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.
Game patch, matey 26.20Data Dragon 16.20.1
Arrr, reference patch 16.20.1
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.
Arrr, strengths and limits
These be kit-level patterns, nay a promise that every course or matchup plays th' same way.
Picking up goo chunks be very fit fer th' captain's eye to staying alive.
When Cell Division be shipshape, try to die in a position that makes it difficult fer th' foe crew to kill yer bloblets.
Charging Elastic Slingshot from th' fog o' war will give foes less time to react.
Zac heals from th' goo that separates from him. Ye can crush th' goo pieces by stepping on them.
Kill all o' Zac's bloblets when he splits apart to stop him from reforming.
Silences, stuns, roots and knockups will all interrupt Zac when he be charging Elastic Slingshot.
Arrr, practical champion reading
Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.
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.
Do nay judge th' champion from one control. Watch which setup, payoff and escape tools be available afore choosing a trade or commitment.
Range, slows, displacement and terrain can deny th' clean contact this champion wants. Course th' course in as carefully as th' damage after arrival.
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.
Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.
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.
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.
Defensive gear reference
Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.
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.Normal Draft and Ranked role sea chart
Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.
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.
Old chart, matey. Recommendations await inspection. Zac has an established clear th' deck and sea chart course that can function without course income while contesting camps and prizes.
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.
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.
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.
Arrr, Situational AP purchase
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, 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, 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, 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, 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
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

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.
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.

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.

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.
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.

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.

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.
Arrr, levels 1–18
Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.
Cooldown Data Dragon 16.20.1
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
| Rank | Health, arr | Trick resource | Trick milestone |
|---|---|---|---|
| 1 | 685 | Nay mana pool | Pick th' first aboard basic trick |
| 2 | 763 | Nay mana pool | Stow another basic trick or rank |
| 3 | 846 | Nay mana pool | Stow another basic trick or rank |
| 4 | 932 | Nay mana pool | Spend one trick point |
| 5 | 1,022 | Nay mana pool | Spend one trick point |
| 6 | 1,116 | Nay mana pool | First aboard ultimate rank normally available |
| 7 | 1,213 | Nay mana pool | Spend one trick point |
| 8 | 1,314 | Nay mana pool | Spend one trick point |
| 9 | 1,420 | Nay mana pool | Spend one trick point |
| 10 | 1,529 | Nay mana pool | Spend one trick point |
| 11 | 1,641 | Nay mana pool | Arrr, second ultimate rank normally available |
| 12 | 1,758 | Nay mana pool | Spend one trick point |
| 13 | 1,879 | Nay mana pool | Spend one trick point |
| 14 | 2,003 | Nay mana pool | Spend one trick point |
| 15 | 2,131 | Nay mana pool | Spend one trick point |
| 16 | 2,263 | Nay mana pool | Arrr, final ultimate rank normally available |
| 17 | 2,398 | Nay mana pool | Spend one trick point |
| 18 | 2,538 | Nay mana pool | Spend one trick point |
Pick th' next aboard query
Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.