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The Secret Weapon
Release Date:March 29th, 2013
Health Regen HealthRegen Mini Icon.png :614.6 (+ 0.55)
Movespeed MovementSpeed Mini Icon.png :340
Attack Damage AttackDamage Mini Icon.png :59.67 (+ 3.375)
Attack Speed AttackSpeed Mini Icon.png :0.638 (+ 1.6%)
Range Range Mini Icon.png :175
Armor Armor Mini Icon.png :23.88 (+ 3.5)
Magic Resist MagicResist Mini Icon.png :32.1 (+ 1.25)


Lore: Zac is the product of a Zaun experiment to manufacture a hexchem-engineered supersoldier – the Zaun Amorphous Combatant. Combining brute 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 be 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 extreme conditions, spontaneously alter its biological structure, and generate tremendous amounts of kinetic force. As the scientists, husband and wife, watched the prototype grow from a spoon-sized droplet to a small blob, they noticed that their creation would respond to their presence. It sprung forward when they called and bounced when they sang. The couple began to see more than an experiment; they saw a small child, filled with affection and joy.

After testing the prototype one evening, the scientists placed the blob back in its cage. It slouched and shuddered in the corner, inconsolably sad. At that moment, the couple realized that their beloved creation 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 wife fled with the young blob, replacing its weapon designation – Zaun Amorphous Combatant – with a proper name: Zac. In a quiet neighborhood far from the cities of Zaun, the scientists raised Zac as their own child.

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

That childhood ended when the Zaun laboratory finally found Zac. Unable to replicate the formula used to create the amorphous prototype, the laboratory’s staff never stopped searching for the scientists and their experiment. When they tracked down the family, they threatened to tear it apart. The staff abducted Zac’s 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 energy and mass for the very first time. He subdued his parents’ captors, sent the laboratory’s 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 up for yourself.”

- Zac


PassiveCell Division
(Innate) Cell Division Each time Zac hits an enemy with an ability, he sheds a chunk of himself that can be reabsorbed to restore [+4% of max Health].

Upon taking fatal damage, Zac splits into 4 bloblets that attempt to recombine. If any bloblets remain, he will revive with 10-50% health 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 5 minute cooldown.

Revive Timer: 8 / 7 / 6 / 5 / 4 seconds (at levels 1/5/9/13/17)

QStretching StrikeBanshee's Veil.pngCleanseQss.png
(Active) Zac’s arm stretches, grabbing the first enemy it hits. Zac then grabs the next enemy he basic attacks and throws them toward each other.
Cost: [+4% of current Health]
Range: 800(100 additional range with the basic attack)
Slow: 60% for 0.25 seconds
Damage: 50/70/90/110/130
(+30% of Ability Power)
Collision Damage: 50/70/90/110/130 (+30% of Ability Power) to all enemies in the collision area
Cooldown; 12/11/10/9/8 Seconds

WUnstable MatterBanshee's Veil.png
(Active) Zac's body erupts, damaging nearby enemies for a base amount plus a percentage of their maximum health. Maximum 200 damage against minions and monsters. Picking up blobs reduces the cooldown by 1 second.
Cost: [+4% of current Health]
Cooldown: 5 seconds
Radius of AoE: 350
Flat Magic Damage: 40 / 55 / 70 / 85 / 100
Max Health to Damage Ratio: 4 / 5 / 6 / 7 / 8 %
(+2% of Ability Power)

EElastic SlingshotBanshee's Veil.png
(Active) Zac attaches his arms to the ground and stretches back, launching himself forward, dealing magic damage to all enemies hit and knocking them back for 1 second. The maximum range of Elastic Slingshot is based on how long Zac channels. Elastic Slingshot can be cancelled by moving; refunding 50% of the health cost.
Cost: [+4% of current Health]
Damage: 80/120/160/200/240 (+70% of Ability Power)
Cooldown: 24 / 21 / 18 / 15 / 12 seconds
Maximum Channel Time: 0.9 / 1.0 / 1.1 / 1.2 / 1.3 seconds
Maximum Range: 1200 / 1350 / 1500 / 1650 / 1800

RLet's Bounce!Banshee's Veil.pngCleanseQss.png
Let's Bounce!.png
(Active) Zac squishes himself down on-cast, becoming immune to crowd control and slowing enemies above him while charging. Fully-charged casts cause Zac to suck up all enemies standing on top of him and carry them to the target location.
No Cost
Charge time: 1 Second
Cooldown: 130 / 115 / 100 Seconds
Damage: 150/250/350
(+40% of Ability Power)
Slow while charging: 30/40/50%

Additional Information about the Skill:

  • Zac is immune to crowd control while charging (can still be targeted and hit by abilities)

Competitive Usage

In Premier Tournaments
Event Bans Picks Wins Losses Win % Picked/Banned in % of Games
LCS logo small.png 2014 NA LCS Spring Round Robin 0 2 1 1 50 1.8
LCS logo small.png 2014 EU LCS Spring Round Robin 0 1 0 1 0 0.9
GPL logo small.png 2014 GPL Spring 0 2 1 1 50 2.2
Riot 2019 logo small.png 2014 EU Challenger Series #2 0 1 0 1 0 5.6
Esltumbnail.png IEM Season VIII - Sao Paulo 0 2 0 2 0 13.3

Patch History


Revives faster at higher levels.

Most tanks have been excited to jump into the fray in 2016, but Zac’s been unexpectedly absent. Zac’s already best-in-class when it comes to getting into sticky situations, but 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 thing, the fact that he tends to land in risky situations shouldn’t feel as punishing as it does later on. We’re tweaking the Secret Weapon’s specs to help him maneuver the backlines and to give him a fighting chance of bouncing back into action (should his team provide the necessary assistance).


NEVER SKIP BREAKFAST : Updated recommended items

25px Passive - Cell Division

REVIVE TIMER : Blobs reform after 8 seconds 8/7/6/5/4 seconds (at levels 1/5/9/13/17)

Attack Range Changes
A few champions are getting increased range. Except Nunu and Tahm Kench. You know what you did.

With preseason being the time to dig deep and reevaluate assumptions, we finally started looking at attack ranges as a stat for tuning rather than just something we did simply because characters have polearms. This is only a first pass as we start to think of melee attack ranges as in 'tiers', first of 125 and 175, but possibly even up to 225! This means a few bonuses to range for some champions that have trouble movin' around in combat or just needed the love. We'll be back relatively soon for a follow-up, but at least now Trundle won't look so goofy as he punches you with his enormous iceclub.

ATTACK RANGE : 150 175
ATTACK RANGE : 200 175
ATTACK RANGE : 125 175
ATTACK RANGE : 125 175


Last patch, we fixed a bug where Elastic Slingshot would fail to shoot as far as it 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 it worked originally (before any of these range-increase shenanigans) was that you could snapcast anywhere between 0 and 300 - so we’re just reverting back to that.

TL;DR - Zac’s all back together again (until he uses an ability, that is).

25px E - Elastic Slingshot

BIT OF A STRETCH : Fixed a bug where Elastic Slingshot had a minimum range of 300 units instead of 0


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

25px E - Elastic Slingshot

RANGE : 1150/1250/1350/1450/1550 1200/1350/1500/1650/1800

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

"Smoothing out Unstable Matter's CDR mechanic and doubling E's knockup time so Zac players can feel better about doing what they've always done: throw yourself with reckless abandon into the enemy team. "
  • 25px W - Unstable Matter
    • SLAM CHUNK : Picking up a chunk now briefly gives Zac a "reservoir" of CDR, even if he casts W within the 1 second following pickup of a chunk.
  • 25px E - Elastic Slingshot
    • KNOCKBACK DURATION : 0.5 seconds 1 second

Elastic Slingshot makes more chunks if Zac hits multiple champions, and Let's Bounce has a higher knockback range.

"The last on our 'Naughty or Nice' junglers list, we wanted to give Zac a little more oomph for those who make it through his somewhat punishing early-levels. In-line with Zac's identity as initiator, buffing the knock-back effect on Let'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 - Let's Bounce!
    • KNOCKBACK RANGE : 250 400 (enemies will be 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 Ancient Golem and Quill Coat changes for tanky support junglers, we knew there were a few who needed some extra help to succeed in the modern game. For Zac, it was a simple matter of bouncing up his early clear speeds while also giving his sustained damage an elastic stretch in the right direction."

  • Unstable Matter.jpg W - Unstable Matter
    • NEW UNSTABLER MATTER: Picking up a chunklet reduces the cooldown of Unstable Matter by 1 second
    • NEW UNSTABLEST MATTER: Whenever Zac hits a jungle monster with Unstable Matter, he can walk through the monster (to pick up chunklets)
    • COOLDOWN: 4 seconds ⇒ 5 seconds

v4.3 We increased the interaction radius of Zac’s blobs.

  • Cell Division.jpg Passive - Cell Division

Summary: Zac's chunk drops are now more contestable by opponents.

Context: When we first designed Zac, our initial concern was that his chunks would be difficult for Zac players to use if we didn't stack the variables in his favor. So we coded the chunks so Zac would absorb 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 “awesome” category over multiple levels of League play. We’re still balancing Zac out, but these changes should give Zac's opponents a fair and equal chance to stomp out the chunks in lane and stop the green goo champ from sustaining so effectively.

  • Cell Division
    • Adjusted passive chunk drops to be more contestable by enemies
      • If an enemy champion is within 1000 units of Zac, his chunks will spawn in a contestable zone between him and his opponent (this isn’t a change, but is listed for clarification)
      • Increased the range at which champions cause chunks to be contestable (fly away from Zac) to 1000 (from 700)
      • Slightly increased the distance contestable chunks travel from Zac
      • Chunks are now credited to whoever is closest to them in the event that both Zac and an enemy champion are present (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 applied to enemies – Zac now has to wait 0.25 seconds before he can absorb his chunks)
      • Zac now has an increased chunk pickup range and bypasses the chunk invulnerability delay timer during Let's Bounce
  • Elastic Slingshot
    • Fixed a bug where the landing point visual effect was not appearing for enemies

Summary: Zac's passive healing blobs will now be harder to pick up for both him and his opponents. Additionally, Zac’s ult no longer grants him Tenacity while active.

Context: Previously, Zac’s pickup range was so large he would sometimes regain health from his blobs even if he stood still after using an ability. The blob radius change creates more potential counterplay in lane, since Zac and his opponents now have to specifically move to blobs to regain or deny health. The tenacity portion of Let’s Bounce has removed to allow for more gameplay in fights, notably by giving enemies the chance to lock Zac down while protecting vulnerable targets.

  • Cell Division
    • Blob absorption and squish radius reduced to 25 (from 100)
  • Let's Bounce
    • No longer grants tenacity
    • Fixed the tooltip to state that Zac removes all slows affecting him upon activation


  • Elastic Slingshot
    • Damage reduced to 80/120/160/200/240 from 80/130/180/230/280


  • Elastic Slingshot
    • Fixed a bug where aiming could preemptively break the targets' spell shields

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

  • Base Health Regen reduced to 7.0 from 12.5
  • Let's Bounce!
    • Damage reduced to 140 / 210 / 280 from 160 / 240 / 320
    • Fixed a bug where Let's 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 50% from 75%


  • Increased transparency when in brush

 Zac released.

External links