League of Legends Wiki Zac


The Secret Weapon

Release Engagement: March 29th, 2013
Resource: Resourceless


Health Regen
HealthRegen Mini Icon.png :
614.half dozen (+ 0.55)
MovementSpeed Mini Icon.png :
Assail Harm
AttackDamage Mini Icon.png :
59.67 (+ 3.375)
Assail Speed
AttackSpeed Mini Icon.png :
0.638 (+ 1.six%)
Range Mini Icon.png :
Armor Mini Icon.png :
23.88 (+ 3.5)
Magic Resist
MagicResist Mini Icon.png :
32.1 (+ ane.25)


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

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

Later testing the prototype i evening, the scientists placed the blob back in its cage. Information technology slouched and shuddered in the corner, inconsolably sad. At that moment, the couple realized that their beloved cosmos wished for a free life outside the lab. They were struck by their conscience and could not allow the prototype to be used as a weapon. The husband and married woman fled with the young blob, replacing its weapon designation – Zaun Amorphous Combatant – with a proper proper noun: Zac. In a placidity neighborhood far from the cities of Zaun, the scientists raised Zac every bit their own child.

Zac was ever different from the other children. None had his powers of strength and flexibility, and so the couple taught him to tell right from incorrect and to use his gifts responsibly. Thanks to the care and affection of his loving parents, Zac lived a peaceful, happy childhood.

That babyhood ended when the Zaun laboratory finally found Zac. Unable to replicate the formula used to create the amorphous epitome, the laboratory’s staff never stopped searching for the scientists and their experiment. When they tracked down the family, they threatened to tear information technology apart. The staff abducted Zac’south parents and demanded that the couple assist in his capture and return. Seized by the fear of losing his freedom and his parents, Zac unleashed every ounce of his raw free energy and mass for the very first time. He subdued his parents’ captors, sent the laboratory’southward workers fleeing, and brought his loved ones home. From then on, Zac vowed to defend all ordinary lives threatened by extraordinary treachery and wickedness. Originally built to destroy, he now protects the innocent and the helpless.

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

– Zac


Cell Division Each fourth dimension Zac hits an enemy with an ability, he sheds a chunk of himself that can exist reabsorbed to restore

[+iv% of max Health]


Upon taking fatal impairment, Zac splits into four bloblets that attempt to recombine. If whatsoever bloblets remain, he will revive with x-50% wellness depending on the health of the surviving bloblets. Each bloblet has 12% of Zac’s maximum Health, and 50% of his Armor and Magic Resistance. This ability has a v infinitesimal cooldown.

Revive Timer:
8 / vii / half-dozen / 5 / 4 seconds (at levels 1/v/9/thirteen/17)

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Zac’south arm stretches, grabbing the first enemy it hits. Zac then grabs the next enemy he basic attacks and throws them toward each other.

[+iv% of current Health]

800(100 additional range with the basic attack)
threescore% for 0.25 seconds

(+30% of Power Power)

Collision Damage:

(+30% of Power Power)

to all enemies in the collision area
12/xi/10/9/8 Seconds

Unstable Thing
Banshee's Veil.png
Zac’southward body erupts, damaging nearby enemies for a base of operations amount plus a percentage of their maximum health. Maximum 200 harm confronting minions and monsters. Picking up blobs reduces the cooldown by i second.

[+four% of current Health]

5 seconds
Radius of AoE:
Flat Magic Impairment:
twoscore / 55 / 70 / 85 / 100
Max Health to Harm Ratio:
four / 5 / vi / vii / viii %

(+ii% of Power Power)

Rubberband Slingshot
Banshee's Veil.png
Zac attaches his arms to the ground and stretches back, launching himself forward, dealing magic damage to all enemies hitting and knocking them back for 1 second. The maximum range of Elastic Slingshot is based on how long Zac channels. Rubberband Slingshot can be cancelled by moving; refunding 50% of the wellness cost.

[+4% of current Wellness]


(+70% of Power Power)

24 / 21 / eighteen / 15 / 12 seconds
Maximum Aqueduct Time:
0.nine / 1.0 / 1.1 / ane.2 / 1.iii seconds
Maximum Range:
1200 / 1350 / 1500 / 1650 / 1800

Let's Bounce!.png
Zac squishes himself down on-cast, becoming immune to crowd control and slowing enemies above him while charging. Fully-charged casts crusade Zac to suck up all enemies standing on tiptop of him and deport them to the target location.
No Price
Accuse fourth dimension:
1 Second
130 / 115 / 100 Seconds

(+40% of Power Power)

Slow while charging:

Boosted Data about the Skill:

  • Zac is immune to crowd control while charging (tin can still exist targeted and hitting by abilities)

Competitive Usage

Patch History


Revives faster at college levels.

Nearly tanks take been excited to jump into the fray in 2016, just Zac’s been unexpectedly absent. Zac’s already best-in-class when it comes to getting into gummy situations, simply 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 matter, the fact that he tends to land in risky situations shouldn’t feel every bit punishing equally it does subsequently on. We’re tweaking the Secret Weapon’s specs to help him maneuver the backlines and to give him a fighting risk of bouncing back into action (should his squad provide the necessary assistance).


Updated recommended items




Passive – Prison cell Sectionalisation

Blobs reform afterward
8 seconds

8/7/6/5/4 seconds (at levels ane/5/9/13/17)


Assault Range Changes

A few champions are getting increased range. Except Nunu and Tahm Kench. Y’all know what you did.

With preseason being the fourth dimension to dig deep and reevaluate assumptions, nosotros finally started looking at attack ranges as a stat for tuning rather than merely something we did only because characters accept polearms. This is merely a start laissez passer as we first to call back of melee attack ranges as in ‘tiers’, beginning of 125 and 175, merely possibly fifty-fifty upwardly to 225! This means a few bonuses to range for some champions that have problem movin’ around in combat or only needed the love. We’ll exist dorsum relatively before long for a follow-upwardly, but at least now Trundle won’t look and then goofy equally he punches you with his enormous iceclub.

  • Gnar




  • Nunu




  • Shyvana




  • Sion

Set on RANGE :



  • Tahm Kench

Assault RANGE :



  • Trundle

Attack RANGE :



  • Zac

Set on RANGE :



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Last patch, nosotros fixed a issues where Elastic Slingshot would fail to shoot equally far as information technology 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 information technology worked originally (before whatever of these range-increase shenanigans) was that you could snapcast anywhere
0 and 300 – and then nosotros’re only reverting back to that.

TL;DR – Zac’due south all back together once again (until he uses an ability, that is).

Eastward – Elastic Slingshot

Fixed a problems where Elastic Slingshot had a minimum range of 300 units instead of 0


HEADS Upward!

It’south 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’southward unique aspects opens up new gank-paths to ambush from while also playing to his nature as the always-nowadays ‘teamfight-in-a-blob’ he was made to be.

E – Rubberband Slingshot





Chunks now reduce W’s cooldown, even if he casts it slightly after he picks up a clamper. E knocks up for longer.

“Smoothing out Unstable Matter’due south CDR mechanic and doubling East’s knockup fourth dimension so Zac players can experience better nigh doing what they’ve ever washed: throw yourself with reckless abandon into the enemy team. “
  • 25px
    West – Unstable Matter

    • SLAM CHUNK :

      Picking up a clamper at present briefly gives Zac a “reservoir” of CDR, even if he casts W inside the one second post-obit pickup of a chunk.
  • 25px
    Eastward – Elastic Slingshot


      0.5 seconds

      1 second


Rubberband Slingshot makes more chunks if Zac hits multiple champions, and Permit’south Bounce has a college knockback range.

“The last on our ‘Naughty or Nice’ junglers list, we wanted to give Zac a trivial more oomph for those who make it through his somewhat punishing early-levels. In-line with Zac’south identity as initiator, buffing the knock-back effect on Permit’s Bounce! means finding fights at max-range lets Zac play more with his opponent’s positioning to single someone out.”
  • 25px
    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!.png
    R – Allow’s Bounce!



      400 (enemies will exist knocked up higher and longer to match the new range, but total crowd control durations remain the same)


“Like Nautilus, when we were making the Aboriginal Golem and Quill Coat changes for tanky support junglers, we knew at that place were a few who needed some extra help to succeed in the modern game. For Zac, it was a uncomplicated thing of bouncing up his early clear speeds while too giving his sustained damage an rubberband stretch in the right direction.”

  • Unstable Matter.jpg
    W – Unstable Matter

    • NEW

      Picking upwardly a chunklet reduces the cooldown of Unstable Matter by i 2d

    • NEW

      Whenever Zac hits a jungle monster with Unstable Matter, he can walk through the monster (to pick upwards chunklets)

      four seconds

      ⇒ 5 seconds

We increased the interaction radius of Zac’s blobs.

  • Cell Division.jpg
    Passive – Cell Division

      ⇒ 50


Summary: Zac’due south chunk drops are now more than contestable by opponents.

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Context: When we get-go designed Zac, our initial business concern was that his chunks would exist difficult for Zac players to use if we didn’t stack the variables in his favor. Then we coded the chunks so Zac would blot 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 “crawly” category over multiple levels of League play. We’re still balancing Zac out, merely these changes should give Zac’due south opponents a fair and equal chance to stomp out the chunks in lane and stop the light-green goo champ from sustaining so effectively.

  • Cell Sectionalization

    • Adapted passive chunk drops to be more contestable past enemies
      • If an enemy champion is within 1000 units of Zac, his chunks volition spawn in a contestable zone betwixt him and his opponent (this isn’t a change, only is listed for description)
      • Increased the range at which champions cause chunks to exist contestable (fly away from Zac) to 1000 (from 700)
      • Slightly increased the distance contestable chunks travel from Zac
      • Chunks are at present credited to whoever is closest to them in the event that both Zac and an enemy champion are nowadays (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 practical to enemies – Zac now has to wait 0.25 seconds earlier he can blot his chunks)
      • Zac now has an increased chunk pickup range and bypasses the chunk invulnerability delay timer during Let’due south Bounce
  • Elastic Slingshot

    • Fixed a problems where the landing point visual effect was not appearing for enemies


Summary: Zac’south passive healing blobs will now exist harder to selection up for both him and his opponents. Additionally, Zac’southward ult no longer grants him Tenacity while active.

Context: Previously, Zac’due south pickup range was then large he would sometimes regain health from his blobs fifty-fifty if he stood nonetheless after using an ability. The hulk radius modify creates more potential counterplay in lane, since Zac and his opponents at present accept to specifically motility to blobs to regain or deny health. The tenacity portion of Let’s Bounciness has removed to permit for more gameplay in fights, notably by giving enemies the chance to lock Zac down while protecting vulnerable targets.

  • Cell Segmentation

    • Hulk absorption and squish radius reduced to 25 (from 100)
  • Let’s Bounce

    • No longer grants tenacity
    • Fixed the tooltip to land that Zac removes all slows affecting him upon activation


  • Elastic Slingshot

    • Harm reduced to 80/120/160/200/240 from 80/130/180/230/280


  • Elastic Slingshot

    • Fixed a bug where aiming could preemptively suspension the targets’ spell shields


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

  • Base Health Regen reduced to 7.0 from 12.five
  • Permit’south Bounciness!

    • Impairment reduced to 140 / 210 / 280 from 160 / 240 / 320
    • Stock-still a bug where Allow’southward 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 l% from 75%


  • Increased transparency when in brush



External links

  • Zac, the Hush-hush Weapon, Revealed
  • Champion Spotlight: Zac, the Secret Weapon
  • Zac, the Secret Weapon Champion Review by DomNomNom of ggChronicle