My Comparisons of Tanks
This is to show how weak Zac is compared to other champions.
First:
Alister has a passive that gives off bonus damage after every ability.
His Q deals from 60 to 240 with a bonus 50% AP, with an added 1.5 stun in the air.
His W heals him from 55 to 275 with a bonus of 70% AP, and heals close allies for half the amount.
His E deals from 60 to 180 damage plus 20% of his AP, and flings an enemy away from Alister.
Hist R gives him bonus AD and makes him more durable.
Next:
Amumu's passive allows him to reduce 1 enemies magic resist at a time.
His Q deals 80 to 280 damage plus 70% of his AP and carries him to the enemy while they are stunned.
His W deals 8 to 24 + 1 to 3% (+ 1% of his AP) of enemies HP per second.
His E passively lets him take reduced damage from 2 to 10. And can deal from 75 to 175 damage + 50% of his AP.
His R deals from 150 to 350 damage + 80% of his AP and stuns all enemies in the ability.
Next:
Blitzcrank's passive allows him to make a shield based on 50% of how much mana he has.
His Q deals from 80 to 300 damage + 100% of his AP and stuns the enemy while in the grab.
His W gives him bonus movement speed from 16 to 32% and attack speed from 32 to 64% for 8 seconds.
His E doubles his next attacks damage and flings the enemy in the air.
His R passively deals (at random) 100 to 300 damage + 20% of his AP and can deal from 250 to 500 damage + 100% of his AP.
Next:
Cho'Gath can passively regain health and mana from each kill he does.
His Q deals from 80 to 305 damage + 100% of his AP, flings the enemies in the air, and are slowed for 60% for 1.5 seconds.
His W deals from 75 to 275 + 70% of his AP, enemies are then silenced for 1.5 to 2.5 seconds.
His E passively deals from 20 to 80 damage + 30% of his AP.
His R deals from 300 to 650 damage + 70% of his AP or 1000 against minions and monsters with 100% AP. He then gains from 90 to 150 HP, the limit is 6 times.
Next:
Galio's passive allows him to turn his Magic Resist into Ability Power.
His Q deals from 80 to 300 damage + 60% of his AP and slows the enemies for 24 to 40% for 2.5 seconds.
His W gives him or an ally 30 to 90 Armor and Magic Resist for 4 seconds. Any attacks heal Galio for 25 to 85 + 30% AP.
His E deals 60 to 240 + 50% AP, and gives bonus Movement Speed from 20 to 52%.
His R deals 220 to 440 damage + 60% AP, taunts and blocks 50% of the attacks from enemies, and can gain a bonus 40% damage from the attacks.
Next:
Jarvan IV passively gains a bonus on his Attack Damage every few seconds.
His Q deals from 70 to 250 damage + 110% of his AD, those hit have their armor lowered by 10 to 26% for 3 seconds.
His W breasts a shield from 50 to 210 + 20 to 60 per champion, and slows enemies for 25 to 35% for 2 seconds.
His passively gives him 10 to 22% AS and 10 to 22 Armor. He can deal 60 to 240 damage + 80% AP and grants bonus 10 to 22% AS to nearby allies.
His R deals 200 to 450 damage + 150% of his AD and traps the enemies in a wall barrier.
Next:
Leona passively gives a champion sunlight after an ability is used on them. An ally attack on the champion then deals more damage.
Her Q deals 40 to 60 damage + 30% AP and stuns the enemy for 1.25 seconds.
Her W grants her a bonus 20 to 60 bonus Armor and Magic Resist + 20% of her Armor and Magic Resist. After 3 seconds, enemies near her are dealt 60 to 260 damage + 40% AP.
Her E deals 60 to 220 damage + 40% AP and roots the last enemy hit, while she goes to the enemy.
Her R deals 150 to 350 damage + 80% AP and slows the enemies for 80% for 1.5 seconds.
Next:
Malphite's passive gives him a shield based on 10% of his health.
His Q deals from 70 to 270 damage + 60% AP and steals the enemies movement speed from 14 to 26%.
His W passively gives area effect from 30 to 62% of his AD, and can increase his AD by 20 to 40% for 6 seconds.
His E can deal 60 to 220 damage + 30% of his Armor + 20% of his AP and reduces the enemies AS by 30 to 50% for 3 seconds.
His R deals 200 to 400 damage + 100% AP and knocks enemies in the air for 1.5 seconds.
Next:
Moakai can gain back 7% of his health after every 5 abilities.
His Q deals 70 to 250 damage + 40% AP and slows enemies by 20 to 48% for 1.5 seconds.
His W roots an enemy for 1 to 2 seconds and deals 9 to 13% (+ 3% AP) of the enemies HP.
His E deals 40 to 120 damage + 40% AP then can deal additional damage for 80 to 260 damage + 60% AP.
His R deals 100 to 200 damage + 50% AP, reduces damage from enemies, and can deal a bonus of 100 to 200 damage.
Next:
Nautilus first attack on a enemy deals bonus damage and immobilizes them for a few seconds.
His Q deals 60 to 240 damage + 75% AP and pulls himself to the enemy.
His W gives him a shield from 100 to 300 + 10% health and gives bonus AD by 40 to 100 + 40% AP for 2 seconds.
His E deals 60 to 220 damage + 50% AP and slows enemies by 30 to 50% for 2 seconds.
His R deals 125 to 225 + 40% AP to enemies it passes through and deals 200 to 400 damage + 80% AP to the target enemy.
Next:
Rammus passively converts his Armor into AD.
His Q deals 100 to 300 damage + 100% AP and slows enemies by 20 to 40% for 3 seconds.
His W gives him 40 to 120 Armor and Magic Resist and sends back 15 to 55 damage +30% of his Armor to the attackers.
His E taunts an enemy, reducing their Armor by 5 to 25 and they attack Rammus for 1.25 to 2.25 seconds.
His R deals 65 to 195 damage + 30% AP every second for 8 seconds. (Total is 520 to 1560 damage).
Next:
Sejuani passively gains Armor and resistance to slows for every basic attack and ability used.
Her Q deals 80 to 260 damage + 40% and knocks an enemy in the air.
Her W next attack is an area effect that deals bonus 4 to 12% (+ 3% AP) of enemy health, then she deals 40 to 160 + 10% of her health for the next 4 seconds.
Her E passively applies "frost" to those hit by Sejuani and when activated, she deals damage to those by 60 to 180 damage + 50% AP and slows the enemies by 50 to 70% for 1.5 seconds.
Her R stuns enemies for 1.25 to 1.75 seconds or slows by 90% for 1.25 to 1.75 seconds. All enemies take 150 to 350 damage + 80% AP.
Next:
Shen passively deals bonus damage based on his health and gains back 10 to 30 energy on his next basic attack.
His Q deals 60 to 220 damage + 60% AP and heals him or allies who attack for 6 to 22 health + 1.5% of Shen's health, of if killed by attack heals Shen for 2 to 7 health + 0.5% of his current health.
His W gives him a shield for 60 to 220 + 60% AP and reduces 1 second off his passive.
His E deals 50 to 190 damage + 50% ability power and taunts enemy champions.
His R teleports Shen to an ally champion, giving them a 250 to 850 shield + 135% of his AP.
Next:
Singed passively gains 25 bonus health for every 100 mana.
His Q deals 22 to 70 damage + 30% AP per second to enemies.
His W slows enemies by 35 to 75% for 5 seconds.
His E slings an enemy over his shoulder dealing 80 to 260 damage + 75% ability power.
His R gives Singed 35 5o 80 bonus AP, Armor, Magic Resist, Movement Speed, Health Regen, and Mana Regen.
Lastly:
Zac passively drops pieces of himself he can regain life with or lose. When he loses all his HP, he splits into 4 pieces and tries to get back together to revive up to 50% of his HP.
His Q deals 70 to 230 damage + 50% AP and slows enemies by 20 to 40% for 2 seconds.
His W deals 40 to 100 damage + 4 to 8% (+ 2% AP) of enemies health. Max 200 on minions and monsters.
His E deals 80 to 280 damage + 70% AP (needing 0.9 to 1.3 seconds of charge time) and knocks back enemies for 0.5 seconds.
His R deals 140 to 280 damage + 40% ability power 4 times while bouncing and knocks back an enemy once for 1 second and slows enemies by 20%.
Now, a lot of this sounds good, right? Wrong. Zac's abilities cost HP. This is CRUCIAL. With so many changes to LoL over the last few months, including the jungle, he has been nerfed (unintentionally) horribly. You nerfed all the health items and their regeneration. Zac has only 1 way of sustaining until he can get any item now just to make him helpful.
Zac's passive and abilities costs need to be changed.
Also, Zac is not like Yasuo, and Gnar, and Mordekaiser. He has no limit on how much health he uses. He uses over 120 health for just his W if you get enough health. Here's what I would do for Zac, and it can be 1 of the following:
- Make his passive give his revive instead of 14% for each blob, they at least receive 25% and he can revive up to 100%, please.
- Make his W only 1% of his health and his E 5% of his health. That way, he loses less health and can be a Tank. This is the same problem we're facing with Soraka right now.
- Give his R the ability to knock back enemies TWICE. Once doesn't scare enemies away.
- Take away the "half damage" from the R.
Zac's passive (the revive) is pointless. With each blob only having 14% of his max health, each blob is easily destroyed, and there is enough time to do it for 1 player. If you do revive, you only get half your health (or less). You know, the thing Zac uses rather than mana.
Zac's Q is nice, and it deals some good damage. It even is stronger than Shen's. But, Shen uses Energy, which quickly replenishes and Zac uses his HP, which will take more time. He is also stronger than Leona, but Leona to be fair, it is just a basic attack bonus that possibly will deal way more than Zac's Q and even stuns the enemy. His Q needs to be 80/120/160/190/240 because Zac will not be trying to get a whole lot of AP. It may do better for Blitzcrank, Cho'Gath, Malphite, Moakai, and Rammus.
Zac's W will do major damage to other Tanks, but it will only deal 200 damage to minions and monsters. That restriction makes his lanning that much harder. Amumu can do the same with time, Moakai roots an enemy and deals damage based on their health, and Sejuani is the last able to damage the enemy based on their health but also does even more damage afterwards to surrounding enemies. Zac does deal some damage, but the damage can't be followed up well when it costs him 8% of his life to do it.
Zac's E is strong. I like it. Not the strongest E, but its fine. I just don't see why it's necessary to increase the time on Zac getting ready. It goes from 0.9 to 1.3 seconds. Why not just the 1 second? or at least 1.1 second?
Zac's R, is in no doubt the weakest R there is for a Tank. The most his R can do is 350/525/700 damage if he lands every attack on his opponent who was just pushed a good length back. No, Rammus's R deals 520/1040/1560 damage if he lands each attack but Zac can only do this much. If Zac misses 1 or 2 bounces on an opponent, they only take 210 or 280/315 or 420/420 or 560 damage.
I also want to know how you expect Zac to sustain if he can't grab blobs with his Q? How do you expect him to revive with such a weak passive that does even distribute his health fairly? How do expect Zac to compete with other Tanks when he constantly needs to regenerate health?
Zac is like 2 other champions. Vladimir and Mordekaiser. Vladimir uses health for his passive and his W and E. Vladimir easily sustains due to gaining bonus health and bonus AP for bonus health, he has a free sustain on his Q, and is capable of spell vamp. Mordeckaiser is a Fighter, not a Tank like Zac and Vladimir (who can Tank), but he does use health for each of his abilities. Now, power aside, Mordekaiser is able to use spell vamp as well do to his Q dealing multiple damage, as well as his W and E. But, Zac has no real ability to use spell vamp. His Q might but even with spell vamp, he will eventually be using up a lot of health in late game. That's why I strongly suggest that there be put a passive on Zac's W that gives him extra % health regen from 1/2/3/4/5% and (1% of Zac's AP). Why AP? To make it fair.
I really like playing as Zac. But the guy is not much of a Tank after so many nerfs. You may want to look into Zac, Riot, if you can.
, Rylei's
, Liandry's
. I would do that for a tank/massive damage build and a Spirit Visage
for the bonus heal effects and whatnot. Maybe even Warmog's
so the Spirit Visage + Warmog's wombo HP combo makes you heal4dayz. I know how strong he can be with that, and then like Zhonya's
or Randuins
for bonus tankiness