Talk:Zac/@comment-8506165-20141213034041/@comment-8506165-20150114142047

I used Mundo as a comparison because he's a fighter that focuses more on staying alive during fights to optimise his damage rather than on maximising his DPS. Zac is poor as a tank (bearing in mind that I believe we have differing definitions of exactly what that constitutes, mind) due to his lacklustre short-cooldown CC and inability to meaningfully contribute to a fight without his E and R short of providing damage - his Q slow is hardly what I'd deem high utility. Which would make sense, seeing as if I remember rightly he was designed as a fighter and tagged as such. Multiple chunks per champ hit serve to actually boost his sustain though - thus actually giving someone a reason to pick him over any other initiating fighter/tank. That would fall under my other suggestion: finding a way to boost his sustain to make him able to survive teamfights, although it would still depend a bit on whether he has to stop fighting in order to collect his chunks.

I don't think "splitting the team" is his number one priority though, seeing as that conflicts with his goal of "using his AOE abilities on as many champions as possible", hence why many Zac players are complaining about the recent ult change. His ult knockback serves as a minor depositioning tool and helps keep peelers off him while he guns for primary targets, as opposed to the Gragas ult that's entirely about splitting people up or knocking them large distances towards his team or away from allied targets. If it knocks people too far away, he's just shoved them out of his range and made his own job harder.

Without better teamfight tools, though, I'm pretty sure he'll just continue to bait his team into bad fights with his engages, unless they're already ahead in which case they'd be winning with any other initiator. Why pick Zac when you can pick Amumu for more AoE damage and a more reliable R engage without having to burn about 12% of your current health to cast 3 abilities?