ZAC – The Secret Weapon Preview
Our green blob friend from Riot’s latest teasers is finally available for testing! Check out what oozes underneath all the hype!
Upon taking fatal damage, Zac splits into 4 bloblets that attempt to recombine.
If any bloblets remains after 6 seconds, he will revive with 10-50% health depending on the health of the surviving bloblets. Each bloblet has 10% of Zac’s maximum health, and 50% of his Armor and Magic Resistance. This ability has a 5 minute cooldown.
- When Zac uses an ability, a green blob drops on the ground, much like Thresh’s souls, after which he can walk over it to regain some of your health. This doesn’t have a cooldown.
- The healing blobs fall randomly around Zac’s current position, like Draven’s Spinning Axes.
- When Zac dies, four green blobs drop on the ground in a cross-position relative to his corpse. Then they start crawling towards his death-spot. If they are not killed by the time they reach it, Zac revives.
- Much like Anivia’s Egg or Karthus’s passive, Zac’s death is only announced once the blobs have been dealt with.
- Dying near neutral minions will reset their aggro, meaning they will not target the smaller blobs.
- The person receiving the kill is the one who killed Zac himself, not his blobs. (this may not be intentional)
Cost: 6% of current health
- The actual hitbox seems a bit longer than what’s shown without smartcast.
- The ability passes through minions.
( W ) Unstable Matter - Zac’s body erupts, dealing 40/60/80/100/120 Magic Damage +4/4.5/5/5.5/6 (+.02 AP)% of the enemy’s maximum Health as Magic Damage to all nearby enemies (Max: 200 damage against minions and monsters).
Cost: 4% of current health
Cooldown: 4/4/4/4/4 seconds
( E ) Elastic Slingshot - Zac charges up over 1 second in the direction the ability was cast. Activating the ability again will launch him towards his target, dealing 80/130/180/230/280 (+0.7 AP) Magic Damage to all enemies hit and knocking them back for 0.5 seconds. Can be cancelled while moving.
Cost: 12% of current health
Cooldown: 24/21/18/15/12 seconds
- The ability roots Zac in place for its duration.
- The longer the spell is charged, the farther Zac will be able to jump.
- Ability can be interrupted mid-air.
- The knockback direction depends on where Zac lands in relation to his target, much like Orianna’s ultimate.
( R ) Let’s Bounce - Zac bounces 4 times, knocking up and slowing enemies.
Each bounce deals 160/240/320 (+0.25 AP) Magic Damage to nearby enemies, knocks them up for 1 second, and slows them by 20% for 1 second. Enemies hit more than once take half damage and are not knocked up or slowed. Zac gains an accelerating movement speed buff (20-50%) while active. Zac can right-click to move while in the air.
Cost: No cost
Cooldown: 130/115/100 seconds
- While using your ultimate, you cannot control when you’ll fall down on the ground, only where.
- Zac gains speed for every second he’s using “Let’s Bounce”, like Wukong’s ultimate.
- Unlike Fiora’s ultimate, Zac can be targeted while bouncing around.
Personal Thoughts on Zac’s potential
Zac is definitely an amazing jungler with lots of AoE and ganking potential. His Elastic Slingshot may feel a little underwhelming at first, with the chargeup and all, but the actual hitbox is pretty massive. He has a plethora of hard and soft CC, which is sure to make him a high threat in the jungle.
Now for top lane, I’m a bit suspicious. On the one hand his two primary damage dealing skills are on a very low cooldown – couple that with his passive and you have a champion that can trade quite efficiently. However, his spells are actually rather expensive, meaning you’re burning a lot of health while the enemy has only mana to worry about. In that sense, it is more restrictive than simply having mana. I believe he works better in gank scenarios, as his damage isn’t exactly mind-blowing.
What I’d like to explore further is his potential on mid. Due to his Q going through minions, Zac actually has a somewhat potent poke tool. His wave clearing is top-notch and he definitely has the strengths to be a top – tier roamer. Although his sustain only shines when he’s low on life, he can still outlast mids with his health resource mechanic. Like I said, his spells take a heavy toll on his HP pool, so he definitely won’t be an optimal pick against nukers. He is, however, a worthy opponent of the more passive farmers. This is just a concept of mine and likely one that won’t see much popularity, but it’s worth experimenting with.
If you wish to bounce around with the new champion, he’s available on the PBE for testing right now! Otherwise he most likely will be available come next week, on Thursday, for 975 RP or 7800 IP, which will later be reduced to 6300.