{"id":17619,"date":"2026-02-17T22:45:35","date_gmt":"2026-02-17T22:45:35","guid":{"rendered":"https:\/\/magicstark.cz\/wiki\/zac-the-secret-weapon\/"},"modified":"2026-02-17T22:45:35","modified_gmt":"2026-02-17T22:45:35","slug":"zac-the-secret-weapon","status":"publish","type":"wiki","link":"https:\/\/magicstark.cz\/en\/wiki\/zac-the-secret-weapon\/","title":{"rendered":"Zac: The Secret Weapon"},"content":{"rendered":"\n<p>Zac is a <strong>Vanguard Jungler<\/strong> (legacy: Tank\/Fighter) who uses <strong>Health costs<\/strong> as his resource instead of mana. His passive <strong>Cell Division<\/strong> passively scales his size with bonus health, generates healable <strong>chunks<\/strong> on ability hits, and triggers a <strong>resurrection<\/strong> upon taking fatal damage \u2014 splitting into 4 bloblets that must survive for Zac to revive. <strong>Stretching Strikes (Q)<\/strong> is a two-part tether that pulls targets together for a knock-up or knock-down. <strong>Unstable Matter (W)<\/strong> is a point-blank AoE explosion with percent-max-HP scaling. <strong>Elastic Slingshot (E)<\/strong> is a chargeable long-range leap that delivers a knock-up or stun on landing. <strong>Let&#8217;s Bounce! (R)<\/strong> bounces Zac across the battlefield 4 times, knocking back and slowing enemies on each hit. Released <strong>March 29, 2013<\/strong>.<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Zac, the Secret Weapon | Login Screen - League of Legends\" width=\"500\" height=\"281\" src=\"https:\/\/www.youtube.com\/embed\/AW2JL512dXs?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p><strong>Zac<\/strong> is a champion in League of Legends primarily played in the <strong>Jungle<\/strong>, classified as a <strong>Vanguard<\/strong> (legacy: Tank\/Fighter). He uses <strong>Health costs<\/strong> as his resource \u2014 he has no mana. Zac deals <strong>Magic<\/strong> damage. He was released on <strong>March 29, 2013<\/strong>, and is currently in patch <strong>V26.04<\/strong>.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udcca Base Statistics<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Statistic<\/strong><\/td><td><strong>Base Value<\/strong><\/td><td><strong>Max Value (lvl 20)<\/strong><\/td><\/tr><tr><td>HP<\/td><td>685<\/td><td>2828.49<\/td><\/tr><tr><td>Resource<\/td><td>N\/A<\/td><td>Uses Health<\/td><\/tr><tr><td>HP5 (Regen)<\/td><td>5<\/td><td>14.83<\/td><\/tr><tr><td>Resource Regen<\/td><td>N\/A<\/td><td>N\/A<\/td><\/tr><tr><td>Armor (AR)<\/td><td>33<\/td><td>125.43<\/td><\/tr><tr><td>Attack Damage (AD)<\/td><td>60<\/td><td>126.86<\/td><\/tr><tr><td>Magic Resistance (MR)<\/td><td>32<\/td><td>72.31<\/td><\/tr><tr><td>Crit. DMG<\/td><td>200%<\/td><td>200%<\/td><\/tr><tr><td>Movement Speed (MS)<\/td><td>340<\/td><td>340 (fixed)<\/td><\/tr><tr><td>Attack Range<\/td><td>175 (Melee)<\/td><td>175 (fixed)<\/td><\/tr><tr><td>Base Attack Speed<\/td><td>0.736<\/td><td>\u2014<\/td><\/tr><tr><td>AS Ratio<\/td><td>0.638<\/td><td>\u2014<\/td><\/tr><tr><td>Windup%<\/td><td>23.151%<\/td><td>\u2014<\/td><\/tr><tr><td>Bonus AS<\/td><td>0%<\/td><td>31.46%<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>\ud83d\udca1 Unique Mechanic \u2014 Health as Resource: <\/strong>Zac has no mana. His abilities cost a percentage of his <strong>current health<\/strong>. This means ability spam is naturally limited by his HP, but it also means that collecting <strong>Cell Division chunks<\/strong> is not just a healing mechanic \u2014 it&#8217;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.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udfe2 Passive: Cell Division<\/strong><\/h2>\n\n\n\n<p><strong>Static Cooldown: <\/strong>300 seconds&nbsp; |&nbsp; Range: 700<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>INNATE \u2014 The Secret Weapon (Size Scaling)<\/strong><\/h3>\n\n\n\n<p>Zac gains increased percentage <strong>size<\/strong> equal to <strong>1.5% of his bonus health<\/strong>, capped at <strong>35% increased size at 2333.33 bonus health<\/strong>. His size also reduces based on his missing health, down to <strong>70% total size while at 0% health<\/strong>. This passive visualization tells you \u2014 and enemies \u2014 exactly how tanky Zac is at a glance.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>INNATE \u2014 GOO (Chunk Generation)<\/strong><\/h3>\n\n\n\n<p>Whenever Zac damages at least one enemy with an ability, he sheds a number of <strong>chunks<\/strong> to a nearby location, landing toward nearby visible enemy champions and lasting <strong>6 seconds<\/strong>. Chunk generation per ability:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Stretching Strikes: <\/strong>1 chunk for each strike hit (excluding the collision) on different targets, up to 2<\/li>\n\n\n\n<li><strong>Unstable Matter: <\/strong>1 chunk if it hits at least one target<\/li>\n\n\n\n<li><strong>Elastic Slingshot: <\/strong>1 chunk for each enemy champion hit<\/li>\n\n\n\n<li><strong>Let&#8217;s Bounce!: <\/strong>1 chunk for each bounce that hits an enemy champion, up to 4<\/li>\n<\/ul>\n\n\n\n<p>Both Zac and enemy champions can interact with a chunk by being within 50 units of it: an enemy will <strong>destroy it<\/strong>, while Zac will <strong>consume it to heal for 4% \u2013 8.47% (based on level) of his maximum health<\/strong>.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>INNATE \u2014 Cell Division (Resurrection)<\/strong><\/h3>\n\n\n\n<p>Periodically, upon taking fatal damage, Zac enters <strong>resurrection for 8 \/ 7 \/ 6 \/ 5 \/ 4 (based on level) seconds<\/strong>, instantly restoring <strong>50% of his maximum health<\/strong> and becoming <strong>untargetable<\/strong> and <strong>unable to act<\/strong> for the duration. Zac then <strong>splits into four uncontrollable bloblets<\/strong> away from his location (stopping at terrain). After <strong>1.5 seconds<\/strong>, the bloblets become untargetable and start moving toward Zac&#8217;s location over the remaining duration.<\/p>\n\n\n\n<p>Any damage the bloblets receive \u2014 excluding damage in excess of each bloblet&#8217;s total maximum health \u2014 is redirected to Zac as <strong>true damage<\/strong>. While in resurrection, Zac cannot take damage from sources other than this redirected bloblet damage. After the duration, <strong>Zac is revived with 10 \u2013 50% maximum health<\/strong>. Zac will die once all bloblets are killed.<\/p>\n\n\n\n<p><strong>\u26a0\ufe0f Critical Rule: <\/strong>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.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udc9a Q: Stretching Strikes<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Cost<\/td><td>8% current health<\/td><\/tr><tr><td>Cooldown<\/td><td>14 \/ 12.5 \/ 11 \/ 9.5 \/ 8 seconds<\/td><\/tr><tr><td>Cast Time<\/td><td>0.33 seconds<\/td><\/tr><tr><td>Target Range (primary)<\/td><td>800<\/td><\/tr><tr><td>Target Range (secondary)<\/td><td>80<\/td><\/tr><tr><td>Width<\/td><td>160<\/td><\/tr><tr><td>Tether Radius<\/td><td>900<\/td><\/tr><tr><td>Speed<\/td><td>2800<\/td><\/tr><tr><td>Magic Damage<\/td><td>60 \/ 90 \/ 120 \/ 150 \/ 180 (+ 30% AP) (+ 3% of Zac&#8217;s bonus health)<\/td><\/tr><tr><td>Empowered Attack Cast Time<\/td><td>0.25 seconds<\/td><\/tr><tr><td>Empowered Attack Bonus Range<\/td><td>+25<\/td><\/tr><tr><td>Knock-Down \/ Root Duration (different targets)<\/td><td>0.5 seconds<\/td><\/tr><tr><td>Pull Displacement Distance<\/td><td>300 units toward each other<\/td><\/tr><tr><td>Knock-Up \/ Stun Duration (within 700 units)<\/td><td>0.25 seconds<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>ACTIVE: <\/strong>Zac stretches his left arm in the target direction, catching the first enemy hit, dealing <strong>magic damage<\/strong>, slowing them by <strong>40% for 0.5 seconds<\/strong>, and forming a <strong>tether<\/strong> between Zac and the target for 2 seconds, during which they are <strong>revealed<\/strong>.<\/p>\n\n\n\n<p>While the tether persists, Zac&#8217;s next basic attack is replaced by a second <strong>Stretching Strike<\/strong>, 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.<\/p>\n\n\n\n<p>If the two Stretching Strikes affect <strong>different targets<\/strong>, both are <strong>knocked down<\/strong> and <strong>rooted for 0.5 seconds<\/strong>, and the secondary target is dealt the initial magic damage and applied the same slow. After a 0.4-second delay, Zac <strong>displaces them toward each other over 300 units<\/strong>, though not through terrain.<\/p>\n\n\n\n<p>If the two targets are within <strong>700 units of each other<\/strong>, they are instead <strong>slammed together<\/strong> through the displacement. Upon impact, both targets are <strong>knocked up<\/strong> and <strong>stunned for 0.25 seconds<\/strong>, and all enemies within the impact are dealt the initial magic damage and applied the same slow.<\/p>\n\n\n\n<p>Both Stretching Strikes reset Zac&#8217;s basic attack timer. Zac is unable to move or attack while his left arm is in flight.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udca5 W: Unstable Matter<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Cost<\/td><td>4% current health<\/td><\/tr><tr><td>Cooldown<\/td><td>5 seconds<\/td><\/tr><tr><td>Cast Time<\/td><td>NONE<\/td><\/tr><tr><td>Target Range<\/td><td>350<\/td><\/tr><tr><td>Magic Damage<\/td><td>40 \/ 50 \/ 60 \/ 70 \/ 80 (+ 4 \/ 5 \/ 6 \/ 7 \/ 8% (+ 3% per 100 AP) of target&#8217;s maximum health)<\/td><\/tr><tr><td>Capped Non-Champion Damage<\/td><td>240 \/ 250 \/ 260 \/ 270 \/ 280<\/td><\/tr><tr><td>Monster Ghosting Duration<\/td><td>5 seconds<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>ACTIVE: <\/strong>Zac explodes to deal <strong>magic damage<\/strong> to nearby enemies. The damage based on the target&#8217;s max health ratio is <strong>capped at 200 against minions and monsters<\/strong>. Zac grants <strong>ghosting to aggroed monsters hit<\/strong> for 5 seconds (allowing them to path through terrain for jungle clears). <strong>Unstable Matter&#8217;s cooldown is reduced by 1 second<\/strong> whenever Zac collects a <strong>Cell Division chunk<\/strong>.<\/p>\n\n\n\n<p><strong>\ud83d\udca1 Pro Tip: <\/strong>W&#8217;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 \u2014 each chunk collected from Q, E, or R hits reduces the next W cooldown, creating a feedback loop of efficient AoE pressure.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83c\udf00 E: Elastic Slingshot<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Cost<\/td><td>4% current health<\/td><\/tr><tr><td>Cooldown<\/td><td>22 \/ 19 \/ 16 \/ 13 \/ 10 seconds<\/td><\/tr><tr><td>Cast Time<\/td><td>NONE<\/td><\/tr><tr><td>Target Range<\/td><td>1200 \/ 1350 \/ 1500 \/ 1650 \/ 1800<\/td><\/tr><tr><td>Effect Radius<\/td><td>265<\/td><\/tr><tr><td>Speed<\/td><td>1350<\/td><\/tr><tr><td>Max Channel Duration<\/td><td>0.9 \/ 1 \/ 1.1 \/ 1.2 \/ 1.3 seconds<\/td><\/tr><tr><td>Magic Damage<\/td><td>60 \/ 105 \/ 150 \/ 195 \/ 240 (+ 80% AP)<\/td><\/tr><tr><td>Knock-Up \/ Stun Duration<\/td><td>0.5 seconds (1 second if charged more than 1 second)<\/td><\/tr><tr><td>Charge Cancellation Refund<\/td><td>50% of health cost and cooldown<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>ACTIVE: <\/strong>Zac <strong>charges<\/strong> for up to 4.5 seconds to increase Elastic Slingshot&#8217;s range over a cone in the target direction. Elastic Slingshot can be <strong>recast within the duration<\/strong>. If Zac cancels the channel himself, or the charge completes without reactivation, <strong>50% of Elastic Slingshot&#8217;s health cost and cooldown are refunded<\/strong>.<\/p>\n\n\n\n<p><strong>RECAST: <\/strong>Zac leaps to the target location within the boundaries of the cone. Upon landing, he deals <strong>magic damage<\/strong> to nearby enemies and <strong>knocks them up and stuns them for 0.5 seconds<\/strong>, increased to <strong>1 second<\/strong> if Elastic Slingshot was charged for more than 1 second.<\/p>\n\n\n\n<p><strong>\ud83d\udca1 Pro Tip: <\/strong>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 \u2014 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.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83c\udfc0 R: Let&#8217;s Bounce!<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Cooldown<\/td><td>120 \/ 105 \/ 90 seconds<\/td><\/tr><tr><td>Cast Time<\/td><td>0.3 seconds<\/td><\/tr><tr><td>Effect Radius<\/td><td>300<\/td><\/tr><tr><td>Number of Bounces<\/td><td>4 (1 initial + 3 additional)<\/td><\/tr><tr><td>Primary Magic Damage (per bounce)<\/td><td>120 \/ 190 \/ 260 (+ 40% AP)<\/td><\/tr><tr><td>Total Magic Damage (all bounces)<\/td><td>300 \/ 475 \/ 650 (+ 100% AP)<\/td><\/tr><tr><td>Reduced Damage (2nd+ hit, same target)<\/td><td>50%<\/td><\/tr><tr><td>Knock-Back Duration<\/td><td>1 second<\/td><\/tr><tr><td>Slow<\/td><td>20% for 1 second per bounce<\/td><\/tr><tr><td>Bonus Movement Speed<\/td><td>20% \u2013 50% (based on duration, ghosted)<\/td><\/tr><tr><td>Ability Restrictions During R<\/td><td>Cannot basic attack, use Stretching Strikes, or Elastic Slingshot<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>ACTIVE: <\/strong>Zac bounces after the cast time, then bounces <strong>3 additional times each second<\/strong> over 3 seconds. Each bounce deals <strong>magic damage<\/strong> to enemies hit, <strong>knocks them back over 1 second<\/strong>, and <strong>slows them by 20%<\/strong> for the same duration. An enemy can be hit by multiple bounces, but ones beyond the first deal <strong>50% damage<\/strong> to that target and do not apply the knock-back.<\/p>\n\n\n\n<p>Zac can move while Let&#8217;s Bounce! is active, gaining <strong>ghosting<\/strong> and <strong>20% \u2013 50% bonus movement speed<\/strong> (based on duration). He becomes unable to declare basic attacks, use Stretching Strikes, and Elastic Slingshot. He also <strong>automatically consumes all chunks<\/strong> within the bounce radius.<\/p>\n\n\n\n<p><strong>\ud83d\udca1 Pro Tip: <\/strong>Let&#8217;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 \u2014 often topping Zac off while he&#8217;s absorbing burst in the heart of the teamfight.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83c\udfaf Strategies and Gameplay Tips<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Early Game (Levels 1\u20136)<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Health cost awareness: <\/strong>Your abilities cost current HP. In early jungle clears, monitor your health closely \u2014 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.<\/li>\n\n\n\n<li><strong>Chunk collection is mandatory: <\/strong>Picking up Cell Division chunks mid-fight isn&#8217;t optional sustain \u2014 it&#8217;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.<\/li>\n\n\n\n<li><strong>E gank timing: <\/strong>Elastic Slingshot at rank 1 reaches 1200 units \u2014 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.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Mid Game (Levels 7\u201313)<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Q two-target pull in teamfights: <\/strong>The double Stretching Strike knock-up stun at close range is Zac&#8217;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.<\/li>\n\n\n\n<li><strong>W spam with chunk CDR: <\/strong>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\u20133 second effective cooldown.<\/li>\n\n\n\n<li><strong>Resurrection positioning: <\/strong>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.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Late Game (Level 14+)<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>R into the backline: <\/strong>Let&#8217;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.<\/li>\n\n\n\n<li><strong>Resurrection as a teamfight tool: <\/strong>At 4-second resurrection duration (max level), Zac&#8217;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 \u2014 enemies who stop to kill bloblets are briefly removed from the teamfight.<\/li>\n\n\n\n<li><strong>Size = threat display: <\/strong>At max HP build, Zac&#8217;s size increase makes it visually obvious he&#8217;s near-unkillable. Against experienced teams, this forces enemies to pre-emptively ban or itemize around Grievous Wounds and magic damage \u2014 just by existing, he shapes how the enemy team builds.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u274c Common Mistakes and How to Avoid Them<\/strong><\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Not collecting chunks during combat: <\/strong>The single most common Zac mistake is forgetting to step on chunks during fights. Each chunk heals 4\u20138.47% max HP \u2014 in a 5-second teamfight with 4\u20136 chunks available, ignoring them is the equivalent of missing 25\u201350% worth of max health in healing. Walk over them as they land, even mid-combo.<\/li>\n\n\n\n<li><strong>Firing E without charging: <\/strong>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.<\/li>\n\n\n\n<li><strong>Dying in open areas with resurrection available: <\/strong>Open areas mean enemies can immediately run to all 4 bloblets and kill them within the 4-second window. If you&#8217;re going to make a suicidal engage, do it in a location where terrain splits the bloblet spread \u2014 a narrow jungle corridor vs the Dragon pit is the difference between a successful resurrection and a permanent death.<\/li>\n\n\n\n<li><strong>Ignoring W&#8217;s percent-health damage against tanks: <\/strong>Zac players often max E second for lower cooldown on the leap, but W&#8217;s percent-max-HP damage is devastating against tanky enemies. In heavy tank metas, consider maxing W second over E \u2014 the practical DPS difference against a 5000 HP target is substantial.<\/li>\n\n\n\n<li><strong>Using R without positioning for multiple targets: <\/strong>Let&#8217;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&#8217;s total damage output. Use the movement speed during R to steer across multiple enemies, not to faceplant one target repeatedly.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u2699\ufe0f Recommended Build and Itemization<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Core Items<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/warmogs-armor\/\">Warmog&#8217;s Armor<\/a>: <\/strong>Every point of HP directly amplifies W&#8217;s percent-max-HP damage, increases Cell Division resurrection health thresholds, and scales Zac&#8217;s passive size. Warmog&#8217;s HP regeneration between fights also offsets health-cost ability spam during jungle clears.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/sunfire-aegis\/\">Sunfire Aegis<\/a>: <\/strong>Immolate&#8217;s AoE magic damage stacks alongside W&#8217;s explosions. In Let&#8217;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.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/jaksho-the-protean\/\">Jak&#8217;Sho, The Protean<\/a>: <\/strong>Resistances that scale the longer Zac stays in a fight. Combined with Let&#8217;s Bounce!&#8217;s 3-second duration and the natural resurrection extension, Jak&#8217;Sho reaches its full resistance stacking rapidly in teamfights where Zac is designed to absorb sustained pressure.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Situational Items<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/heartsteel\/\">Heartsteel<\/a>: <\/strong>HP stacking on kill scales directly into every mechanic that benefits from max health \u2014 W damage, passive size, chunk healing, and spell sustainability. A fed Zac with Heartsteel stacks becomes a genuine HP wall that can&#8217;t be burst through a resurrection and has W dealing 12%+ max HP per hit.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/abyssal-mask\/\">Abyssal Mask<\/a>: <\/strong>Increases magic damage taken by nearby enemies, amplifying both Zac&#8217;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.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/kaenic-rookern\/\">Kaenic Rookern<\/a>: <\/strong>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.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u2694\ufe0f Counter Picks &amp; Matchups<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>\u2705 Zac Counters<\/strong><\/h3>\n\n\n\n<p><strong>1. <a href=\"https:\/\/magicstark.cz\/en\/wiki\/amumu-the-sad-mummy\/\">Amumu<\/a><\/strong><\/p>\n\n\n\n<p>Amumu&#8217;s engage is one-dimensional \u2014 his Bandage Toss is the only gap-close before his ultimate. Zac&#8217;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&#8217;s low-mobility kit. In teamfights, Zac&#8217;s bouncing knock-backs disrupt Amumu&#8217;s attempts to stay in range for Curse of the Sad Mummy.<\/p>\n\n\n\n<p><strong>2. <a href=\"https:\/\/magicstark.cz\/wiki\/sejuani-fury-of-the-north\/\">Sejuani<\/a><\/strong><\/p>\n\n\n\n<p>Sejuani depends on Arctic Assault&#8217;s gap-close to apply her passive Winter&#8217;s Wrath stacks for crowd control. Zac&#8217;s passive resurrection means he can trade engage tools with Sejuani and still recover, while his W&#8217;s percent-max-HP damage cuts through her intentional HP stacking. E into Q two-target pull disrupts Sejuani&#8217;s slow windup engage sequence.<\/p>\n\n\n\n<p><strong>3. <a href=\"https:\/\/magicstark.cz\/wiki\/malphite-shard-of-the-monolith\/\">Malphite<\/a><\/strong><\/p>\n\n\n\n<p>Malphite&#8217;s Unstoppable Force charges in a straight line \u2014 Zac&#8217;s large blobby hitbox aside, the value of Malphite&#8217;s engage is disrupted when Zac&#8217;s resurrection activates mid-fight. Let&#8217;s Bounce! continuous knock-backs prevent Malphite from following up his own ultimate, while W&#8217;s percent-max-HP damage shreds his armor-stacking build.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>\u274c Zac is Countered By<\/strong><\/h3>\n\n\n\n<p><strong>1. <a href=\"https:\/\/magicstark.cz\/wiki\/trundle-the-troll-king\/\">Trundle<\/a><\/strong><\/p>\n\n\n\n<p>Trundle&#8217;s Subjugate steals Zac&#8217;s resistances \u2014 against a tank built around HP and resistances, Subjugate is near-maximum value. Trundle&#8217;s Pillar of Ice blocks Elastic Slingshot from landing and disrupts Zac&#8217;s bloblet merge path during resurrection. Chilled Chomp&#8217;s slow prevents Zac from steering Let&#8217;s Bounce! effectively.<\/p>\n\n\n\n<p><strong>2. <a href=\"https:\/\/magicstark.cz\/wiki\/graves-the-outlaw\/\">Graves<\/a><\/strong><\/p>\n\n\n\n<p>Graves can kill bloblets extremely fast during resurrection with his shotgun auto attacks hitting multiple bloblets simultaneously. His high burst damage also threatens Zac&#8217;s health-as-resource sustainability in skirmishes \u2014 burning Zac to low health early makes subsequent ability casts negligible. End of the Line&#8217;s knockback disrupts Elastic Slingshot approaches.<\/p>\n\n\n\n<p><strong>3. <a href=\"https:\/\/magicstark.cz\/wiki\/yorick-shepherd-of-souls\/\">Yorick<\/a><\/strong><\/p>\n\n\n\n<p>Yorick&#8217;s Dark Procession wall can trap Zac&#8217;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&#8217;s own survivability lets him comfortably outlast the resurrection window. Mourning Mist&#8217;s reveal also prevents surprise E gank approaches.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>FAQ<\/strong><\/h2>\n\n\n\n<p><strong>Q: Can enemies permanently kill Zac during resurrection?<\/strong><\/p>\n\n\n\n<p><strong>A: <\/strong>Yes \u2014 if enemies destroy all 4 bloblets before they merge back at Zac&#8217;s location, he dies permanently. The bloblets take damage and redirect it as true damage to Zac \u2014 once all 4 are dead, the resurrection fails. This is why resurrection positioning in terrain-restricted areas is critical.<\/p>\n\n\n\n<p><strong>Q: Does Zac need AP items to deal damage?<\/strong><\/p>\n\n\n\n<p><strong>A: <\/strong>Not necessarily. Zac&#8217;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&#8217;s percent-health scaling and R&#8217;s base damage.<\/p>\n\n\n\n<p><strong>Q: What happens if Zac casts Elastic Slingshot and cancels before recasting?<\/strong><\/p>\n\n\n\n<p><strong>A: <\/strong>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 \u2014 you can start charging toward a potential target and cancel safely if the situation changes, losing only half the resource investment.<\/p>\n\n\n\n<p><strong>Q: Do enemies benefit from destroying Zac&#8217;s chunks?<\/strong><\/p>\n\n\n\n<p><strong>A: <\/strong>Enemies can step on and destroy Zac&#8217;s chunks \u2014 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&#8217;s in-fight sustain.<\/p>\n\n\n\n<p><strong>Q: Is Zac viable outside of Jungle?<\/strong><strong>A: <\/strong>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&#8217;s lack of wave-clear efficiency and vulnerability to sustained lane poke makes it a niche choice.<\/p>\n","protected":false},"featured_media":14056,"comment_status":"open","ping_status":"closed","template":"","class_list":["post-17619","wiki","type-wiki","status-publish","has-post-thumbnail","hentry","wiki-category-champions-lol-en"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v26.6 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Zac: The Secret Weapon - MagicStark<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/magicstark.cz\/en\/wiki\/zac-the-secret-weapon\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Zac: The Secret Weapon - MagicStark\" \/>\n<meta property=\"og:description\" content=\"Zac is a Vanguard Jungler (legacy: Tank\/Fighter) who uses Health costs as his resource instead of mana. 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