Talk:Zac/@comment-8506165-20141213034041/@comment-1330314-20150114170216

The way I see it, tanks are all about drawing focus away from your team and/or drawing it to yourself. Chain-CC spamming is one way to do it, but I think Zac does it (or should do it, at least), through constant AoE pressure, whether it be through strong CC on a high cooldown (E and R), moderate CC on a low cooldown (Q) or just damage (W, which would be significantly buffed if Zac had better access to his blobs). Ideally, his blobs should be teamfight objectives for both him and his opponents, to the point where the enemy team should have to go out of their way to squish them in order to deny him in-fight sustain.

It's also worth mentioning that has only two instances of crowd control, both of which are on far higher cooldowns than Zac's abilities. Both also work differently: Amumu's shtick is throwing himself into fights like a hand grenade and softening up key targets for his team's AP champions. Zac doesn't really function around the idea of focusing single targets: none of his abilities really encourage him to stick to any single opponent, and his ult has diminishing returns if you use it on the same person. He doesn't have Amumu's lockdown power during initiates, and doesn't have 's instant team-splitting strength, but he has more follow-up than both, along with many more tools to remain a threat (his potentially massive sustain, his slow, his reach).

I also disagree that Zac's team-splitting power necessarily conflicts with his AoE abilities: he has enough mobility to reposition well even in the middle of fights, and his blobs allow him to exploit the enemy team's downtime to heal up for potentially massive amounts in fights. While it would be nice if his W had a bit more range (it's currently a bit too short against enemies knocked away at maximum range with Zac's ult), he generally has enough reach to gum up groups of enemies even after they're split up. I do agree that it's not implemented as well as it should be, however: if his E and ult knocked enemies towards a fixed range, instead of pushing them away a fixed distance, Zac would have a much easier time hitting people with his other AoE abilities.