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By GamGem ResearchLast updated 20 Aug 2026 · 00:00

Zac

the Secret Weapon

TankFighter

League of LegendsPatch 26.16JungleRanked Solo/DuoEmerald+NA67,117 gamesSample data

Role snapshot (Jungle)

S+Tier
55.2%
Win Rate
13.1%
Pick Rate
22.3%
Ban Rate

67,117

Games

High

Confidence

Matchup map (Jungle) — level 1–18

40%60%
≥ 60%
55 – 60%
50 – 55%
45 – 50%
40 – 45%
< 40%
Nobody in this lane sits here.

Conditional build matrix

vs AP Burstvs AD Assassinsvs Tanksvs Sustain
Mythic / Core
Core 2
Core 3
Boots
Situational

Popular build

30,874 games

55.6%Win Rate

FlashIgnite

Reliable build

22,149 games

54.3%Win Rate

FlashTeleport

High observed win rate

8,054 games

57.7%Win Rate

FlashExhaust

Runes

Primary: Precision

  • Press the Attack
  • Presence of Mind
  • Legend: Haste
  • Coup de Grace

Secondary: Resolve

  • Shield Bash
  • Conditioning

Shards

+9 Adaptive Force

+9 Adaptive Force

+10-180 Health (based on level)

Skill order

Skill order
Q123456789101112131415161718
W123456789101112131415161718
E123456789101112131415161718
R123456789101112131415161718

Ability details

  • Cell Division

    Each time Zac hits an enemy with an ability, he sheds a chunk of himself that can be reabsorbed to restore Health. Upon taking fatal damage, Zac splits into 4 bloblets that attempt to recombine. If any bloblets remain, he will revive with an amount of Health depending on the Health of the surviving bloblets. Each bloblet has a percentage of Zac's maximum Health, Armor and Magic Resistance. This ability has a 5 minute cooldown.

    Passive — never cast

  • Stretching Strikes

    Zac stretches an arm, grabbing an enemy. Attacking a different enemy will cause him to throw both targets towards each other.

    Cooldown 14/12.5/11/9.5/8sRange 800

  • Unstable Matter

    Zac explodes outward towards nearby enemies, dealing a percentage of their maximum health as magic damage.

    Cooldown 5sRange 350

  • Elastic Slingshot

    Zac attaches his arms to the ground and stretches back, launching himself forward.

    Cooldown 21/18/15/12/9sRange 300

  • Let's Bounce!

    Zac bounces four times, knocking up enemies hit and slowing them.

    Cooldown 120/105/90sRange 300

Scaling — level 1–18

ZacJungle average

Win Rate

1918

Damage / Min

1918

Gold / Min

1918

Counter plan — how to beat Zac

  • Build percentage damageflat penetration falls off against the stats it stacks

  • Avoid extended fightsits sustain grows with every trade it survives

  • Punish the cooldownZac is exposed while its rotation is down

  • Ward the flankvision is what turns its best opening into a worse one

  • Respect the spikeRiot rates the kit 8/10, so a practised player gets more out of it than the average

ARAM performance

B
49.3%
Win Rate
1.1%
8.0%
Pick Rate
0.3%
1.9%
Ban Rate
0.4%
Damage dealt
93.5%
Damage taken
102.6%
Healing
106.7%
Shielding
93.1%
Ability Haste
+15

Best ARAM build

Patch timeline

We hold the rates, not the balance log. What actually changed each patch is in Riot’s own notes.

  1. 26.16Live now-0.5
  2. 26.14Sample win rate across this patch-0.8
  3. 26.11Sample win rate across this patch-0.7
  4. 26.08Sample win rate across this patch+0.3
  5. 26.05Sample win rate across this patch-0.1

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Methodology

Data window
512,340 games on patch 26.16, Ranked Solo/Duo, NA. Last refreshed 20 Aug 2026.
Rank aggregation
Emerald+ and above, pooled. Splitting further leaves samples too small to separate a real effect from noise.
Role assignment
A champion is filed under the lanes it actually plays, not the one class it belongs to — which is why several appear in two.
Counters
A matchup, not a tier gap: how this champion does into that one specifically, over that pairing’s own games.
Minimum sample
The confidence indicator beside every rate is driven by how much of the window this champion appears in. A low reading means read the figure loosely, not that it is wrong.
Why a build is not a cause
The best-scoring build is the one the best-placed players happened to take. Correlation is what a rate can show; it is not evidence that buying those items caused the wins.
Where the numbers come from
Names, classes, lanes, abilities, items and runes are Riot Data Dragon. Win, pick and ban rates are derived samples — Riot publishes none of them, and nothing on this page presents one as measured.