Zac
the Secret Weapon
6.6%
Pick Rate
4.4%
Ban Rate
51.7%
Win Rate
Easiest Lane Matchup
Rek'Sai
58.0% Win Rate
Hardest Lane Matchup
Olaf
53.6% Win Rate
5.3%
Top
93.6%
Jungle
0.3%
Mid
0%
Marksman
0.7%
Support

Most Popular Build #1

4.3% Popularity

Most Popular Build #2

1.8% Popularity

Most Popular Build #3

1.7% Popularity

Cell Division (Passive)

Each time Zac hits an enemy with an ability, he sheds a chunk of himself that can be reabsorbed to restore Health. Upon taking fatal damage, Zac splits into 4 bloblets that attempt to recombine. If any bloblets remain, he will revive with an amount of Health depending on the Health of the surviving bloblets. Each bloblet has a percentage of Zac's maximum Health, Armor and Magic Resistance. This ability has a 5 minute cooldown.

Stretching Strikes (Q)

Cooldown: 13/12/11/10/9

Cost: No Cost

Range: 800

Zac's arm stretches and grabs the first enemy it hits, dealing 30/40/50/60/70 (+0.3) (+f 2) magic damage and briefly slowing them. Zac's next basic attack 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 30/40/50/60/70 (+0.3) (+f 2) magic damage in an area if they collide.

Unstable Matter (W)

Cooldown: 5

Cost: No Cost

Range: 350

Zac's body erupts, dealing 15/30/45/60/75 magic damage +4/5/6/7/8 (+0.02)% of the enemy's max health as magic damage to nearby enemies.Absorbing Goo reduces Unstable Matter's cooldown by 1 second.Max health damage is capped at 200 versus minions and monsters.

Elastic Slingshot (E)

Cooldown: 24/21/18/15/12

Cost: No Cost

Range: 300

First cast: Zac faces the cursor and charges up over 0.9/1/1.1/1.2/1.3 seconds.Second cast: Launches Zac towards a location, knocking up nearby enemies for f 2 to f 3 seconds (based on charge time) and dealing 60/110/160/210/260 (+0.7) magic damage. Zac spawns extra chunks of Goo for each enemy champion hit.Can be cancelled by moving, refunding half of the ability's cooldown and cost.

Let's Bounce! (R)

Cooldown: 130/115/100

Cost: No Cost

Range: 300

First cast: Zac squishes himself down, making him immune to Crowd Control for up to 2.5 seconds. Enemies standing on top of him are slowed by 30/40/50%.Second cast: Charging for at least f 1 seconds before recasting causes Zac to scoop up enemies on top of him, carrying them towards a location. Upon landing nearby enemies take 150/250/350 (+0.7) magic damage and are briefly slowed.Reactivating before Zac charges up knocks back nearby enemies instead.