PCZac
Tank / Fighter
League of Legends (PC)
Zac was last adjusted in Patch 26.5 (). Across 56 patches, Zac has received 13 buffs, 12 nerfs, 30 adjustments since release in Patch 3.5.
AbilitiesLeague Wiki
Elastic Slingshot
- Bug Fix: Fixed a bug where it could be heard in Fog of War by nearby enemies.
Zac has been truly explosive in the new season, and while his ability to tank and engage are meant to be core strengths, he's also too lethal for a tank with deep backline target access. So to give everyone a fair shot against him, we're reducing his burst damage when it's slime time, especially against squishies.
Stretching Strikes
- Base damage increased to 60/90/120/150/180 from 40/55/70/85/100.
- Damage health ratio changed to 3% bonus health from 3% maximum health.
Let's Bounce!
- Initial base damage reduced to 120/190/260 from 140/210/280.
- Subsequent base damage reduced to 60/95/130 from 140/210/280.
- Maximum base damage reduced to 300/475/650 from 350/525/700.
Stretching Strikes
- Tooltip now notes the maximum single-target damage from all parts of the ability instead of noting the ability can deal damage at least three times (300%) when two separate enemies are slammed while at least one enemy is between them.
Let's Bounce!
- Undocumented / Bug Fix: Tooltip damage calculations now properly take into account his ability power (instead of incorrectly adding the ability power ratio values alone).
Cell Division
- Bug Fix: Dying to Nexus Obelisk damage no longer triggers Cell Division's resurrection.
Q damage decreased.
Stretching Strikes
- Health ratio reduced to 3% of his maximum health from 4%.
Passive formula reworked to scale off level instead of R ranks.
Cell Division
- Heal changed to 4 to 8% (based on level) maximum health from 5/6/7/8% (based on Let's Bounce!'s Rank).
Stats
- Selection radius increased to 140 units from 90.
W damage decreased.
Unstable Matter
- Base damage changed to 40/50/60/70/80 from 35/50/65/80/95.
Stretching Strikes
- Tether range reduced to 900 units from 1000.
- Tether range type changed to edge range from center range.
- Tether now innately checks every 0.05 seconds for valid range conditions, and no longer waits for every 8th server tick.
Elastic Slingshot
- Bug Fix: No longer has an error in its internal cast range values that sometimes caused it to cast backwards at rank 5 of the ability while Clamp Cast Targeting was enabled.
Elastic Slingshot
- Bug Fix: No longer distorts the character model of an enemy Zac if used while near them.
W AP scaling decreased. E AP scaling decreased.
Unstable Matter
- AP ratio reduced to 3% per 100 AP from 4% per 100 AP.
Elastic Slingshot
- Base damage reduced to 60/105/150/195/240 from 60/110/160/210/260.
- AP ratio reduced to 80% AP from 90% AP.
Passive healing increased. Q cooldown decreased, health scaling increased.
Cell Division
- Heal per chunk increased to 4/5/6/7% (based on Let's Bounce!'s rank) of his maximum health from 4/4.75/5.5/6.25%.
Stretching Strikes
- Cooldown reduced to 14/12.5/11/9.5/8 seconds from 15/13.5/12/10.5/9.
- Health ratio increased to 4% maximum health from 2.5%.
Stretching Strikes
- Undocumented / Bug Fix: The second Stretching Strike no longer fails to trigger against Prophet of an Elder God, Powder Keg, and some other units.
Let's Bounce!
- Bug Fix: Last tick of the effect now properly always deals damage.
Cell Division
- Bug Fix: Can no longer revive from the resurrection even after all bloblets have died while having Mountain Dragon Soul.
Stats
- Base health increased to 685 from 615.
- Health growth increased to 109 from 95.
- Armor growth increased to 4.7 from 3.5.
- Magic resistance growth increased to 2.05 from 1.25.
Cell Division
- Heal per chunk reduced to 4/4.75/5.5/6.25% (based on Let's Bounce!'s rank) of his maximum health from 5/6/7/8%.
Let's Bounce!
- Cell Division bonus heal reduced to 0.75/1.5/2.25% maximum health from 1/2/3%.
W damage increased.
Unstable Matter
- Base damage increased to 35/50/65/80/95 from 25/40/55/70/85.
- AP ratio increased to 4% per 100 AP from 2% per 100 AP.
Bloblets restore more health.
Cell Division
- Heal increased to 4/5/6/7% (based on Let's Bounce!'s rank) of his maximum health from 4% at all Let's Bounce! ranks.
- New Effect: Cooldown is now pingable.
Let's Bounce!
- New Effect: Now increases Cell Division chunk heal to 5/6/7% of his maximum health.
Elastic Slingshot
- Bug Fix: Is now properly disabled when ground.
Unstable Matter
- Base damage increased to 25/40/55/70/85 from 15/30/45/60/75.
Let's Bounce!
- Knockback changed to 250 units away from where target is hit from 400 units away from Zac's center.
- New Effect: Each bounce that hits one or more enemy champions spawns a chunk (hitting the same enemy still spawns a chunk), instead of 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).
Stretching Strikes
- Slow strength reduced to 40% from 60%.
- Cooldown increased to 15/13.5/12/10.5/9 seconds from 13/12/11/10/9.
Unstable Matter
- New Effect: Health ratio now scales for 2% per 100 AP.
Let's Bounce! - Rework
- New Effect:
- Active: After a small delay, Zac bounces 4 times over 3 seconds, gaining 20 to 50% (based on duration) bonus movement speed as he does so but becoming unable to use basic attacks, Stretching Strikes, or Elastic Slingshot for the duration. There is a 1-second delay between each bounce.
- Each bounce deals 140/210/280 (+ 40% AP) magic damage to all nearby enemies, airborne for 1 second and subsequently slow them by 20% for the same duration.
- Enemies can be damaged by multiple bounces, with each beyond the first dealing 50% damage but not airborne them.
- Effect Radius: 300 / 400.
- Cooldown: 130/115/100 seconds.
- Old Effect:
- Active - First Cast: Zac squishes himself down while charging for up to 2.5 seconds, during which he is displacement immune, and slow by 30/40/50% any enemies standing on top of him.
- Second Cast: Zac airborne nearby enemies 275 units over 1 second and deals 150/250/350 (+ 90% AP) magic damage. If charged for at least 1 second before recasting, Zac instead scoops up enemies on top of him, airborne them towards the target location. While flying through the air, Zac is immune to crowd control.
- Upon landing, nearby and transported enemies take the same magic damage and are slow by 25% for 0.5 seconds.
- Target Range: 700/850/1000.
- Effect Radius: 300.
- Cooldown: 130/115/100 seconds.
Stretching Strikes
- Base damage increased to 40/55/70/85/100 from 30/40/50/60/70.
Unstable Matter
- Removed: Health ratio scaling with 2% per 100 AP.
Elastic Slingshot
- AP ratio increased to 90% AP from 70% AP.
Let's Bounce!
- AP ratio increased to 90% AP from 70% AP.
Let's Bounce!
- Bug Fix: Zac will no longer get stuck in his Let's Bounce! animation continuously if he revives with Guardian Angel after during the cast animation.
Cell Division
- Bug Fix: Bloblets are now correctly invisible when in fog of war.
Stretching Strikes
- Current health cost increased to 8% current health from 4% current health.
- Cooldown increased to 13/12/11/10/9 seconds from 12/11/10/9/8.
Unstable Matter
- Base damage reduced to 15/30/45/60/75 from 30/45/60/75/90.
Elastic Slingshot
- Bug Fix: Fixed a bug where he could channel Elastic Slingshot while under hard crowd control effects if he used it right before they were applied.
Special Weapon
- Bug Fix: Recall's audio has been restored.
Unstable Matter
- Base damage reduced to 30/45/60/75/90 from 40/55/70/85/100.
Elastic Slingshot
- Base damage reduced to 60/110/160/210/260 from 80/130/180/230/280.
General
- Voice getting higher threshold reduced to 30% health from 60% health.
Elastic Slingshot
- Warning indicator before Zac lands increased to 1 seconds from 0.75.
Let's Bounce!
- Bug Fix: Enemies no longer turn invisible if Zac tries to drop them in huge areas of unpassable terrain at Let's Bounce!'s max range (no such areas exist on Summoner's Rift).
Stretching Strikes
- Base damage reduced to 40/60/80/100/120 from 50/70/90/110/130.
- New Effect: Damage now scales with 2.5% of Zac's maximum health.
- Second hit bonus attack range increased to 125 from 100.
- New Effect: Second part of the spell now always spawns a second blob if it hits a unique unit.
- Collision AoE size increased to 300 from 200.
- Bug Fix: If the 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.
- New Effect: If the first target is standing on top of other enemies, the second hit will now reliably choose a different target than the first.
- New Effect: Can now cast Unstable Matter and queue up Elastic Slingshot during Stretching Strikes' second attack and while slamming two targets together.
Elastic Slingshot
- New Effect: Knockup duration now scales from 0.5 to 1 second base upon how long Zac charges before release.
Let's Bounce!
- Time to full charge time increased to 1.1 seconds from 1.
General
- Zac's voice now changes in pitch and speed based on his current size.
- Many of Zac's idle, movement, and emote animations have also been updated.
Stats
- Base attack damage increased to 60 from 59.67.
- Base armor increased to 24 from 23.88.
- Base health increased to 615 from 614.6.
- Base health regeneration increased to 8 from 7.92.
- Health regeneration growth reduced to 0.5 from 0.55.
Cell Division
- New Effect: New ability icon.
Stretching Strikes
- Renamed Stretching Strikes from Stretching Strike.
- New Effect: New ability icon.
- Cooldown increased to 12/11/10/9/8 seconds from 9/8.5/8/7.5/7.
- Rework: Zac's arm stretches and grabs the first enemy it hits, dealing 50/70/90/110/130 (+ 30% AP) magic damage and slowing them by 60% for 0.25 seconds. Zac's next basic attack has 100 bonus attack range and 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 50/70/90/110/130 (+ 30% AP) magic damage in an area if they collide.
- Slow duration increased to 0.5 seconds from 0.25.
Unstable Matter
- New Effect: New ability icon.
Elastic Slingshot
- New Effect: New ability icon.
- Channel duration to reach maximum range reduced to 0.9/1/1.1/1.2/1.3 seconds from 0.9/1.05/1.2/1.35/1.5.
- Base damage reduced to 80/120/160/200/240 from 80/130/180/230/280.
- Knockup duration reduced to 0.5 seconds from 1.
- Base damage increased to 80/130/180/230/280 from 80/120/160/200/240.
Let's Bounce!
- New Effect: New ability icon.
- Rework:
- First cast: Zac squishes himself down, making him immune to Crowd Control for up to 2.5 seconds. Any enemies standing on top of him are slowed by 30/40/50%.
- Second cast: Charging for at least 1 second before recasting causes Zac to scoop up enemies on top of him, carrying them towards the target location. While flying through the air Zac is unstoppable. Upon landing nearby enemies take 150/250/350 (+ 70% AP) magic damage and are slowed by 25% for 0.5 seconds. Reactivating before Zac charges up knocks back nearby enemies instead.
Cell Division
- Bug Fix: Fixed a rare bug where it could sometimes cause him to instantly revive (and potentially revive a second time if he's killed again before his bloblets recombined).
Elastic Slingshot
- Bug Fix: Fixed a bug where Flash right after casting it would change his position and move the range indicator, but the damage and knock-up would still be applied in the original location.
Pool Party
- Cell Division
- Bug Fix: Fixed a bug where moving the camera away and back would cause a chunk of Cell Division to disappear.
General
- Recommended items updated.
Elastic Slingshot
- 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.
- Cast range updated to be more accurate for Zac.
Elastic Slingshot
- Bug Fix: 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.
General
- Bug Fix: Fixed a bunch of cracks in the Zac Sweet Chromas on Very Low visual settings.
General
- Updated recommended items.
Stats
- Movement speed increased to 340 from 335.
Cell Division
- Revive time reduced to 8/7/6/5/4 (at level 1/6/10/13/17) seconds from 8 at all ranks.
Elastic Slingshot
- Bug Fix: Fixed a bug where displacement effects would not displace Zac during Elastic Slingshot travel time.
Stats
- Attack range increased to 175 from 125.
Elastic Slingshot
- Fixed a bug where the minimum range was 300 instead of 0.
Elastic Slingshot
- Updated the tooltip to reflect the new maximum channel time. 0.9/1.05/1.2/1.35/1.5 seconds instead of 0.9/1/1.1/1.2/1.3.
- Updated the indicator to reflect the new maximum range from last patch.
Elastic Slingshot
- Range increased to 1200/1350/1500/1650/1800 from 1150/1250/1350/1450/1550.
Elastic Slingshot / Let's Bounce!
- Cleaned up the animations and animation bugs. No more running quickly out of the fog, hopefully.
Unstable Matter
- Zac can now pre-emptively reduce the cooldown of his next Unstable Matter by up to 1 second if he picks up chunks while Unstable Matter is already available.
Elastic Slingshot
- Knockback duration increased to 1 second from 0.5.
Elastic Slingshot
- Base damage increased to 80/130/180/230/280 from 80/120/160/200/240.
- New Effect: Generates a Cell Division for each enemy champion hit beyond the first.
Let's Bounce!
- Displacement range increased to 400 from 250. [Enemies will be knocked up higher and longer to match the new range, but total crowd control durations remain the same.]
Unstable Matter
- Cooldown increased to 5 seconds from 4.
- Absorbing a chunklet now reduces the cooldown of Unstable Matter by 1 second.
- Whenever Zac hits a jungle monster with Unstable Matter, he can now walk through the monster (to pick up chunklets).
Cell Division
- Pick up/stomp radius increased to 50 from 25.
Cell Division
- Reminder: If an enemy champion is within so many units of Zac, his chunks will spawn in a contestable zone between him and his opponent.
- 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.
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.
Elastic Slingshot
- Damage reduced to 80/120/160/200/240 from 80/130/180/230/280.
Elastic Slingshot
- Fixed a bug where aiming could preemptively break the targets' spell shields.
Stats
- 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%.
General
- Increased transparency when in brush.
Zac added to League of Legends
Cell Division (Innate)
- When any of Zac's abilities hit an enemy, a piece of him falls to the ground. Zac can pick up fallen pieces to recover health. When Zac dies he splits into four blobs. These fragments will attempt to reform over a short duration. If any survive, Zac revives with a percentage of his maximum health based on the number of remaining blobs.
Stretching Strike (Q)
- Zac throws a two-handed punch that deals damage and slows targets in a line.
Unstable Matter (W)
- Zac's body explodes outward, dealing flat damage to surrounding enemies. Enemies struck also take damage based on their maximum health.
Elastic Slingshot (E)
- Zac is immobilized as he charges up a dash toward the target location. The range of Elastic Slingshot increases up to a cap as Zac charges the ability. Zac then fires himself towards the target location, damaging and stunning all nearby enemies upon landing.
Let's Bounce! (Ultimate)
- Zac bounces into the air, immediately knocking up, slowing and damaging nearby enemies. Once airborne, he bounces three times, dealing damage with each impact.
