Arrr, VRC.LOL

Game patch, matey 26.20Data Dragon 16.20.1

Arrr, reference patch 16.20.1

Zac

the Secret Weapon

Zac be a durable champion who creates space through control, protection or a committed front line. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.

JungleArrr, mostly magic damageArrr, melee attacks
Arrr, usual roleJungle
ClassArrr, tank · Fighter
DifficultyArrr, high · 8/10
Arrr, basic attacksMeleeArrr, melee basic attacks · 175 range.
Arrr, damage profileArrr, mostly magic damageMost normal kit pressure be magic. Magic resistance may lend a hand, but control, penetration and true damage still matter.
Arrr, reference patch16.20.1

Arrr, strengths and limits

What Zac does well, and what can go wrong

These be kit-level patterns, nay a promise that every course or matchup plays th' same way.

Arrr, good patterns

  • Arrr, combines damage and durability in committed skirmishes or extended exchanges.
  • Arrr, creates space through durability, control or a reliable front-line threat.

Arrr, limits to respect

  • Can be worn down or controlled afore reaching th' range where th' kit be strongest.
  • Durability does nay make an unsupported engage seaworthy or guarantee enough damage to finish a target.
  • Basic attacks require belay access, so foe range, slows and displacement can deny a clean trade.

Arrr, riot ally tips

Use these while learning th' champion
1

Picking up goo chunks be very fit fer th' captain's eye to staying alive.

2

When Cell Division be shipshape, try to die in a position that makes it difficult fer th' foe crew to kill yer bloblets.

3

Charging Elastic Slingshot from th' fog o' war will give foes less time to react.

Riot foe tips

What an foe be told to watch fer
1

Zac heals from th' goo that separates from him. Ye can crush th' goo pieces by stepping on them.

2

Kill all o' Zac's bloblets when he splits apart to stop him from reforming.

3

Silences, stuns, roots and knockups will all interrupt Zac when he be charging Elastic Slingshot.

Arrr, source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries be independently written.

Arrr, practical champion reading

Arrr, how to read Zac in a real fight

Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.

Arrr, damage delivery

Arrr, primarily magic pressure

Magic resistance can reduce th' broad spell profile, but positioning and cooldown tracking still decide whether th' fit fer th' captain's eye tricks connect.

Arrr, fight rhythm

Track th' shipshape trick cycle

Do nay judge th' champion from one control. Watch which setup, payoff and escape tools be available afore choosing a trade or commitment.

Arrr, range and access

Needs belay access fer basic attacks

Range, slows, displacement and terrain can deny th' clean contact this champion wants. Course th' course in as carefully as th' damage after arrival.

Typical crew job

Arrr, create space and absorb attention

Th' kit be most often most valuable when it controls an entrance, protects a carry or begins a fight crewmates can actually reach. Durability does nay make an isolated engage seaworthy.

Control inspect

Identify th' exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.

Arrr, protection and sustain

Inspect whether recovery changes th' fight

Anti-heal or anti-shielding be situational. Buy it only when th' effect be materially protecting targets and yer champion can apply th' captain's answer reliably.

Arrr, resource pattern

Cooldowns be th' visible limiter

This champion does nay use a normal mana-style bar. Track fit fer th' captain's eye cooldowns, charges or champion-specific states instead o' awaiting fer an empty resource bar.

Read th' whole crewTh' same champion can create a different problem after changing role, gear or crewmates. Re-inspect th' visible clash afore committing to a defensive captain's answer.

Defensive gear reference

What can help against Zac?

Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.

Pre-battle choices
Arrr, dEFENSIVE BOOTS

Mercury's Treads most often fit better

Magic resistance addresses th' broad damage profile, while Tenacity can shorten reducible control.

Pick Plated Steelcaps instead only when physical basic attacks from this champion or th' rest o' th' crew be th' larger repeated threat.
DisplacementSlowsArrr, healing or sustainHull-scaling or true damage
Arrr, mAGIC DEFENCE

Arrr, magic defence

Kaenic Rookern · Force o' Nature

Magic resistance can reduce th' broad spell profile.

Pick a role-appropriate option only when repeated or burst magic damage be th' problem.
Arrr, cONTROL AND ONE KEY SPELL

Arrr, control and one key spell

Arrr, Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can lend a hand agin' th' relevant disabling effects. Airborne and displacement effects be nay solved simply by stacking Tenacity.

Inspect th' present tooltip and whether th' exact effect can be shortened, removed or blocked.
Arrr, rEPEATED SLOWS

Arrr, repeated slows

Arrr, Boots of Swiftness

Slow resistance can be more booty useful than Tenacity when repeated slowing strength be th' main problem.

It gives no armour or magic resistance, so compare th' rest o' th' opposing crew.
Arrr, mEANINGFUL HEALING

Arrr, meaningful healing

Arrr, bramble Vest or Thornmail · Morellonomicon · Mortal Reminder

A role-appropriate Grievous Wounds gear can reduce healing.

Buy it only when healing be materially changing fights and yer champion can apply it reliably.
Arrr, hEALTH-SCALING OR TRUE DAMAGE

Hull-scaling or true damage

Shields · sustain · positioning · exact resistance inspect

Raw hull or one resistance may be incomplete agin' percent-hull, lost overboard-hull or true-damage mechanics.

Read th' present trick tooltip afore choosing defence; these mechanics do nay all use th' same counter.
Sailor decidesChampion identity be a starting point, nay an automatic purchase. Compare th' full opposing crew, present gear tooltips and th' problem that be actually deciding fights. Ne'er buy two completed pairs o' Boots.

Normal Draft and Ranked role sea chart

Where Zac fits on Summoner's Rift

Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.

TopSecond berth

Old chart, matey. Recommendations await inspection. Zac has a secondary station in this historical log, matey. It be less common than the main stations, but has a recognisable plan for that station.

Inspect this roleUnfurl matchup
MidUnestablished course

Old chart, matey. Recommendations await inspection. Zac be normally played Jungle and does nay currently have a reviewed Mid course. Mid most often needs solo-course safe harbour plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role
BotUnestablished course

Old chart, matey. Recommendations await inspection. Zac be normally played Jungle and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role
SupportUnestablished course

Old chart, matey. Recommendations await inspection. Zac be normally played Jungle and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role

Arrr, Situational AP purchase

Arrr, When should you buy anti-heal?

Arrr, Buy healing reduction when enemy healing or regeneration is deciding fights and you can keep damaging the relevant target. Grievous Wounds reduces healing; it does not reduce shields, magic damage or crowd control.

Arrr, Start with the component

Arrr, Oblivion Orb can provide healing reduction without immediately paying for a completed Morellonomicon. Fit the component around your core damage, mana and survival needs; check the current queue's item tooltip.

Arrr, Finish when it fits the fight

Arrr, Complete Morellonomicon when its stats and slot efficiency suit your build. Do not treat it as a mandatory first item just because your champion deals magic damage.

Arrr, Coordinate coverage

Arrr, Multiple Grievous Wounds sources do not add their percentages together. Another reliable applier may cover the same target, but you may still need your own source for a separate fight or target.

Arrr, Repeated spell damage and damage over time can maintain coverage more reliably than a single hit. Match the purchase to your actual spell access, enemy sustain and the teammates who can apply the debuff.

Arrr, Will the fight last long enough?

Arrr, If you die before dealing damage, you apply no healing reduction. If your target dies before healing, there is little healing to prevent. The debuff applies on qualifying damage immediately; it does not need to build up. It remains briefly after your last hit, so teammates can benefit even after you disengage.

Arrr, Only healing during the active debuff counts. For example, 40% reduction prevents 80 of a 200-point heal, or 400 of a 1,000-point heal, before other modifiers. Compare that with the damage, penetration or survival you delayed; neither example guarantees a kill. Healing after the debuff expires is unaffected.

Arrr, See the Arrr, oblivion Orb and Arrr, Morellonomicon Arrr, references for current effects and queue availability. These are situational decisions, not a measured best-build claim.

Arrr, kit reference

Zac tricks

Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Tricks Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Cell Division

Arrr, what it doesEnglishEach 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.

Arrr, practical readCell Division be an automatic part o' th' kit involving damage. Track when its condition be active instead o' treating every fight th' same way.

Maximum-hull interaction

This effect references a maximum-hull value. Inspect whether th' present tooltip uses th' caster's or th' target's hull afore comparing damage or protection.

Q
Q trick

Stretching Strikes

Arrr, what it doesEnglishZac stretches an arm, grabbing an enemy. Attacking a different enemy will cause him to throw both targets towards each other.

Arrr, practical readStretching Strikes be part o' Zac's Q pattern. Read its listed effect first aboard, then track th' cooldown and condition that make th' next aboard use valuable.

CooldownArrr, 14/12.5/11/9.5/8 secArrr, listed rangeArrr, 800 units
W
W trick

Unstable Matter

Arrr, what it doesEnglishZac explodes outward towards nearby enemies, dealing a percentage of their maximum health as magic damage.

Arrr, practical readUnstable Matter contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 5 secArrr, listed rangeArrr, 350 units
Maximum-hull interaction

This effect references a maximum-hull value. Inspect whether th' present tooltip uses th' caster's or th' target's hull afore comparing damage or protection.

E
E trick

Elastic Slingshot

Arrr, what it doesEnglishZac attaches his arms to the ground and stretches back, launching himself forward.

Arrr, practical readElastic Slingshot be part o' Zac's E pattern. Read its listed effect first aboard, then track th' cooldown and condition that make th' next aboard use valuable.

CooldownArrr, 21/18/15/12/9 secArrr, listed rangeArrr, 300 units
R
Ultimate

Let's Bounce!

Arrr, what it doesEnglishZac bounces four times, knocking up enemies hit and slowing them.

Arrr, practical readLet's Bounce! contributes a slowing effect. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 120/105/90 secArrr, listed rangeArrr, 300 units

Arrr, levels 1–18

Zac · Health, arr / Trick resource · Tricks

Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.

Arrr, level 1685 Health, arrNay mana pool
Arrr, level 3846 Health, arrNay mana pool
Arrr, level 61,116 Health, arrNay mana pool
Arrr, level 111,641 Health, arrNay mana pool
Arrr, level 162,263 Health, arrNay mana pool
Arrr, level 182,538 Health, arrNay mana pool

Cooldown Data Dragon 16.20.1

Q
Basic trickStretching Strikes

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 1Arrr, 14 secArrr, rank 2Arrr, 12.5 secArrr, rank 3Arrr, 11 secArrr, rank 4Arrr, 9.5 secArrr, rank 5Arrr, 8 sec
W
Basic trickUnstable Matter

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, all ranksArrr, 5 sec
E
Basic trickElastic Slingshot

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 1Arrr, 21 secArrr, rank 2Arrr, 18 secArrr, rank 3Arrr, 15 secArrr, rank 4Arrr, 12 secArrr, rank 5Arrr, 9 sec
R
UltimateLet's Bounce!

First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Arrr, rank 1Arrr, 120 secArrr, rank 2Arrr, 105 secArrr, rank 3Arrr, 90 sec
Unfurl every levelHull and trick resource from level 1 to 18
RankHealth, arrTrick resourceTrick milestone
1685Nay mana poolPick th' first aboard basic trick
2763Nay mana poolStow another basic trick or rank
3846Nay mana poolStow another basic trick or rank
4932Nay mana poolSpend one trick point
51,022Nay mana poolSpend one trick point
61,116Nay mana poolFirst aboard ultimate rank normally available
71,213Nay mana poolSpend one trick point
81,314Nay mana poolSpend one trick point
91,420Nay mana poolSpend one trick point
101,529Nay mana poolSpend one trick point
111,641Nay mana poolArrr, second ultimate rank normally available
121,758Nay mana poolSpend one trick point
131,879Nay mana poolSpend one trick point
142,003Nay mana poolSpend one trick point
152,131Nay mana poolSpend one trick point
162,263Nay mana poolArrr, final ultimate rank normally available
172,398Nay mana poolSpend one trick point
182,538Nay mana poolSpend one trick point
How th' numbers be calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics wit' League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Pick th' next aboard query

Turn th' profile into a pre-battle course

Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.

Unfurl Zac buildsArrr, prepare a matchupArrr, browse champions