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)
- 55.2%
- Win Rate
- 13.1%
- Pick Rate
- 22.3%
- Ban Rate
67,117
Games
High
Confidence
Matchup map (Jungle) — level 1–18
Conditional build matrix
| vs AP Burst | vs AD Assassins | vs Tanks | vs Sustain | |
|---|---|---|---|---|
| Mythic / Core | ||||
| Core 2 | ||||
| Core 3 | ||||
| Boots | ||||
| Situational |
Popular build
30,874 games55.6%Win Rate
Reliable build
22,149 games54.3%Win Rate
High observed win rate
8,054 games57.7%Win Rate
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
| Q | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| W | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| E | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| R | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
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
1918
1918
1918
Counter plan — how to beat Zac
Build percentage damage — flat penetration falls off against the stats it stacks
Avoid extended fights — its sustain grows with every trade it survives
Punish the cooldown — Zac is exposed while its rotation is down
Ward the flank — vision is what turns its best opening into a worse one
Respect the spike — Riot rates the kit 8/10, so a practised player gets more out of it than the average
ARAM performance
- 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.
- 26.16Live now-0.5
- 26.14Sample win rate across this patch-0.8
- 26.11Sample win rate across this patch-0.7
- 26.08Sample win rate across this patch+0.3
- 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.
