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Zac

Zac

the Secret Weapon
Tank Fighter

Zac is the product of a toxic spill that ran through a chemtech seam and pooled in an isolated cavern deep in Zaun's Sump. Despite such humble origins, Zac has grown from primordial ooze into a thinking being who dwells in the city's pipes, occasionally...

Win Rate
pending
Pick Rate
pending
Ban Rate
 
Tier
 
TOP
available
JUNGLE
active
MID
available
ADC
available
SUPPORT
available
// BUILD · JUNGLE
Start Item #1041 Item #2003 Core Item #3068 Item #3047 Item #3110 Item #3193 Item #3194 Item #3742
Spells #4 #11
Skills
E W Q E E R E W E W R W W Q Q R Q Q
// LANE PERFORMANCE

Weak Against

HARD
01
Zyra
Zyra
4 games
0%
02
Sejuani
Sejuani
4 games
0%
03
Warwick
Warwick
3 games
0%
04
Urgot
Urgot
2 games
0%
05
Gragas
Gragas
2 games
0%

Strong Against

EASY
01
Wukong
Wukong
5 games
100%
02
Fizz
Fizz
4 games
100%
03
Dr. Mundo
Dr. Mundo
3 games
100%
04
Kayle
Kayle
2 games
100%
05
Shen
Shen
2 games
100%

Synergy With

DUO
01
Qiyana
Qiyana
2 games
100%
02
Garen
Garen
1 games
100%
03
Brand
Brand
1 games
100%
04
Thresh
Thresh
1 games
100%
05
Zeri
Zeri
1 games
100%
// MATCHUP LOOKUP

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// HOW TO PLAY · ZAC

Early Game

Zac jungle is engage + power-farm. Start Hunter's Talisman + Refillable. Full clear: Red→Krugs→Raptors→Wolves→Blue→Gromp. Hit lvl 3 by 3:30 — first gank window.

Gank lanes with CC chain. Aftershock keystone gives 80+ armor/MR for 2.5s on engage. Look for Scuttle Crab fight at 3:30. Ward enemy jungle.

Mid Game

Sunfire Aegis + Plated Steelcaps is the standard spike. Zac = frontline engager. Force objective fights (drake/grub/herald) with R + CC chain.

Frozen Heart 2nd item shreds enemy AS. Gargoyle Stoneplate 3rd-4th item for teamfight survival. Counter-jungle when ahead.

Late Game

Frontline engager. Zac starts every teamfight. R + CC chain on priority target — peel back for ADC + carry follow-up.

Adaptive Helm vs DoT comps. Anathema's Chains vs fed hyper-carry. Stand between ADC and enemy frontline as peel.

Win Condition

Engage objective fights → snowball lanes via ganks → 5v5 → close. Zac doesn't carry alone; team needs damage from ADC + mid.

Win: 2+ objective secures + 4+ kill assists from ganks. Lose to: power-farmers (Master Yi, Karthus) — counter-gank to deny their scaling.

Power Spikes

Level 3 — full kit + first gank window. Level 6 — R for guaranteed engage. Sunfire Aegis (1st item) — AoE wave clear + chip damage. Plated Steelcaps + Sunfire — armor + AoE spike. Level 11 — R rank 2 + 2-3 items. Gargoyle Stoneplate (4th item) — teamfight survival ability.

Tips & Combos

Combos:

  • Engage ability -> R (CC chain) -> peel back to ADC
  • Grasp procs every 4s in extended trades
  • Build full tank — your damage comes from AoE passives

Anti-tips:

  • Don't engage 1v5 — wait for full team setup
  • Don't blow Flash + R for non-priority target
  • Don't 1v1 skirmishers — they out-duel tanks

Pro tricks:

  • Track enemy jungle pathing — counter-gank or invade
  • Smite priority targets in skirmishes (steal kills)
  • Ward Baron/Dragon pit 60s before spawn
// SIMILAR · TANK

// lanelore · patch — · stats aggregated daily from solo queue ladder