Zac - the Secret Weapon

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the Secret Weapon
Region: Zaun.png Zaun
Role: Tank.png Tank
Release: 03/29/2013
Cost: 6300IP 975RP
Resource: Manaless
Health: 614.6 (+95)
HP Regen: 7.92 (+0.55)
Move Speed: 335

Attack Damage: 59.67 (+3.375)
Attack Speed: 0.638 (+1.6%)
Range: 125
Armor: 23.88 (+3.5)
Magic Resist: 32.1 (+1.25)
Overview   Match History    

Zac, the Secret Weapon, is a bulky, crowd control heavy champion that excels at both top lane and the jungle. With his Elastic Slingshot allowing him to enter lanes through angles unavailable to other champions, the mere presence of Zac forces opponents to rethink their normal strategies. Combined with the slow from Stretching Strike and the knock up from his ultimate, Zac is a crowd control machine. He won't be the one to do the most damage on the team, but he will be in a position to interrupt opponents and keep them in range for his teammates to kill.

Champion Spotlight


Lore: Zac is the product of a Zaun experiment to manufacture a hexchem-engineered supersoldier - the Zaun Amorphous Combatant. Combining brute strength with limitless flexibility, he is a versatile juggernaut: a creative fighter who bounces over obstacles and pounds his foes into submission. Though he was created inside a weapons laboratory, Zac was rescued and adopted by two loving parents who raised him to be a kind and friendly child. As the years passed, he grew up to be a fierce hero, sworn to protect the ordinary, everyday people of Zaun.

Long ago, two Zaun scientists developed an organic substance that could withstand extreme conditions, spontaneously alter its biological structure, and generate tremendous amounts of kinetic force. As the scientists, husband and wife, watched the prototype grow from a spoon-sized droplet to a small blob, they noticed that their creation would respond to their presence. It sprung forward when they called and bounced when they sang. The couple began to see more than an experiment; they saw a small child, filled with affection and joy.


“Even if you don’t have a spine, you still have to stand up for yourself.”

- Zac, the Secret Weapon


PassiveCell Division
Cell Division.jpg
INNATE : Cell Division Each time Zac hits an enemy with an ability, he sheds a chunk of himself that can be reabsorbed to restore Health [4% of maximum Health].

Upon taking fatal damage, Zac splits into 4 bloblets that attempt to recombine. If any bloblets remain after 8 seconds, he will revive with 10-50% health depending on the health of the surviving bloblets. Each bloblet has 12% of Zac's maximum Health, and 50% of his Armor and Magic Resistance. This ability has a 5 minute cooldown.

QStretching Strike
Stretching Strike.jpg
ACTIVE : Zac's arm stretches and grabs the first enemy it hits, damaging and slowing them for 0.5 seconds. Zac's next attack gainst bonus range and if Zac attacks a different enemy, he'll throw both targets toward each other, dealing damage in an area if they collide.
MAGIC DAMAGE : 30 / 40 / 50 / 60 / 70 (+30% ABILITY POWER)
COST : 8% of his current health
COOLDOWN : 13 / 12 / 11 / 10 / 9 Seconds
RANGE : 550
SLOW : 20 / 25 / 30 / 35 / 40%

WUnstable Matter
Unstable Matter.jpg
ACTIVE : Zac's body erupts, damaging nearby enemies for a base amount plus a percentage of their maximum health. Maximum 200 damage against minions and monsters.
FLAT MAGIC DAMAGE : 15 / 30 / 45 / 60 / 75
MAX HEALTH TO DAMAGE RATIO : 4 / 5 / 6 / 7 / 8 % (+20% ABILITY POWER)
COST : 4% of his Current Health
COOLDOWN : 4 seconds

EElastic Slingshot
Elastic Slingshot.jpg
ACTIVE : Zac attaches his arms to the ground and stretches back, launching himself forward, dealing magic damage to all enemies hit and knocking them back for 1 second. The maximum range of Elastic Slingshot is based on how long Zac channels. Elastic Slingshot can be cancelled by moving; refunding 50% of the health cost.
MAGIC DAMAGE : 60 / 110 / 160 / 210 / 260 (+70% ABILITY POWER)
COST : 4% of his Current Health
COOLDOWN : 24 / 21 / 18 / 15 / 12 seconds
MAXIMUM CHANNEL TIME : 0.9 / 1.0 / 1.1 / 1.2 / 1.3 seconds
MAXIMUM RANGE : 1200 / 1350 / 1500 / 1650 / 1800

RLet's Bounce
Let's Bounce.jpg
ACTIVE : Zac squishes himself into a puddle and charges, becoming immune to crowd control and slowing enemies that stand on him. Reactivating Let's Bounce without fully charging causes Zac to re-form, knocking back nearby enemies. If Zac charges for at least 1.1 seconds, he sucks up enemies above him and carries them toward the target location, damaging enemies in the area upon landing.
MAGIC DAMAGE : 140 / 210 / 280 (+40% ABILITY POWER)
COST : No Cost
COOLDOWN : 130 / 115 / 100 Seconds
SLOW : 20%

Competitive Usage

In Premier Tournaments
Event Bans Picks Wins Losses Win % Picked/Banned in % of Games
LNL logo small.png 2014 LNL Summer 0 1 0 1 0 1.8
EU LCS.png 2014 EU LCS Summer Playoffs 0 2 2 0 100 7.7
EU LCS.png 2014 EU LCS Summer Regular Season 0 1 0 1 0 0.9
Ogn logo.png SK Telecom LTE-A LoL Masters 2014 0 2 1 1 50 2.6
LPL.png 2014 LPL Spring 0 1 0 1 0 0.7

Patch History

Patch Notes 7.17

    • Zac’s Passive - Cell Division bloblets are now correctly invisible when in fog of war

Patch Notes 7.15

Q cost and cooldown increased. W base damage decreased.
Quote.png Since his update, we’ve changed Zac more times than there have been patches (hotfixes). At this point, it’s time for us to talk seriously about the Blob-guard of the month and the direction we want to move him in. When we originally updated the tanks, we wanted to bring their damage down while giving them access to uniquely disruptive tools. In Zac’s case, that took the form of two new mechanics: a charged ult and a matchmaking service for two enemy units. Despite the constraints put on these abilities, Zac has been seeing pretty high success in executing them. We actually like the new disruption Zac brings to the playing field, but as a result, his damage has needed to go down. And down. And down again. We’ve figured out what we think is so out-of-line about Zac, and it’s his sustained presence, both consistent damage and healing. Like Gragas and Elise, Zac has too high a clearspeed to go along with his sweet ganks and massive disruption. As well, his sustain is inflated by Q creating two blobs, so we’re doubling its cost to account for that. This leaves Zac in a spot where he’ll take meaningful time and damage to clear his jungle, making ganks riskier and more of a sacrifice when they fail. Unquote.png

Stretching Strike.jpg Q - Stretching Strikes

  • COST: 4% ⇒ 8% current health
  • COOLDOWN: 12/11/10/9/8 seconds ⇒ 13/12/11/10/9 seconds

Unstable Matter.jpg W - Unstable Matter

  • DAMAGE: 30/45/60/75/90 ⇒ 15/30/45/60/75

    • Fixed a bug where Zac could channel E - Elastic Slingshot while under hard crowd control effects if he used it right before they were applied.
    • Audio has been restored for Special Weapon Zac’s recall.

Patch Notes 7.14
Mid-Patch 7.13 Balance Update

Quote.png The changes here were made partway through patch 7.13. We’re re-posting them here for anyone who missed ‘em in the update to the 7.13 patch notes. Unquote.png

  • Nunu
    • BASE HEALTH REGEN: 7 per 5 seconds ⇒ 5 per 5 seconds
    • ARMOR: 26.38 ⇒ 23

  • Zac

Patch Notes 7.12

W and E damage reduced.
Quote.png Zac’s damage is on the high side for a tank, so we’re dialing that back. We’re sure he’ll bounce back from these changes. Unquote.png

Unstable Matter.jpg W - Unstable Matter

  • DAMAGE: 40/55/70/85/100 ⇒ 30/45/60/75/90

Elastic Slingshot.jpg E - Elastic Slingshot

  • DAMAGE: 80/130/180/230/280 ⇒ 60/110/160/210/260

Patch Notes 7.11

E warning indicator shows up earlier. Zac’s voice isn’t squeaky as often.
Quote.png Zac’s update gave him more ways to follow up on his own initiation. That was offset by a shorter knockup duration on Elastic Slingshot, but now that it can scale back up to a full second again, we’re giving enemies slightly more warning time. Unquote.png


  • LESS SQUEAKY: The health threshold at which Zac’s voice becomes squeakier has been lowered

Elastic Slingshot.jpg E - Elastic Slingshot

  • WARNING INDICATOR: Appears 0.75 seconds before Zac lands ⇒ 1 second before Zac lands

Mid-patch 7.10 changes

Quote.png Just as a reminder. With the max health scaling we added in the initial 7.10 patch, Stretching Strikes was dealing too much damage. We shipped additional base damage nerfs halfway through the patch. Unquote.png
  • STRETCHING STRIKES BASE DAMAGE: 40/60/80/100/120 ⇒ 30/40/50/60/70

    • Enemies no longer turn invisible if Zac tries to drop them in huge areas of unpassable terrain at R - Let’s Bounce!’s max range (no such areas exist on Summoner’s Rift)

Patch Notes 7.10

Q deals damage based on Zac’s max health. W and E are easier to cast during Q. E knockup duration increases over charge time.
Quote.png We’ve seen steady improvement in Zac’s performance since his update landed, but there are a few rough edges to smooth out while things are still malleable. Most notably, we were overly cautious in preventing Elastic Slingshot’s knockup from guaranteeing Let’s Bounce!’s kidnap, which has left Zac’s signature move feeling pretty flat. We’re restoring Slingshot’s oomph as a long-range initiation tool and slightly bumping up Let’s Bounce!’s channel time to preserve a brief window for enemies to panic-Flash the kidnap. We’ve also got a suite of improvements for Stretching Strikes. Many are usability improvements: the slam effect is more reliable against jungle camps and minion waves, and Zac won’t lock himself out of his other skills for as long. Toss in a few direct power-ups, and Stretching Strikes should pack more of a punch across the board. Unquote.png

Stretching Strike.jpg Q - Stretching Strikes

  • DAMAGE: 50/70/90/110/130 (+30% ABILITY POWER) ⇒ 40/60/80/100/120 (+30% ABILITY POWER) (+2.5% OF ZAC'S MAXIMUM HEALTH)
  • SECOND HIT BLOB GENERATION: Generates a blob if Zac hits a second champion ⇒ a second enemy of any kind
  • SLAM DAMAGE RADIUS: 200 ⇒ 300
  • BUGFIX: If Stretching Strikes’ second hit would kill a minion or monster, the target will now wait to die until after Zac has slammed it into Stretching Strikes’ first target
  • PRECISE STRIKES: If Stretching Strikes’ first target is standing on top of other enemies, the second hit will now reliably choose a different target than the first
  • MULTITASKING: Zac can now cast Unstable Matter and queue up Elastic Slingshot during Stretching Strikes’ second attack and while slamming two targets together.

Elastic Slingshot.jpg E - Elastic Slingshot

  • KNOCKUP DURATION: 0.5 seconds ⇒ 0.5-1 second, based on how long Zac charged Elastic Slingshot

Let's Bounce.jpg R - Let's Bounce!

  • TIME TO FULLY CHARGE: 1 second ⇒ 1.1 seconds

Patch Notes 7.9

Quote.png Zac’s already got some cool stuff going for him, particularly when it comes to diving in with Elastic Slingshot. The thing is, he uses most of his gooey flair to make his way into a fight, leaving him without anything remarkable to do once he’s there. This is a narrower problem than what our other tank updates aim to address, but bringing more of Zac’s kit up to Elastic Slingshot’s bar is a goal we feel is well worth pursuing. Goo lets us do some thematically weird stuff - an opportunity Zac hasn’t taken full advantage of. We’re using this update to give Zac two new ways to cause chaos once he’s made his way into a fight. Zaun’s Secret Weapon knocks enemy skulls together with Stretching Strikes, and Let’s Bounce! gives him the ability to kidnap people standing on top of him. These new tools give Zac the means to shuffle opponents around the battlefield with sticky, stretchy abilities that feel uniquely his own. Unquote.png


  • PITCHY: Zac’s voice now changes in pitch and speed based on his current size
  • ICONS: Zac’s ability icons have been updated
  • ABILITY VISUALS: Zac’s ability animations and visual effects have been updated
  • NON-ABILITY VISUALS: Many of Zac’s idle, movement, and emote animations have also been updated

Base stats

  • #CLEANNUMBERS: Rounded a bunch of stats by very small amounts. Move along.

Cell Division.jpg Passive - Cell Division

Quote.png All of this is unchanged but we’ll leave it here as a refresher! Unquote.png
  • HEAL ON GOO PICKUP: 4% max health
  • REVIVE COOLDOWN: 300 seconds
  • HEALTH ON REVIVE: 10-50% health, based on remaining bloblet health
  • BLOBLET REFORM TIME: 8/7/6/5/4 seconds (at levels 1/6/10/14/17)
  • BLOBLET HEALTH: 12% of Zac’s max health
  • BLOBLET RESISTANCES: 50% of Zac’s armor and magic resist

NEW Stretching Strike.jpg Q - Stretching Strike

Zac’s arm stretches, grabbing the first enemy it hits. Zac then grabs the next enemy he basic attacks and throws them toward each other.
  • COST: 4% current health
  • COOLDOWN: 12/11/10/9/8 seconds
  • DAMAGE: 50/70/90/110/130 (+0.3 ability power)
  • SLOW: 60% for 0.25 seconds
  • COLLISION DAMAGE: 50/70/90/110/130 (+0.3 ability power) to all enemies in the collision area

Unstable Matter.jpg W - Unstable Matter

All of this is unchanged but we’ll leave it here as a refresher!
  • COST: 4% current health
  • COOLDOWN: 5 seconds
  • COOLDOWN REFUND: 1 second every time Zac picks up a Goo chunk
  • DAMAGE: 40/55/70/85/100 flat, plus 4/5/6/7/8% (+2% per 100 ability power) target’s maximum health (max 200 versus monsters)

Elastic Slingshot.jpg E - Elastic Slingshot

  • COST: 4% current health (unchanged)
  • COOLDOWN: 24/21/18/15/12 seconds (unchanged)
  • TIME-OUT: Elastic Slingshot automatically cancels after 0.9/1.05/1.2/1.35/1.5 seconds ⇒ 0.9/1/1.1/1.2/1.3 seconds of channeling
  • REFUND ON CANCEL: Canceled Elastic Slingshots refund 50% cooldown and cost (unchanged)
  • DAMAGE: 80/130/180/230/280 (+0.7 ability power) ⇒ 80/120/160/200/240 (+0.7 ability power)
  • KNOCKUP: 1 second ⇒ 0.5 seconds
  • EXTRA GOO: Zac spawns a chunk of Goo for every enemy champion or clone hit by Elastic Slingshot, rather than just the first (unchanged)

NEW Let's Bounce.jpg R - Let's Bounce!

Zac squishes himself down on-cast, becoming immune to crowd control and slowing enemies above him while charging.
  • COST: No cost
  • COOLDOWN: 130/115/100 seconds
  • PUDDLE PHYSICS: Zac is immune to crowd control while charging (can still be targeted and hit by abilities)
  • STICKY FEET: Enemies above Zac are slowed by 30/40/50%
  • CHARGE TIME: Let’s Bounce! becomes fully charged after 1 second and can be held for an additional 1.5 seconds thereafter
  • SHORT CHARGE: If Let’s Bounce! is released before Zac charges for at least 1 second, Zac knocks back nearby enemies on release
Fully-charged casts cause Zac to suck up all enemies standing on top of him and carry them to the target location.
  • LONG CHARGE: If Let’s Bounce was charged for 1 second or longer, Zac scoops up enemies above him, becoming unstoppable and carrying them to the target location
  • RANGE: 700/850/1000
  • DAMAGE: 150/250/350 (+0.7 ability power) to all enemies in the landing area
  • SLOW: 25% for 0.5 seconds to all enemies in the landing area

Mid-Patch Updates

Quote.png Zac's update introduced new mechanics to learn and make new decisions around. These buffs should ease the learning process a bit. Unquote.png

Stretching Strike.jpg Q - Stretching Strikes

  • SLOW DURATION: 0.25 seconds ⇒ 0.5 seconds

Elastic Slingshot.jpg E - Elastic Slingshot

  • BASE DAMAGE: 80/120/160/200/240 ⇒ 80/130/180/230/280 (reverting the original damage change)

Patch Notes 7.7

    • Fixed a bug where Flashing right after casting E - Elastic Slingshot would change Zac's position and move the range indicator, but the damage and knock-up would still be applied in the original location
    • Fixed a rare bug where Zac’s Passive - Cell Division could sometimes cause him to instantly revive (and potentially revive a second time if he’s killed again before his bloblets recombined)

Patch Notes 7.5

    • Fixed a bug where moving the camera away and back would cause a chunk of Passive - Cell Division to disappear when using Pool Party Zac

Patch Notes 6.21

E now displays a warning indicator 0.75 seconds before Zac lands.
Quote.png Zac’s shown back up on our radar thanks to Elastic Slingshot’s unique gank opportunities. But when the counterplay to an ability is “dodge it”, it’s important that players have access to consistent information about where it’s headed. Elastic Slingshot isn’t hitting that clarity bar right now, so we’re making it more clear where you should (and shouldn’t) stand if you don’t want to get slime-smushed. Unquote.png
  • General
    • MATTERS MORE THAN YOU THINK: Recommended items updated
  • Elastic Slingshot.jpg E - Elastic Slingshot
    • CLARITY: Warning indicator and shadow particles now show up 0.75 seconds before Zac lands. If his travel duration is shorter than that, they appear immediately.
    • ALSO CLARITY: Cast range updated to be more accurate for Zac

Patch Notes 6.15

Elastic Slingshot doesn’t zoom off in weird directions.
  • Elastic Slingshot.jpg E - Elastic Slingshot
    • BUGFIX: The minimap no longer intercepts the cursor when Zac casts Elastic Slingshot. In other words, he won’t jump in a random direction if the cursor is hovering over the minimap.

Patch Notes 6.13

  • Bugfix
    • Fixed a bunch of cracks in the Zac Sweet Chromas on Very Low visual settings

Patch Notes 6.9

Revives faster at higher levels.
Quote.png Most tanks have been excited to jump into the fray in 2016, but Zac’s been unexpectedly absent. Zac’s already best-in-class when it comes to getting into sticky situations, but Cell Divison shifts dramatically from an early-game boon to a limp extended late-game death. Considering long-range initiation is kind of Zac’s thing, the fact that he tends to land in risky situations shouldn’t feel as punishing as it does later on. We’re tweaking the Secret Weapon’s specs to help him maneuver the backlines and to give him a fighting chance of bouncing back into action (should his team provide the necessary assistance). Unquote.png
  • General
    • NEVER SKIP BREAKFAST: Updated recommended items
    • BASE MOVEMENT SPEED: 335 ⇒ 340
    • REVIVE TIMER: Blobs reform after 8 seconds ⇒ 8/7/6/5/4 seconds (at levels 1/5/9/13/17)

Patch Notes 6.2

  • Bugfix
    • Fixed a bug where displacement effects would not displace Zac during E - Elastic Slingshot's travel time

Patch Notes 5.23

  • Attack Range Changes
    • ATTACK RANGE: 125 ⇒ 175
  • Bugfix
    • Restored on-hit particles for Zac's W - Unstable Matter

Patch Notes 5.19
"Last patch, we fixed a bug where Elastic Slingshot would fail to shoot as far as it said it could by rewriting how the skill worked. In doing so, we noticed something was off in the snap-cast case, and added a 300 unit minimum to match the feeling. That said, how it worked originally(before any of these range-increase shenanigans) was that you could snapcast anywhere between 0 and 300 - so we’re just reverting back to that. TL;DR - Zac’s all back together again (until he uses an ability, that is)."

  • Elastic Slingshot.jpg E - Elastic Slingshot
    • BIT OF A STRETCH: Fixed a bug where Elastic Slingshot had a minimum range of 300 units instead of 0

Patch Notes 5.18

  • Bugfix
    • Zac's E - Elastic Slingshot max travel range now matches the indicator

Patch Notes 5.16

"It’s not an exaggeration when we say that Zac has the longest non-ultimate initiation range in the game - something we’re stretching to the limit this patch. Boosting Zac’s unique aspects opens up new gank-paths to ambush from while also playing to his nature as the ever-present ‘teamfight-in-a-blob’ he was made to be." Elastic Slingshot.jpg E - Elastic Slingshot

  • RANGE: 1150/1250/1350/1450/1550 ⇒ 1200/1350/1500/1650/1800

Patch Notes 5.5
Chunks now reduce W's cooldown, even if he casts it slightly after he picks up a chunk. E knocks up for longer. "Smoothing out Unstable Matter's CDR mechanic and doubling E's knockup time so Zac players can feel better about doing what they've always done: throw yourself with reckless abandon into the enemy team."

  • Unstable Matter.jpg W - Unstable Matter
    • SLAM CHUNK: Picking up a chunk now briefly gives Zac a "reservoir" of CDR, even if he casts W within the 1 second following pickup of a chunk.
  • Elastic Slingshot.jpg E - Elastic Slingshot
    • KNOCKBACK DURATION: 0.5 seconds ⇒ 1 second

Patch Notes 4.21
Elastic Slingshot makes more chunks if Zac hits multiple champions, and Let's Bounce has a higher knockback range.

"The last on our 'Naughty or Nice' junglers list, we wanted to give Zac a little more oomph for those who make it through his somewhat punishing early-levels. In-line with Zac's identity as initiator, buffing the knock-back effect on Let's Bounce! means finding fights at max-range lets Zac play more with his opponent's positioning to single someone out."

  • Elastic Slingshot.jpg E - Elastic Slingshot
    • "NEW" SO CHUNKY: Zac now creates extra chunks for each additional champion he hits
    • DAMAGE: 80/120/160/200/240 magic damage ⇒ 80/130/180/230/280 magic damage
  • Let's Bounce.jpg R - Let's Bounce!
    • KNOCKBACK RANGE: 250 ⇒ 400 (enemies will be knocked up higher and longer to match the new range, but total crowd control durations remain the same)v4.11
Like Nautilus, when we were making the Ancient Golem and Quill Coat changes for tanky support junglers, we knew there were a few who needed some extra help to succeed in the modern game. For Zac, it was a simple matter of bouncing up his early clear speeds while also giving his sustained damage an elastic stretch in the right direction.
  • Unstable Matter.jpg W - Unstable Matter
    • "NEW" UNSTABLER MATTER: Picking up a chunklet reduces the cooldown of Unstable Matter by 1 second
    • "NEW" UNSTABLEST MATTER: Whenever Zac hits a jungle monster with Unstable Matter, he can walk through the monster (to pick up chunklets)
    • COOLDOWN: 4 seconds ⇒ 5 seconds

Patch Notes 4.3
We increased the interaction radius of Zac’s blobs.

  • Cell Division.jpg Passive - Cell Division

Patch Notes 3.11
Summary: Zac's chunk drops are now more contestable by opponents.

Context: When we first designed Zac, our initial concern was that his chunks would be difficult for Zac players to use if we didn't stack the variables in his favor. So we coded the chunks so Zac would absorb them even when his enemies were closer and should have been able to crush the chunks. Then we launched Zac, who in turn launched himself straight into the “awesome” category over multiple levels of League play. We’re still balancing Zac out, but these changes should give Zac's opponents a fair and equal chance to stomp out the chunks in lane and stop the green goo champ from sustaining so effectively.

  • Cell Division
    • Adjusted passive chunk drops to be more contestable by enemies
      • If an enemy champion is within 1000 units of Zac, his chunks will spawn in a contestable zone between him and his opponent (this isn’t a change, but is listed for clarification)
      • Increased the range at which champions cause chunks to be contestable (fly away from Zac) to 1000 (from 700)
      • Slightly increased the distance contestable chunks travel from Zac
      • Chunks are now credited to whoever is closest to them in the event that both Zac and an enemy champion are present (rather than automatically going to Zac)
      • Reduced chunk invulnerability time to 0.25 seconds (from 0.75)
      • Chunk invulnerability now applies to both Zac and enemies (previously only applied to enemies – Zac now has to wait 0.25 seconds before he can absorb his chunks)
      • Zac now has an increased chunk pickup range and bypasses the chunk invulnerability delay timer during Let's Bounce
  • Elastic Slingshot
    • Fixed a bug where the landing point visual effect was not appearing for enemies

Patch Notes 3.10a
Summary: Zac's passive healing blobs will now be harder to pick up for both him and his opponents. Additionally, Zac’s ult no longer grants him Tenacity while active.

Context: Previously, Zac’s pickup range was so large he would sometimes regain health from his blobs even if he stood still after using an ability. The blob radius change creates more potential counterplay in lane, since Zac and his opponents now have to specifically move to blobs to regain or deny health. The tenacity portion of Let’s Bounce has removed to allow for more gameplay in fights, notably by giving enemies the chance to lock Zac down while protecting vulnerable targets.

  • Cell Division
    • Blob absorption and squish radius reduced to 25 (from 100)
  • Let's Bounce
    • No longer grants tenacity
    • Fixed the tooltip to state that Zac removes all slows affecting him upon activation

Patch Notes 3.10

  • Elastic Slingshot
    • Damage reduced to 80/120/160/200/240 from 80/130/180/230/280

Patch Notes 3.09

  • Elastic Slingshot
    • Fixed a bug where aiming could preemptively break the targets' spell shields

Patch Notes 3.07
For all of the utility and sustain he brings, Zac was just a little too strong across the board. These changes should tone him down in places where he had excessive power – reducing the burst power of his ultimate and his already unusually high sustain from bloblets.

  • Base Health Regen reduced to 7.0 from 12.5
  • Let's Bounce!
    • Damage reduced to 140 / 210 / 280 from 160 / 240 / 320
    • Fixed a bug where Let's Bounce! was applying a 0.25 Ability Power ratio on every bounce rather than 0.4 on the first bounce, halved on subsequent bounces
    • Tenacity reduced to 50% from 75%

Patch Notes 3.06

  • Increased transparency when in brush

Patch Notes 3.05

Other Contents


  • Classic Zac
  • Special Weapon Zac
  • Pool Party Zac
  • SKT T1 Zac

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