A fun idea for Zac.

Cale017··7 votes·1,338 views

So perusing the boards I just noticed a summoner asking for suggestions for Zac. I agree that he is an amazingly fun champion to play, but is unfortunately not all that viable. While reading through that post the idea of a unique trinket for the Secret Weapon was mentioned, and two fun little ideas sprang to mind, one trinket and one new passive:

UNIQUE TRINKET - BLOBLET: Every fifth blob picked up by Zac heals for the normal amount, but is also saved as a unique trinket with a 10 second cooldown. Zac can have a maximum of 3 Bloblets at a time. Bloblets can be thrown as skillshots. If a bloblet hits a piece of terrain or a structure, it sticks for 60 seconds and provides vision in a small radius. These blobs can be destroyed by enemy auto attacks. If a bloblet hits a champion, the bloblet will stick to them for 5 seconds, and the cooldown of the Bloblet item is reduced to three seconds. Every bloblet attached to an enemy champion reduces their movement and attack speeds by 10% per blob.

The idea for this is to strengthen his ganks, which can be difficult to line up during his early game as the knockup from his E isn't very pronounced, and it takes significant ranks in his Q to get the sort of long lasting slow that will provide a kill for a laner or for himself. I've noticed that, at least early on, Zac is actually pretty easy to run away from even when tagged with his Q.

A Zac would be able to E into a lane before hitting someone with Q and a Bloblet to slow them considerably, while also reducing the damage they can deal back. While this would not directly make Zac more powerful, it would give him a better chance in 1v1 situations, and it would also make him a more potent tank by directly hindering the damage output of enemy champions who are AA reliant, and keeping those who are casters within range with the stacking slow once they have burnt all of their spells and would normally attempt to back away.

This does not make Zac a more powerful fighter, nor does it make his ganks inescapable. But it would more heavily reward Zacs who can position to land multiple Bloblets on the same enemy, while also giving him some options to help survive against invades from high mobility champions who would otherwise have no issue punishing his low movement speed and the long cooldown of his E. It would solve the issue of his relatively weak early game by giving him extra utility, and would not affect his late game as trying to land bloblets on the priority targets in teamfights would be much more difficult, which would also reward players who can manage to do so.

However, much of the complaints that I have, and that many others seem to share, is the relative use of his passive. Which is to say that, outside of the healing part of it, much of it is entirely useless in the late game. And in many cases it can still be useless in the early game and merely gives an enemy time to position themselves just right so that a timely AoE ability or a Blasting Smite can kill him in one go. So if the trinket idea doesn't catch your fancy, perhaps this will:

Passive - Cohesive: Zac's basic attacks and abilities leave pieces of himself behind, applying stacks of Bloblets onto enemy champions and large monsters. Bloblet stacks last for 5 seconds and are refreshed with each successive attack or ability. Upon reaching three stacks, the next spell or ability that hits the enemy champion or large monster will reabsorb the blobs to heal Zac for 15% of his maximum health, and reduce the enemy's attack and movement speeds by 30(?)% for three seconds. This effect cannot occur on the same champion more than once every 6 seconds. Further healing provided by Cohesive is reduced by 50% until Zac is out of combat.

The idea for this passive is to reduce the damage Zac is taking in an extended engagement against single champions, during which time his current passive forces him to lose health just to deal admittedly meh damage to enemies, while being denied the chance to heal as attempting to pick up blobs usually seems to result in Zac taking much more damage than he heals from. When fully stacked this passive would assist in his jungling by reducing further damage from large monsters, which can deal considerable damage during his early, squishy levels, while also healing him for a comparable amount to his current passive's mechanics as 3 abilities used to damage enemies would currently spawn three blobs, which would normally heal Zac for 12% of his maximum life. Increasing this amount to 15% at one time keeps his sustain at a relatively healthy level by giving him slightly more than he would have otherwise, effectively healing him partially from the damage he has already taken while also paying for his abilities, but does not heal him more than should be reasonable. All in all, Zac would still be losing health. However, while clearing camps the reduced attack speed on large monsters would also allow him a bit more breathing room during his early game by reducing further damage from large monsters after he has healed back from the initial trading and casting his abilities. This would also further incentivize a tanky Zac to barrel right into a teamfight as he would be able to apply several stacks at a time to the enemy team, allowing him to last longer in teamfights while applying his wealth of CC effects, but not making him unkillable by limiting the amount of health he can regain from this passive against multiple enemies, or against a single enemy in a prolonged 1v1 situation.

6 Comments

ccseancc1432 votes

A+

Kroznick2 votes

The problem with the trinket is that he couldn't use a vision item anymore.

A-

Cale0171 votes

Not every trinket is a vision item anyways, and it still serves the same purpose as one if used to attach to walls. If anything he could just have a limit of three on the map, with a limit of 5 he can hold, and if he throws another one after three are out then the oldest one on the map melts away or something.

Kroznick1 votes

{quoted} Not every trinket is a vision item anyways, and it still serves the same purpose as one if used to attach to walls. If anything he could just have a limit of three on the map, with a limit of 5 he can hold, and if he throws another one after three are out then the oldest one on the map melts away or something.

What If I want to use item 3341? Guess Zac is SoL if he wants to destroy an enemy ward without having to drop 100g on a item 2043.

Cale0171 votes

Then you have it function the same way as Rengar's trinket. He has three different kinds of blobs he can use, and throwing one at an area causes the same effects, but he retains the ability to use them to tag enemies at the cost of losing blobs he could use for warding or removing enemy wards.

Cale0171 votes

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