watch 02:39
The Loop (Games)
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Zac
Abilities
- Notes
- The damage directed to Zac is
internal raw damage and cannot be mitigated by any means (including
invulnerability).
- Zac's increased size does not consider his base stats, but does consider increased base health.
- Cell Division's chunks spawn in two versions:
- Contestable: They will fall to the ground between Zac and the nearest
visible enemy champion within 1000 range of him (dropping slightly in Zac's favor). Cannot be interacted with for the first 0.25 seconds (except during ).
- Uncontestable: They will fall to the ground near Zac and can be picked up immediately (version used by default).
- Contestable: They will fall to the ground between Zac and the nearest
- Zac's
untargetability upon triggering Cell Divison does not
destroy in-flight
projectiles.
- and will take precedence over Cell Division.
Heal Power increases the healing of both chunks and bloblets.
and - If Zac is transported to a new location before the bloblets landed, they will travel to form at his new position, adjusting their speed accordingly. If Cell Division's duration permits during this time, Zac will be revived even if the bloblets fail to recombine.
is able to individually teleport Zac or his bloblets during Cell Division.
- Cell Division's bloblets can be targeted by
- Other bloblets are not interrupted by the conditions above and will continue to recombine instinctively.
and .
- Zac's health when the bloblets are sent out is set to what it would be if all bloblets recombined, and is actively updated when the bloblets take damage.
- If Zac's health is higher than it is supposed to be when the bloblets converge on him, his health will be set to the correct value.
Ultra Rapid Fire differences edit
- Cooldown set to 60 seconds.
- Notes
Spell shields will block a single instance of damage only.
- If the tethered target is
untargetable during the second Stretching Strike via basic attack, they are completely unaffected by the ability.
- 𝐏𝐄𝐍𝐃𝐈𝐍𝐆 𝐅𝐎𝐑 𝐓𝐄𝐒𝐓 : Parry interactions (
dodge,
block,
blind).
- Notes
- No additional information.
- Notes
- Quick casting: Elastic Slingshot's channel begins when the key is pressed and held, launching Zac towards the cursor when released.
- Elastic Slingshot will not
knock up if the targeted location was directly on top of Zac (in which case he will not
dash at all).*
- The
knock up will occasionally end early if the targeted location was slightly away from Zac.*
- The
- The following table refers for interactions while Zac is
channeling:
- Notes
Spell shield only blocks a single instance of damage.
- Entering
stasis will end Let's Bounce! prematurely.
Pets
Control type | Autonomous |
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Target type | ![]()
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Patch history
- See here for the complete patch history.
- V10.18 - September 2nd Hotfix
- Bug Fix: Cooldown is now properly reduced for picking chunks.
- New Effect: Now increases chunk heal to 5 / 6 / 7% of his maximum health.
- Bug Fix: Is now properly disabled when
grounded.
- Bug Fix: Is now properly disabled when
- Base damage increased to 25 / 40 / 55 / 70 / 85 from 15 / 30 / 45 / 60 / 75.
- 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).
- Slow strength reduced to 40% from 60%.
- Cooldown increased to 15 / 13.5 / 12 / 10.5 / 9 seconds from 13 / 12 / 11 / 10 / 9.
- New Effect: Health ratio now scales for 2% per 100 AP.
- New Effect:
- Active: After a small delay, Zac bounces 4 times over 3 seconds, gaining 20% − 50% (based on duration) bonus movement speed as he does so but becoming unable to use basic attacks, , or 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,
knocking them back for 1 second and subsequently
slowing them by 20% for the same duration.
- Enemies can be damaged by multiple bounces, with each beyond the first dealing 50% damage but not
displacing 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
unstoppable, and
slowing by 30 / 40 / 50% any enemies standing on top of him.
- Second Cast: Zac
knocks back 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,
carrying 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
slowed by 25% for 0.5 seconds.
- Target Range: 700 / 850 / 1000.
- Effect Radius: 300.
- Cooldown: 130 / 115 / 100 seconds.
- Active - First Cast: Zac squishes himself down while charging for up to 2.5 seconds, during which he is
- Rework
- New Effect:
See also
Cancelled Champions |
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References
- Map specific balancing
- Champions with map-specific balancing
- Zac
- Champion gameplay article
- Manaless champion
- Melee champion
- 2013 release
- Vanguard champion
- Tank champion (Legacy)
- Fighter champion (Legacy)
- Jungle champion
- Top champion
- Support champion
- Adaptive magic champion
- 4800 BE champion
- 880 RP champion
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