Zac: The Secret Weapon

Zac is a Vanguard Jungler (legacy: Tank/Fighter) who uses Health costs as his resource instead of mana. His passive Cell Division passively scales his size with bonus health, generates healable chunks on ability hits, and triggers a resurrection upon taking fatal damage — splitting into 4 bloblets that must survive for Zac to revive. Stretching Strikes (Q) is a two-part tether that pulls targets together for a knock-up or knock-down. Unstable Matter (W) is a point-blank AoE explosion with percent-max-HP scaling. Elastic Slingshot (E) is a chargeable long-range leap that delivers a knock-up or stun on landing. Let’s Bounce! (R) bounces Zac across the battlefield 4 times, knocking back and slowing enemies on each hit. Released March 29, 2013.

Zac is a champion in League of Legends primarily played in the Jungle, classified as a Vanguard (legacy: Tank/Fighter). He uses Health costs as his resource — he has no mana. Zac deals Magic damage. He was released on March 29, 2013, and is currently in patch V26.04.

📊 Base Statistics

StatisticBase ValueMax Value (lvl 20)
HP6852828.49
ResourceN/AUses Health
HP5 (Regen)514.83
Resource RegenN/AN/A
Armor (AR)33125.43
Attack Damage (AD)60126.86
Magic Resistance (MR)3272.31
Crit. DMG200%200%
Movement Speed (MS)340340 (fixed)
Attack Range175 (Melee)175 (fixed)
Base Attack Speed0.736
AS Ratio0.638
Windup%23.151%
Bonus AS0%31.46%

💡 Unique Mechanic — Health as Resource: Zac has no mana. His abilities cost a percentage of his current health. This means ability spam is naturally limited by his HP, but it also means that collecting Cell Division chunks is not just a healing mechanic — it’s active resource management. The more chunks he picks up, the more he can continue casting. Build HP to simultaneously improve both his tankiness and his ability to sustain spell costs.

🟢 Passive: Cell Division

Static Cooldown: 300 seconds  |  Range: 700

INNATE — The Secret Weapon (Size Scaling)

Zac gains increased percentage size equal to 1.5% of his bonus health, capped at 35% increased size at 2333.33 bonus health. His size also reduces based on his missing health, down to 70% total size while at 0% health. This passive visualization tells you — and enemies — exactly how tanky Zac is at a glance.

INNATE — GOO (Chunk Generation)

Whenever Zac damages at least one enemy with an ability, he sheds a number of chunks to a nearby location, landing toward nearby visible enemy champions and lasting 6 seconds. Chunk generation per ability:

  • Stretching Strikes: 1 chunk for each strike hit (excluding the collision) on different targets, up to 2
  • Unstable Matter: 1 chunk if it hits at least one target
  • Elastic Slingshot: 1 chunk for each enemy champion hit
  • Let’s Bounce!: 1 chunk for each bounce that hits an enemy champion, up to 4

Both Zac and enemy champions can interact with a chunk by being within 50 units of it: an enemy will destroy it, while Zac will consume it to heal for 4% – 8.47% (based on level) of his maximum health.

INNATE — Cell Division (Resurrection)

Periodically, upon taking fatal damage, Zac enters resurrection for 8 / 7 / 6 / 5 / 4 (based on level) seconds, instantly restoring 50% of his maximum health and becoming untargetable and unable to act for the duration. Zac then splits into four uncontrollable bloblets away from his location (stopping at terrain). After 1.5 seconds, the bloblets become untargetable and start moving toward Zac’s location over the remaining duration.

Any damage the bloblets receive — excluding damage in excess of each bloblet’s total maximum health — is redirected to Zac as true damage. While in resurrection, Zac cannot take damage from sources other than this redirected bloblet damage. After the duration, Zac is revived with 10 – 50% maximum health. Zac will die once all bloblets are killed.

⚠️ Critical Rule: Enemies can kill Zac permanently during resurrection by destroying all 4 bloblets before they merge back. The bloblets have their own health pools but redirect incoming damage as true damage to Zac. Protect the bloblets by dying in locations where enemies cannot easily reach all 4 pieces before the merge timer completes.

💚 Q: Stretching Strikes

ParameterValue
Cost8% current health
Cooldown14 / 12.5 / 11 / 9.5 / 8 seconds
Cast Time0.33 seconds
Target Range (primary)800
Target Range (secondary)80
Width160
Tether Radius900
Speed2800
Magic Damage60 / 90 / 120 / 150 / 180 (+ 30% AP) (+ 3% of Zac’s bonus health)
Empowered Attack Cast Time0.25 seconds
Empowered Attack Bonus Range+25
Knock-Down / Root Duration (different targets)0.5 seconds
Pull Displacement Distance300 units toward each other
Knock-Up / Stun Duration (within 700 units)0.25 seconds

ACTIVE: Zac stretches his left arm in the target direction, catching the first enemy hit, dealing magic damage, slowing them by 40% for 0.5 seconds, and forming a tether between Zac and the target for 2 seconds, during which they are revealed.

While the tether persists, Zac’s next basic attack is replaced by a second Stretching Strike, empowering it to have a 0.25-second cast time and gain 25 bonus range. This attack cannot critically strike, nor apply on-hit effects.

If the two Stretching Strikes affect different targets, both are knocked down and rooted for 0.5 seconds, and the secondary target is dealt the initial magic damage and applied the same slow. After a 0.4-second delay, Zac displaces them toward each other over 300 units, though not through terrain.

If the two targets are within 700 units of each other, they are instead slammed together through the displacement. Upon impact, both targets are knocked up and stunned for 0.25 seconds, and all enemies within the impact are dealt the initial magic damage and applied the same slow.

Both Stretching Strikes reset Zac’s basic attack timer. Zac is unable to move or attack while his left arm is in flight.

💥 W: Unstable Matter

ParameterValue
Cost4% current health
Cooldown5 seconds
Cast TimeNONE
Target Range350
Magic Damage40 / 50 / 60 / 70 / 80 (+ 4 / 5 / 6 / 7 / 8% (+ 3% per 100 AP) of target’s maximum health)
Capped Non-Champion Damage240 / 250 / 260 / 270 / 280
Monster Ghosting Duration5 seconds

ACTIVE: Zac explodes to deal magic damage to nearby enemies. The damage based on the target’s max health ratio is capped at 200 against minions and monsters. Zac grants ghosting to aggroed monsters hit for 5 seconds (allowing them to path through terrain for jungle clears). Unstable Matter’s cooldown is reduced by 1 second whenever Zac collects a Cell Division chunk.

💡 Pro Tip: W’s percent-max-HP damage scaling combined with the 5-second base cooldown and the chunk-based CDR makes it one of the highest sustained damage-per-second abilities in the game against tanks. In extended fights, spam W between every other ability — each chunk collected from Q, E, or R hits reduces the next W cooldown, creating a feedback loop of efficient AoE pressure.

🌀 E: Elastic Slingshot

ParameterValue
Cost4% current health
Cooldown22 / 19 / 16 / 13 / 10 seconds
Cast TimeNONE
Target Range1200 / 1350 / 1500 / 1650 / 1800
Effect Radius265
Speed1350
Max Channel Duration0.9 / 1 / 1.1 / 1.2 / 1.3 seconds
Magic Damage60 / 105 / 150 / 195 / 240 (+ 80% AP)
Knock-Up / Stun Duration0.5 seconds (1 second if charged more than 1 second)
Charge Cancellation Refund50% of health cost and cooldown

ACTIVE: Zac charges for up to 4.5 seconds to increase Elastic Slingshot’s range over a cone in the target direction. Elastic Slingshot can be recast within the duration. If Zac cancels the channel himself, or the charge completes without reactivation, 50% of Elastic Slingshot’s health cost and cooldown are refunded.

RECAST: Zac leaps to the target location within the boundaries of the cone. Upon landing, he deals magic damage to nearby enemies and knocks them up and stuns them for 0.5 seconds, increased to 1 second if Elastic Slingshot was charged for more than 1 second.

💡 Pro Tip: The difference between 0.5s and 1s stun on E is the gap between a good gank and a kill. Always charge E for the full second before launching whenever the situation allows — a 1-second stun gives your lane partner enough time to land their full combo, while a 0.5-second stun is often too short to secure kills at range. The 50% refund on cancelled channels means charging and backing out costs very little compared to the benefit of always hitting full-charge E.

🏀 R: Let’s Bounce!

ParameterValue
Cooldown120 / 105 / 90 seconds
Cast Time0.3 seconds
Effect Radius300
Number of Bounces4 (1 initial + 3 additional)
Primary Magic Damage (per bounce)120 / 190 / 260 (+ 40% AP)
Total Magic Damage (all bounces)300 / 475 / 650 (+ 100% AP)
Reduced Damage (2nd+ hit, same target)50%
Knock-Back Duration1 second
Slow20% for 1 second per bounce
Bonus Movement Speed20% – 50% (based on duration, ghosted)
Ability Restrictions During RCannot basic attack, use Stretching Strikes, or Elastic Slingshot

ACTIVE: Zac bounces after the cast time, then bounces 3 additional times each second over 3 seconds. Each bounce deals magic damage to enemies hit, knocks them back over 1 second, and slows them by 20% for the same duration. An enemy can be hit by multiple bounces, but ones beyond the first deal 50% damage to that target and do not apply the knock-back.

Zac can move while Let’s Bounce! is active, gaining ghosting and 20% – 50% bonus movement speed (based on duration). He becomes unable to declare basic attacks, use Stretching Strikes, and Elastic Slingshot. He also automatically consumes all chunks within the bounce radius.

💡 Pro Tip: Let’s Bounce! is at its most powerful when Zac is in the middle of a clustered enemy team. The knock-back on every bounce disrupts enemy positioning continuously, and the automatic chunk consumption means the heal-from-chunks mechanic fires passively throughout the entire 3-second duration — often topping Zac off while he’s absorbing burst in the heart of the teamfight.

🎯 Strategies and Gameplay Tips

Early Game (Levels 1–6)

  • Health cost awareness: Your abilities cost current HP. In early jungle clears, monitor your health closely — casting W and E while below 30% HP effectively burns a significant portion of your remaining survivability. Use health potions or back before reaching dangerously low health-as-resource thresholds.
  • Chunk collection is mandatory: Picking up Cell Division chunks mid-fight isn’t optional sustain — it’s active resource and health management. Enemy champions standing on chunks to deny them is a real interaction. Position your body to collect chunks even during trades, not just after.
  • E gank timing: Elastic Slingshot at rank 1 reaches 1200 units — more than enough to clear most jungle walls for surprise ganks. The 1-second full-charge stun versus the 0.5-second quick-fire stun is the difference between kills and assists at level 3. Always charge for a full second when setting up ganks.

Mid Game (Levels 7–13)

  • Q two-target pull in teamfights: The double Stretching Strike knock-up stun at close range is Zac’s most reliable CC chain. Use it to grab the enemy ADC and slam them into a nearby ally for the knock-up, or grab two threats simultaneously and pull them together into your frontline.
  • W spam with chunk CDR: Every chunk collected reduces W cooldown by 1 second. After an E landing that generates 1+ chunks, immediately W for the first AoE burst, then collect chunks to accelerate the next W cast. In a 3v3 skirmish, maintaining this loop makes W feel like it has a 2–3 second effective cooldown.
  • Resurrection positioning: Dying in tight corridors like narrow jungle paths or near walls limits the space your bloblets spread to, making it significantly harder for enemies to destroy all 4 before they merge. Avoid dying in open areas like the Baron pit or river where enemies can easily chase all 4 pieces.

Late Game (Level 14+)

  • R into the backline: Let’s Bounce! lets Zac move freely during all 4 bounces. Engage with E into the enemy carry, immediately activate R to continuously knock-back everything around you, and position each bounce toward the highest-priority target. The 50% reduced damage on repeat hits means you want to spread your bounces across multiple enemies rather than hitting one target 4 times.
  • Resurrection as a teamfight tool: At 4-second resurrection duration (max level), Zac’s bloblets move fast enough that enemies often cannot kill all 4 in time unless they immediately focus all resources on the bloblets. Use this as a psychological pressure point — enemies who stop to kill bloblets are briefly removed from the teamfight.
  • Size = threat display: At max HP build, Zac’s size increase makes it visually obvious he’s near-unkillable. Against experienced teams, this forces enemies to pre-emptively ban or itemize around Grievous Wounds and magic damage — just by existing, he shapes how the enemy team builds.

❌ Common Mistakes and How to Avoid Them

  • Not collecting chunks during combat: The single most common Zac mistake is forgetting to step on chunks during fights. Each chunk heals 4–8.47% max HP — in a 5-second teamfight with 4–6 chunks available, ignoring them is the equivalent of missing 25–50% worth of max health in healing. Walk over them as they land, even mid-combo.
  • Firing E without charging: A 0.5-second stun on E is often not enough to secure kills in coordinated teams. The habit of immediately recasting E the moment it becomes available wastes the 0.5-second extra charge window that converts the stun to 1 second. Discipline yourself to wait the extra beat before launching.
  • Dying in open areas with resurrection available: Open areas mean enemies can immediately run to all 4 bloblets and kill them within the 4-second window. If you’re going to make a suicidal engage, do it in a location where terrain splits the bloblet spread — a narrow jungle corridor vs the Dragon pit is the difference between a successful resurrection and a permanent death.
  • Ignoring W’s percent-health damage against tanks: Zac players often max E second for lower cooldown on the leap, but W’s percent-max-HP damage is devastating against tanky enemies. In heavy tank metas, consider maxing W second over E — the practical DPS difference against a 5000 HP target is substantial.
  • Using R without positioning for multiple targets: Let’s Bounce! does 50% reduced damage after the first hit on the same target. Bouncing 4 times on one person wastes 75% of the ultimate’s total damage output. Use the movement speed during R to steer across multiple enemies, not to faceplant one target repeatedly.

⚙️ Recommended Build and Itemization

Core Items

  • Warmog’s Armor: Every point of HP directly amplifies W’s percent-max-HP damage, increases Cell Division resurrection health thresholds, and scales Zac’s passive size. Warmog’s HP regeneration between fights also offsets health-cost ability spam during jungle clears.
  • Sunfire Aegis: Immolate’s AoE magic damage stacks alongside W’s explosions. In Let’s Bounce! combos where Zac is bouncing through clustered enemies, Sunfire ticks on every enemy in range simultaneously. The HP and armor make Zac extremely difficult to burst during resurrection windows.
  • Jak’Sho, The Protean: Resistances that scale the longer Zac stays in a fight. Combined with Let’s Bounce!’s 3-second duration and the natural resurrection extension, Jak’Sho reaches its full resistance stacking rapidly in teamfights where Zac is designed to absorb sustained pressure.

Situational Items

  • Heartsteel: HP stacking on kill scales directly into every mechanic that benefits from max health — W damage, passive size, chunk healing, and spell sustainability. A fed Zac with Heartsteel stacks becomes a genuine HP wall that can’t be burst through a resurrection and has W dealing 12%+ max HP per hit.
  • Abyssal Mask: Increases magic damage taken by nearby enemies, amplifying both Zac’s abilities and his AP-building allies. The HP and MR make it a dual stat item. Best in AP-heavy team compositions where Zac is the engage tool for a mage carry.
  • Kaenic Rookern: Against heavy AP burst compositions that can kill bloblets during resurrection. The magic shield provides additional absorption during the bloblet phase, giving the resurrection more effective health for completing the merge.

⚔️ Counter Picks & Matchups

✅ Zac Counters

1. Amumu

Amumu’s engage is one-dimensional — his Bandage Toss is the only gap-close before his ultimate. Zac’s longer Elastic Slingshot range allows him to reach objectives and engage targets before Amumu, and his Q double-tether is harder to dodge for Amumu’s low-mobility kit. In teamfights, Zac’s bouncing knock-backs disrupt Amumu’s attempts to stay in range for Curse of the Sad Mummy.

2. Sejuani

Sejuani depends on Arctic Assault’s gap-close to apply her passive Winter’s Wrath stacks for crowd control. Zac’s passive resurrection means he can trade engage tools with Sejuani and still recover, while his W’s percent-max-HP damage cuts through her intentional HP stacking. E into Q two-target pull disrupts Sejuani’s slow windup engage sequence.

3. Malphite

Malphite’s Unstoppable Force charges in a straight line — Zac’s large blobby hitbox aside, the value of Malphite’s engage is disrupted when Zac’s resurrection activates mid-fight. Let’s Bounce! continuous knock-backs prevent Malphite from following up his own ultimate, while W’s percent-max-HP damage shreds his armor-stacking build.

❌ Zac is Countered By

1. Trundle

Trundle’s Subjugate steals Zac’s resistances — against a tank built around HP and resistances, Subjugate is near-maximum value. Trundle’s Pillar of Ice blocks Elastic Slingshot from landing and disrupts Zac’s bloblet merge path during resurrection. Chilled Chomp’s slow prevents Zac from steering Let’s Bounce! effectively.

2. Graves

Graves can kill bloblets extremely fast during resurrection with his shotgun auto attacks hitting multiple bloblets simultaneously. His high burst damage also threatens Zac’s health-as-resource sustainability in skirmishes — burning Zac to low health early makes subsequent ability casts negligible. End of the Line’s knockback disrupts Elastic Slingshot approaches.

3. Yorick

Yorick’s Dark Procession wall can trap Zac’s bloblets inside the ring during resurrection, making them trivial to destroy for the enemy team. His Mist Walker army can target individual bloblets from range while Yorick’s own survivability lets him comfortably outlast the resurrection window. Mourning Mist’s reveal also prevents surprise E gank approaches.

FAQ

Q: Can enemies permanently kill Zac during resurrection?

A: Yes — if enemies destroy all 4 bloblets before they merge back at Zac’s location, he dies permanently. The bloblets take damage and redirect it as true damage to Zac — once all 4 are dead, the resurrection fails. This is why resurrection positioning in terrain-restricted areas is critical.

Q: Does Zac need AP items to deal damage?

A: Not necessarily. Zac’s W scales with target maximum health (not AP), which means the base damage is effective even in full tank builds. His Q and E have 30% and 80% AP ratios respectively, so AP builds are viable for damage-focused styles, but full tank Zac deals respectable damage purely through W’s percent-health scaling and R’s base damage.

Q: What happens if Zac casts Elastic Slingshot and cancels before recasting?

A: If Zac cancels the channel himself (or the max charge duration expires without a recast), he refunds 50% of the health cost and 50% of the cooldown. This makes exploratory E charges very low-risk — you can start charging toward a potential target and cancel safely if the situation changes, losing only half the resource investment.

Q: Do enemies benefit from destroying Zac’s chunks?

A: Enemies can step on and destroy Zac’s chunks — but they receive no benefit from doing so. Destroying chunks simply denies Zac the heal. Against experienced players, standing on chunks to deny healing is a legitimate strategy that significantly reduces Zac’s in-fight sustain.

Q: Is Zac viable outside of Jungle?A: Zac is primarily and most effectively played in the Jungle. His engage kit, health-cost resource system, and passive resurrection are all tuned around jungle-style engagement patterns. He sees occasional play in Top lane, but his kit’s lack of wave-clear efficiency and vulnerability to sustained lane poke makes it a niche choice.

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