
Zac
Hardest matchups for Zac in Jungle (Emerald, patch 16.20):
Lillia,
Rek'Sai,
Zyra. Easiest:
Locke,
Ambessa,
Jayce.
Try it in a draftCountersPower curvesIn the tier listWho wins into ZacOn the pro tier list
Zac on patch 16.22
- Jungle52.1%#7 of 74S6,598 games
- Top50.1%#50 of 103B1,401 games
- steady since 16.21
Zac’s main role on patch 16.22 is Jungle: a 52.1% win rate across 6,598 Emerald games, #7 of 74 Jungle champions on the tier list (grade S), picked in 2.7% of games. Zac is also played Top: a 50.1% win rate across 1,401 games, #50 of 103. Since patch 16.21, Zac Jungle has not moved by more than chance explains: 0.4 points across 38,276 games in 8 ranks.
Emerald games from every region, as of Nov 9, 2026. The tables below load current numbers. Patch 16.22 tier list
Solo queue
Open in the tier listPatch 16.20, the current one
| Lane | Grade | Win rate | Games | Picked | Mains |
|---|---|---|---|---|---|
| Jungle74% of its games | A | 51.8%51.9% raw ±0.7 | 21,833 | 3.1%1.3% banned | 54.0%47.6% first time |
| Top13% of its games | A | 50.8%51.0% raw ±1.6 | 3,847 | 0.6%1.3% banned | 51.6%47.5% first time |
| Support9% of its games | C | 47.2%46.3% raw ±1.9 | 2,719 | 0.4%1.3% banned | 49.0%45.4% first time |
| Mid4% of its games | A | 50.6%51.2% raw ±3.0 | 1,044 | 0.1%1.3% banned | 52.1%46.3% first time |
| Bot0% of its games | too few games | 50.0%52.4% raw ±21.4 | 21 | 0.0%1.2% banned | 51.5%47.4% first time |
Matchups
Every matchupHow to read this
Zac’s win rate against each champion picked into it in the lane opposite: its hardest matchups, then its easiest. The small number is the matchup’s own effect on Zac, the part not explained by either champion’s strength.
Hardest for Zac
Lane leads and team bans
What Zac’s team bans
Champions a team bans more often when it has Zac than the other team does in the same games (133,181 games). The other team banned before Zac was picked, so the gap is the ban spent because Zac was coming — a sign players see these as counters. Riot does not say which player cast a ban, so this is the team’s choice.
Builds
Every buildHow to read this
How Zac is built in this lane, most common first, with the items those builds finish and how they win.
- AP sustained


52.6%12,025 games - Tank


52.0%9,067 games - AP burst


59.4%381 games - Enchanter


52.3%163 games - AD bruiser


52.6%1 games
Runes and summoner spells
How to read this
How Zac does with each summoner-spell pair, keystone and minor rune in this lane, at the rank and region above. These are the win rates of the players who made each choice, not the choice’s own effect: a page is recommended only when a real share of players runs it.
23,536 games · patches 16.20, 16.21 · Sep 10 – Oct 21
Every option, with its numbers
Summoner spells

Flash + Smite51.7%23,466 games · 100% pick rate · the usual choiceRecommended
Keystones

Aftershock + Precision52.0%8,887 games · 38% pick rate · the usual choiceRecommended
Aftershock + Inspiration49.6%628 games · 2.7% pick rate · same players: −0.4 pts vs the usualRare: not recommended
Conqueror + Inspiration51.7%9,667 games · 41% pick rate · same players: −1.0 pts vs the usual
Conqueror + Resolve52.0%3,584 games · 15% pick rate · same players: −1.4 pts vs the usual
Minor runes with Aftershock
Font of Life51.9%99% take it
Conditioning51.8%98% take it
Revitalize51.8%98% take it
Legend: Haste52.0%98% take it
Triumph52.1%98% take it
Last Stand49.2%2.4% take it
- Ability Haste51.9%96% take it
- Attack Speed47.3%2.1% take it
- Adaptive Force51.5%92% take it
- Health Scaling54.5%7.1% take it
- Health Scaling51.7%90% take it
- Tenacity and Slow Resist52.7%5.1% take it
- Health51.8%4.6% take it
These numbers describe, they do not prove. Each rate is Zac’s record when its player chose that option, pulled toward Zac’s own rate by 100 games of prior so a small sample cannot look like a discovery. An uncommon page often wins more because experts run it, and they would win on any page, so only a choice taken in at least 10% of games can be recommended, and spells and keystones are ranked by how the SAME players do with them against the usual choice, not by the raw rate; rarer ones are listed with their numbers and labeled. The build line (opening buy, the two key items in the order they are finished, boots or the support upgrade) is advice in the same sense: how Zac does when built that way.
The learning curve
Champion pool
On a first game Zac wins 44.9%; in the hands of players with the most mastery on it, 53.7%. That gap ranks it 17 of 173 for how much practice pays. It crosses 50% at about 62K mastery points.
Pro play
On the pro tier list
Zac in the major leagues and international events this season, across 3,434 games: its record, how often it is picked or banned, whether it is taken blind or saved as a counter, its lane at 15 minutes, and the best pro on it.
| Lane | Win rate | Priority | Blind / counter | Lane @15 | Best pro |
|---|---|---|---|---|---|
| Jungle | 50.0%2W 2L | 0%0% in any lane | 100% counter | +111 gold | — |
How much knowing Zac pays
Players on their Mastery band win 8.8 points more on Zac than first-timers do: #17 of 173 champions for how much mastery pays.
At 300k+ mastery points, Zac players win 53.7%: #10 of 173 champions for where mastery ends up. The curve is still rising there: its fitted ceiling of about 54.7% lies beyond the data and is an estimate, not a measurement.
Dots are the six mastery bands, placed at their mastery points. The line is the best-fitting curve that rises and levels off.
This is not a promise about your next game. Players do not reach a mastery band in a random order, and a champion someone loses on tends to get dropped before it reaches the high bands — so the right-hand side of every curve is partly survivors, not only practice.