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Zac
ZacSquare
General Information
TitleThe Secret Weapon
Real NameZaun Amorphous Combatant
PronounsHe/Him
Release DateMarch 29th, 2013
Cost4800 BE 880 RP
PrimaryTank
SecondaryFighter
Statistics

HP
685 (+ 109)

HPR
8 (+ 0.5)

MS
340

AD
60 (+ 3.4)

AS
0.736 (+ 1.6%)

RNG
175

AR
33 (+ 4.7)

MR
32 (+ 2.05)
Developer Info
DDragon KeyZac
Integer Key154
External Links
Universeuniverse.leagueoflegends.com
Game Info Wikileagueoflegends.fandom.com

Zac is a champion in League of Legends.

Lore[]

For outdated and now non-canon lore entries, click here.
  • Biography
  • Story
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 emerging to help those who cannot help themselves or to rebuild the broken infrastructure of Zaun.

A group of Zaunite children first encountered Zac when they were out skimming rocks over a sump pool and some of the stones were thrown back. The “Returning Pool” became well-known to Zaun’s Sump dwellers, and eventually drew the attention of a shadowy cabal of chemtech alchymists. Over the protests of the local residents, the alchymists pumped the contents of the pool into vats and carried the substance back to their laboratories for experimentation.

Via a series of experiments designed to test negative and positive reinforcement techniques, the alchymists discovered the coagulate mass within the pool appeared to have psychotropic tendencies. Simply put, it mirrored whatever stimulus was provided to it. If treated well, it responded with childlike glee and playfulness, but when its response to pain and aggression were tested, the alchymists lost numerous augmented sump-scrappers in the ensuing destruction.

Most of the alchymists attributed this to nothing more than a simple reflex response, but two among their number weren’t so sure. They questioned the morality of experiments that seemed entirely driven to produce a creature of unmatched aggression. When the pair dug further, they discovered the project was being funded by Saito Takeda, a Chem-Baron with a notoriously violent temperament and reputation for bloody gang warfare. The implication was clear; Takeda sought to develop a fighter who could shrug off mortal wounds, squeeze into places humans could not and who would obey any command. They also discovered the project’s true name; the Zaun Amorphous Combatant.

As they pondered the best course of action, the two dissenting alchymists saw more than just a mirroring of whatever stimulus was applied to the viscous gel. They saw behaviors manifest without any obvious stimulus - behaviors consistent with sentience. They came to know the creature as Zac and concluded that he exhibited the behaviors of a thinking, feeling being. They brought their findings to the spindle-limbed leader of their research team, but their concerns were ignored.

Unwilling to let the matter drop, they began their own covert efforts to counter the violent teachings of the rest of their team. They sought to show Zac right from wrong, exposing him to acts of altruism and generosity. Their efforts bore fruit, with Zac showing sadness when one of the researchers hurt her hand and reacting badly when another killed a rat in the laboratory. Eventually, they could no longer tolerate the cruel experiments being done to Zac by their fellow alchymists.

One night, during Zaun’s Progress Day remembrances, when the laboratory was empty, they drained Zac into a wheeled septic tank and dragged him to a far distant part of Zaun. When their act was later discovered, the footsoldiers of Baron Takeda sought them out. But Zaun is a big place, and the researchers were able to hide from their pursuers. They had thought to give Zac his freedom, but Zac did not want to be released, for he now considered the two researchers his family. They alone had shown him kindness, and he wanted to learn more from them. In truth, they were pleased by his reaction, for they had become so fond of Zac that they considered him their adoptive son.

To stay hidden from Takeda’s men, they changed their identities and appearance, taking up residence in a remote part of the Sump, far from prying eyes. Zac learned to mimic their voices, and quickly adapted to shift his gelatinous mass into the required shapes to form sound. He lived alongside his adoptive parents for many years, hiding when necessary in sump pools or in the cracks in the cliffside rocks. His ‘parents’ told Zac of the world in which he lived, how it could be beautiful and full of wonder. They showed him the moon rise over the Sun Gates, the play of rainbow light on the stained glass roofs of Zaun’s commercia halls, and the bustling, vibrant beauty of their city’s heart. They also explained how the world could be cruel and harsh, and Zac learned that people were sometimes mean and unkind, hateful and prejudiced. Zac rejected such behaviors and helped his parents where he could as they used their skills to aid the people around them without attracting undue attention.

They did what they could to treat the sick, mend broken machinery or otherwise put their chem-knowledge to benign use. These were golden years for Zac, and he roamed Zaun through its almost limitless network of pipes and through the many cracks in its bedrock. As much as Zac was a sentient being, too much stimulus from his environment could sometimes overwhelm his senses and cause him to temporarily absorb the dominant emotions around him, for good or ill. Oft-times he couldn’t help getting involved in aiding the oppressed and downtrodden against thuggish bullies; leading to rumors of his presence spreading through Zaun. Though the majority of tales were of him helping, others attributed destructive events to Zac; a factory destroyed or a crevasse ripping open in a Sump neighborhood.

Eventually, those rumors reached the ears of Saito Takeda, and he sent a band of augmented thugs to retrieve what he saw as his property. His alchymists had been attempting - without success - to replicate the process that had created Zac from droplets left behind in his vat. Takeda wanted the creature returned, and his augmented heavies surrounded Zac’s parents’ home and attacked. They fought back, for they were chemtech researchers and not without esoteric means of defending themselves, but their defiance could not last forever and eventually they were killed, despite Takeda’s order that they be taken alive.

Zac had been exploring subterranean seams far below Zaun, but sensed his parents’ distress and raced back through the pipes of the city to the rescue. He arrived too late to save them, and the fury that overwhelmed him upon seeing their bodies was unmatched by anything the baron’s men had ever seen. Zac attacked in a ferocious display of stretching, smashing, and crushing. In his grief and anger, he demolished dozens of nearby dwellings, and by the time the battle was over, all the augmented thugs were dead.

When the heightened emotions of battle drained from Zac’s consciousness, he was overcome with remorse for the homes he had destroyed, and vowed to continue the good work done by his parents. He helped rebuild what he had destroyed, but as soon as the work was done, he vanished into Zaun’s vast network of pipes.

Now Zac lives alone, dwelling in the tunnels and caverns threading Zaun, and bathing in the emotions of the city’s inhabitants. Sometimes this enriches him, but other times it saddens him as he takes on both the good and bad of the city. He has become something of an urban legend among the people of Zaun, a mysterious creature that sometimes emerges from cracks in the rock or a section of damaged pipework. Most times this is to help those in need, but in times of trouble, when the city’s moods turn grim, his appearance can be cause for trepidation.

“The angrier you get, the more this is going to hurt...”

- ZacSquareZac

PROTECTION

The golden hour between fifth and sixth bell. That’s my favorite time of day. It’s when most people in the Factorywood finish their work shifts. They’re bone tired, but they’re done for the day. Work is behind them. A hot meal and home are ahead. The people here are nice, and I always feel good squeezing my gelatinous body through the cliff-cracks seaming the rocks around the Factorywood. I feel love emanating from a man going home to his newborn son. I relish the anticipation of a married couple looking forward to a romantic dinner in the Boundary Markets.

Their thoughts soak into me. It’s nice, like a warm bath, though I tend to stretch out pretty thin when things get too hot. There’s always a few people in the mix who aren’t so happy. After all, life in Zaun can be hard. Some people are nursing broken hearts, while others can’t stomach the thought of another shift and feel nothing but seething resentment. I absorb the good and the bad, because that’s the way I was made. The bad feelings sometimes make me angry, but there’s nothing I can do about that. My parents taught me it’s okay to feel bad sometimes. Without the bad you can’t properly savor the good.

I follow the crowd until people start to go their separate ways. A few lingering bad feelings drift through my thoughts, so I decide to do something good to push them out. I seep down through a network of cracked vents I’ve been meaning to fix for a while, but just hadn’t gotten around to. I collect fragments of metal in my body as I go, extruding them from my amorphous form wherever there’s a crack, then heating my outer layers to weld them in place. With the cracks sealed, clean air from the pump station higher up in Piltover flows once again. Which hopefully means fewer cases of lung blight in a good many of the streets below.

The bottom of the pipe brings me out in the upper reaches of the Sump level. Things aren’t so nice here. Lots of people don’t have much of anything, and there’s plenty who want to take even that from them. The sump pools, full of toxins and runoff from the chem-forges, remind me of the time I spent alone as a specimen in a laboratory. I try not to think of that time, because it makes me angry. And when I get angry I sometimes break stuff, even though I don’t mean to. I don’t like feeling like that, so I ease myself into my favorite cleft in the rock, the one running beneath the twisting rookeries of the Skylight Commercia. It’s always nice there. People out together, browsing the galleries, meeting friends, dining or going to see one of the companies of players that tour the undercity with their satirical works. The atmosphere warm and friendly, it’s the perfect place to bask in all that Zaun has to offer.

But as I pass beneath the outlying streets, a spike of anguish ripples through me. A tremor of fear and pain disturbs my liquid flesh. I don’t like it. It feels out of place, like something I’d expect to find deeper down in the Sump. That’s the place where bad things happen more often than good things. It shouldn’t be happening here! I get angry as more of the bad feelings soak into me. I follow them down, wanting to stop them from spreading.

I push my body from the corroded pipes running below a metalsmith’s shop. My bulk fills the space under the warped floorboards. Light shines in angled beams through the louvers of a grille set in the floor. Angry voices come from above. Shouts and the sound of a weeping man. I press my body against the grille. My gelatinous mass breaks apart, only to reform on the other side. I push hard and quick, re-establishing my form inside the shop.

The owner of the shop is on his knees beside a woman who bleeds from a deep wound in her belly. He kneels at her side, one arm outstretched toward the four men standing in the wreckage of his shop. I know these kinds of men. I see them all the time in the Sump; thugs who force good-hearted people to pay up or face seeing their livelihoods smashed.

The interior of the shop is lit by chem-lanterns, one of which is held by a man wearing a butcher’s apron and who has a meat-hook crudely fixed to the stump of his other hand. The other three are mere brutes, slab-muscled simpletons in canvas overalls and thick magnifier goggles. Their eyes grow stupidly wide with shock at the sight of me rising over them. I bloat my body, greenish limbs swelling with power as I form a mouth where I think it ought to be.

I want to really hurt these men. I know it’s their emotions I’ve been feeling, but I don’t care. I just want to hurt them as badly as they hurt these people.

“This is gonna get messy,” I say.

My right arm shoots out, smashing the first thug from his feet. He slams into the metal stanchion by the door and doesn’t get back up. A second thug swings a heavy iron club, a sump-scrapper’s oversized wrench. It hits me in my middle and is promptly swallowed by my pliant flesh. I reach down and pluck him from the ground, hammering him up to the latticework girders of the ceiling. He drops back down, his limbs bending in ways even I can tell they shouldn’t. The third thug turns and runs, but I reach up and stretch my arms toward the girders. I spring forward and hammer my feet into his back. I squash him to the ground as their leader slices the blade of his butcher’s hook down the center of my back.

It hurts! Oh, how it hurts. The pain causes my body to lose cohesion. I fall to the floor in a shower of liquid green ooze. For a moment, I lose all sense of spatial awareness, seeing and feeling the world from a thousand different perspectives. The thug stands over me, a gap-toothed smile splitting his stupid face. He’s glad he killed me, filled with pride at his destruction of a living thing.

His pleasure at this destruction courses through me like a hateful elixir. I don’t want to feel like this, it’s not what I was taught, but to help these people I need to use the wrath that fills me. I must turn it against these men. My scattered globules reform in the time it takes him to realize he hasn’t killed me as thoroughly as he thought. I surge from the floor and crash into him, altering my density to that of a thundering piledriver. We smash into the wall of the establishment, the flesh and bone beneath me disintegrating at the force of impact.

I peel myself from the bloody wall, feeling the anger slowly drain from me. I form my body into something man-shaped as I feel the mixed emotions emanating from the couple behind me. The man looks at me with a mixture of fear and trepidation. His wife smiles at me, though I can feel her tremendous pain. I kneel beside her and she takes my hand. It is soft. I am immediately soothed by her gratitude.

I nod and place my hand on her stomach. Heat spreads from me as I ease a sliver of my form into her wound. I’ll be leaving a piece of me behind, a piece I’ll never grow back, but I give it willingly, knowing she will live because of me. The portion of my body within her repairs damaged flesh, knits ruptured tissue and stimulates regenerative growth in her stomach lining. Her husband wipes his hand over her wound, and gasps to see her skin is pink and new.

“Thank you,” she says.

I do not answer. I cannot. Expending such power drains me, leaves me thin. I allow my cohesion to loosen, flowing back down the grille and into the pipes. It is all I can do to maintain my form as I pour down through the cracks in the rock, heading toward the places I know will be awash with good emotions. I need to renew myself. I need to feel all the good Zaun has to offer.

I need to feel alive.

I need to feel.

Abilities[]

Cell Division Cell Division [Passive]
Cooldown: 300 seconds

Cell Division2
Innate: Each time Zac hits an enemy with an ability, he sheds a chunk of Goo that can be reabsorbed to restore [+5% his max].

Upon taking fatal damage, Zac splits into 4 bloblets that attempt to recombine. If any bloblets remain after a few seconds, he will revive with 10-50% health depending on the health of the surviving bloblets. Each bloblet has [+12% Zac's max], and half of his Armor and Magic Resistance.

Revive Timer: 8 / 7 / 6 / 5 / 4 seconds
Stretching Strikes Stretching Strikes [Q]
Cost: [+8% current] Cooldown: 14 / 12.5 / 11 / 9.5 / 8 seconds Range: 800

Active: Zac's arm stretches and grabs the first enemy it hits, dealing magic damage, slowing them by 40%. Zac's next basic attack is replaced with a long range smack that repeats the initial magic damage and slow effect.

If Zac grabs a different enemy with each attack he'll throw them towards each other, dealing magic damage in an area if they collide.

Magic Damage: 40 / 55 / 70 / 85 / 100 (+30%) [+4% Zac's max]
Unstable Matter Unstable Matter [W]
Cost: [+4% current] Cooldown: 5 seconds Area of Effect: 350

Active: Zac's body erupts, dealing magic damage to all nearby enemies.

Absorbing Goo reduces Unstable Matter's cooldown by 1 second.

Magic Damage: 40 / 50 / 60 / 70 / 80 [+4 / 5 / 6 / 7 / 8% (+3% per 100) target’s max]
Elastic Slingshot Elastic Slingshot [E]
Cost: [+4% current] Cooldown: 22 / 19 / 16 / 13 / 10 Range: 1200 / 1350 / 1500 / 1650 / 1800 Area of Effect: 150

First Cast: Zac faces the cursor and charges up.

Second Cast: Launches Zac towards a location, knocking up nearby enemies for 0.5 to 1 seconds (based on charge time) and dealing magic damage. Zac spawns extra chunks of Goo for each enemy champion hit.

Charge Time: 0.9 / 1 / 1.1 / 1.2 / 1.3 second(s)
Magic Damage: 60 / 105 / 150 / 195 / 240 (+80%)
Let's Bounce! Let's Bounce! [R]
Cost: No Cost Cooldown: 120 / 105 / 90Seconds Area of Effect: 300

Passive: Healing from Cell Division Cell Division Goo restores additional max health.
Active: Zac bounces 4 times, knocking back enemies for 1 second and dealing magic damage. Enemies hit with multiple bounces take 50% less damage and are not knocked up.

Enemies hit by Let's Bounce! are slowed by 20% for 1 second.

Zac gains 20% Movement Speed added by 5% over the duration and can cast Unstable Matter Unstable Matter while bouncing.

Additional Health from Goo: [+1 / 2 / 3% Zac's max]
Magic Damage: 140 / 210 / 280 (+40%)

Patch History[]

Patch 9.19

Bloblets restore more health.

With more value on his bloblets, Zac should be able to scale better into late game and feel more satisfaction in this unique part of his kit.

Let's Bounce! R - Let's Bounce!

GREEN POTION Bloblets restore an additional 1/2/3% maximum health


Patch 9.12
W base damage increased. R knockback distance and chunk spawn adjusted.

Zac is significantly weaker after his revert in 9.11. We're following up on his ultimate to be closer to the original version and helping out his early clear speed which has been slow.

Unstable Matter W - Unstable Matter

BASE DAMAGE : [15/30/45/60/75]
25/40/55/70/85

Let's Bounce! R - Let's Bounce!

KNOCKBACK DISTANCE : [400 units away from Zac]
250 units from where target is hit
CELL DIVISION CHUNK SPAWN : [Each enemy champion spawns a chunk the first time they're hit by a bounce (subsequent bounces on the same enemy won't spawn additional chunks)]
Each bounce that hits one or more enemy champions spawns a chunk (hitting the same enemy still spawns a chunk)


Patch 9.11
Q slow decreased; cooldown decreased late. W max health damage now scales with AP. R reverted to pre-patch 7.9.

We’ve been following some excellent conversations regarding where Zac landed after his rework in 2017. After assessing players' feedback, we ultimately decided that we went too far in pulling damage out of him in our quest for a more CC-laden tank. We agree that part of Zac’s pattern of diving the back line and doing damage is core to who he is as a champion. Unfortunately, Zac players felt that after diving in, he wasn't able to accomplish anything more than just knocking people around. With that in mind, we're reverting his reworked ultimate and W.

Stretching Strikes Q - Stretching Strikes

SLOW : [60%] 40%
COOLDOWN : [13/12/11/10/9]
13/11.5/10/8.5/7

Unstable Matter W - Unstable Matter

DAMAGE RATIO 2% target's max health per 100 ability power

Let's Bounce! R - Let's Bounce!

NOT SQUISHY Zac no longer squishes himself down while charging for up to 2.5 seconds, becoming unstoppable and slowing enemies standing on top of him
NO LONGER ICE CREAM Zac no longer knocks back enemies and deals magic damage when quickly releasing R, and no longer scoops up enemies, damaging and carrying them to a target location when releasing R after charging
FLUBBER Zac now bounces 4 times on cast, with a 1 second delay between each bounce
DAMAGE Each bounce does 140/210/280 (+0.4 AP)magic damage and knocks up enemies for 1 second. Subsequent bounces on the same targets do 50% magic damage and do not knock them up.
FLUID SLIME Zac can move during Let's Bounce and gains ramping movement speed over the duration, up to 50%


v8.21
Q damage increased.

Extra oomph on Stretching Strikes helps Zac's early clear (looking at you, Scuttles) as well as making it more effective for builds that max Q second. (Reminder: This buff is twice as big as it looks since Zac either slaps the same enemy twice or smashes them into a second enemy.)

Stretching Strikes Q - Stretching Strikes

BASE DAMAGE : [30/40/50/60/70]
40/55/70/85/100


v8.10
W ability power ratio removed. E and R ability power damage ratio increased.

Much like the Shyvana changes last patch, we want to make sure that damage-building Zac feels significantly different from tank Zac. While tank Zac has the durability to sit on his opponents' faces spamming W, a damage-oriented Zac can't survive that punishment as easily. Shifting his AP ratios out of W and onto his higher-impact abilities should ensure that when Zac does build damage, he feels like he was made for it, literally.

Unstable Matter W - Unstable Matter

ABILITY POWER RATIO No longer deals an additional 2% targets' max health per 100 ability power (base max health damage unchanged)

Elastic Slingshot E - Elastic Slingshot

RATIO : [0.70] 0.90 ability power

Let's Bounce! R - Let's Bounce!

RATIO : [0.70] 0.90 ability power


v7.22

BASE ARMOR : [24] 33
LEVEL 1 BONUS ATTACK SPEED : +15%


v7.15
Q cost and cooldown increased. W base damage decreased.

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.

Stretching Strikes Q - Stretching Strikes

COST : [4%] 8% current health
COOLDOWN : [12/11/10/9/8]
13/12/11/10/9 seconds

Unstable Matter W - Unstable Matter

DAMAGE : [30/45/60/75/90]
15/30/45/60/75


v7.13

Zac's a champion meant to have extreme high moments if he can navigate the unreliability of his abilities. Right now, Stretching Strikes' second hit is giving Zac so much extra reach that those "inconsistent" high moments are less the exception and more the norm. We're tuning that range down so Zac's impact isn't so guaranteed.

STRETCHING STRIKES 2ND HIT RANGE : [300] 200


v7.12
W and E damage reduced.

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.

Unstable Matter W - Unstable Matter

DAMAGE : [40/55/70/85/100] 30/45/60/75/90

Elastic Slingshot E - Elastic Slingshot

DAMAGE : [80/130/180/230/280] 60/110/160/210/260


v7.11
E warning indicator shows up earlier. Zac’s voice isn’t squeaky as often.

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.

General

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

Elastic Slingshot E - Elastic Slingshot

WARNING INDICATOR : Appears [0.75 seconds] 1 second before Zac lands

Mid-patch 7.10 changes
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.

STRETCHING STRIKES BASE DAMAGE : [40/60/80/100/120] 30/40/50/60/70


v7.10
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.

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.

Stretching Strikes Q - Stretching Strikes

DAMAGE : [50/70/90/110/130 (+0.3 ability power)] 40/60/80/100/120 (+0.3 ability power)(+2.5% Zac’s maximum health)
SECOND HIT BONUS ATTACK RANGE : [100] 125
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 E - Elastic Slingshot

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

Let's Bounce! R - Let's Bounce!

TIME TO FULLY CHARGE : [1] 1.1 seconds


v7.9 Mid-Patch Updates

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

Stretching Strikes Q - Stretching Strikes

SLOW DURATION : [0.25 seconds] 0.5 seconds

Elastic Slingshot E - Elastic Slingshot

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


v7.9

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.

General

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 Passive - Cell Division

All of this is unchanged but we’ll leave it here as a refresher!

Stretching Strikes Q - Stretching Strikes
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
BONUS ATTACK RANGE : 100
COLLISION DAMAGE : 50/70/90/110/130 (+0.3 AP)to all enemies in the collision area

Unstable Matter W - Unstable Matter

All of this is unchanged but we’ll leave it here as a refresher!

Elastic Slingshot 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] 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 AP)⇒ 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)

Let's Bounce! 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 AP)to all enemies in the landing area
SLOW : 25% for 0.5 seconds to all enemies in the landing area


v6.21
E now displays a warning indicator 0.75 seconds before Zac lands.

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.

General

MATTERS MORE THAN YOU THINK : Recommended items updated

Elastic Slingshot 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


v6.15
Elastic Slingshot doesn’t zoom off in weird directions.

Elastic Slingshot 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.


v6.9
Revives faster at higher levels.

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).

General

NEVER SKIP BREAKFAST : Updated recommended items
BASE MOVEMENT SPEED : [335] 340

Cell Division Passive - Cell Division

REVIVE TIMER : Blobs reform after [8 seconds] 8/7/6/5/4 seconds (at levels 1/5/9/13/17)


v5.23
 Attack Range Changes
A few champions are getting increased range. Except Nunu and Tahm Kench. You know what you did.

With preseason being the time to dig deep and reevaluate assumptions, we finally started looking at attack ranges as a stat for tuning rather than just something we did simply because characters have polearms. This is only a first pass as we start to think of melee attack ranges as in 'tiers', first of 125 and 175, but possibly even up to 225! This means a few bonuses to range for some champions that have trouble movin' around in combat or just needed the love. We'll be back relatively soon for a follow-up, but at least now Trundle won't look so goofy as he punches you with his enormous iceclub.

MEGA GNAR ATTACK RANGE : [150] 175
CONSUME SIZE BUFF ATTACK RANGE : [137.5] 125
DRAGON FORM ATTACK RANGE : [125] 175
ATTACK RANGE : [150] 175
ATTACK RANGE : [200] 175
ATTACK RANGE : [125] 175
  • ZacSquareZac
ATTACK RANGE : [125] 175


v5.19

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 E - Elastic Slingshot

BIT OF A STRETCH : Fixed a bug where Elastic Slingshot had a minimum range of 300 units instead of 0


v5.16
HEADS UP!

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 E - Elastic Slingshot

RANGE : [1150/1250/1350/1450/1550] 1200/1350/1500/1650/1800


v5.5
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 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 E - Elastic Slingshot
    • KNOCKBACK DURATION : 0.5 seconds 1 second

v4.21
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 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! 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 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

v4.3 We increased the interaction radius of Zac’s blobs.

  • Cell Division Passive - Cell Division
    • CHUNK PICKUP / STOMP RADIUS: 25 ⇒ 50

v3.11
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

v3.10a
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

v3.10

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

v3.09

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

v3.07
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%

v3.06

  • Increased transparency when in brush

v3.05
ZacSquareZac released.


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