragon's Rage R kicks Zac out of Elastic Slingshot E charge windup early.
Lee Sin
Key matchups
- Karthus / Anivia: Your ideal pick-into matchups. Both are stationary casters with no dash. Elastic Slingshot from river fog drops them mid-cast and your R chains the lockdown. Rush
Hollow Radiance then
Abyssal Mask to shred their MR. - Lee Sin / Xin Zhao: Hard early matchups. Both are mid-rank-friendly skirmisher junglers who invade your weak-side camps. Pre-6 Zac has no R and loses 1v1s; full-clear safely (kill every camp on your starting side first), then look at scuttle (the river crab that grants vision when killed) to seed your level 6 engage. The 5.2 armor per level closes part of that gap on their physical damage: Lee Sin's Sonic Wave into Resonating Strike (Q) and Xin Zhao's Three Talon Strike (Q) chunk you a little less at levels 4-5 than they used to, but the 1v1 is still theirs.
- Vayne (top): Problem matchup vs your tank build. Silver Bolts (W) deal true damage every third basic attack, ignoring your armor entirely and shredding the max-HP pool your kit relies on. Buy
Randuin's Omen to reduce her crit damage and don't engage her without a follow-up CC ally. - Fiora (top): Riposte (W) parries the E knockup landing and stuns you on landing. Bait her W with a fake E (cancel by pressing E again before the launch commits), then re-charge from a side angle once her W is down (24s cooldown at rank 1).
- Olaf (jungle): Ragnarok (R) makes him immune to disables — your E knockup, Q pull, and R bounces all fail to stick during his ult window. Bait his R first by engaging from far enough that he commits, then disengage and re-engage after it expires — remember that hitting a champion with an attack or Reckless Swing extends it.
Power spikes & win conditions
- Level 3: With E, W, and Q unlocked, your first gank is real. Look for the lane with the lowest enemy HP and an ally who can follow up with crowd control (any stun, root, or knockup); one E knockup into ally lock is usually a kill at this level.
- Level 6: First Let's Bounce!. Use E → R: the moment E knockup lands, press R — the first bounce to reach each enemy knocks them up again and the later ones damage and slow, keeping the whole area locked down. Find a fight within 30 seconds of hitting 6 — gank a lane, contest scuttle, or set up the first Drake.
Hollow Radiance completion (~ minute 12-14): Your W AOE goes from poke to real teamfight damage. Fighting for Drake or Rift Herald with Hollow Radiance ticking on contested targets wins the objective without extra team damage.- 3-item spike (~ minute 22-26): Scorchclaw + Hollow Radiance + Sunfire online, now 100 gold further away since Sunfire went to 2800. Your armor also grows 5.2 per level instead of 4.7, so the same three items leave you a little harder to trade with by minute 22. Three stacked damage sources plus passive blob heals on every ability hit means a single E lands you on the carry with self-sustain and AOE shred at the same time. Force every objective; this is your peak before Jak'Sho.
Common mistakes
- Charging E from open vision. Elastic Slingshot has a charge animation where Zac visibly winds up and the enemy hears the audio cue. From open vision, every enemy Flashes or dashes out before you land. Always start E from the fog of war — tri-brush, river bush, behind the enemy wave — so the landing point is committed before they can see you.
- Engaging without R off cooldown. Without Let's Bounce!, Zac has one knockup (E) on a long cooldown. Engaging pre-6 or with R down means the enemy gets your whole E cooldown (15s at rank 3) to kill you while you have no follow-up CC. Check the R timer before every engage call.
- Spamming W in clear when E is charging. Unstable Matter has a 5s flat cooldown — burning it in your jungle camps right before you path to a gank wastes the W reset on the engage. Hold W for the moment you land E.
- Engaging into Morgana's E or Sivir's E. Black Shield (Morgana E) and Spell Shield (Sivir E) block the E knockup and the Q pull entirely — your engage hits a wall and you stand alone in the enemy backline. Wait for the shield to be on cooldown (26s for Black Shield rank 1), or engage on a different target.
- Ignoring the bloblets after a death. When Zac dies, four small bloblets try to recombine. Most players forget about them; the enemy AOEs them down for free. After death, keep watching the minimap — if even one bloblet survives, you revive with chunky HP and zero gold lost. Ping your team to peel the bloblets while you ghost-dance them toward safe ground.
Advanced tip
Practice E charge cancel + re-aim. Elastic Slingshot lets you charge in place, cancel by pressing E again before launching, then re-aim from a new angle. Use this to fake an engage: charge E aimed at the obvious target (the ADC), watch the enemy support burn a defensive Flash or Locket, then cancel and re-charge from a 90-degree side angle onto the mage who just stepped up to follow. Chained into R the moment you land, this turns one engage attempt into two: the enemy team has already spent its disengage and you arrive with full knockup chain on the more important target. It separates Zac mains from one-tricks.
Past patches
No previous versions available.