Can we re-(re-)work Zac's Q and R?

PopcornBunni··2 votes·1,156 views

Since the tank update in season 7, Zac has been in a terrible place balance wise. On launch his damage and CC was too strong combined with his near limitless engage range, especially in organized levels of play where his new Ult is exponentially more impactful, and so his damage was gutted, then gutted again, then gutted once more while his health costs took hit after hit until he finally became a useless below-average CC-bot in everything but professional play.

Now, I don't think he should necessarily be reverted, because his old kit was that of a Diver's where he is meant to be a front line tank. However, the changes he received made him far too impactful alone before their nerfs, and far too team-reliant to do anything at all after them.

Besides his ult, his Q was another huge problem following the update. Since the first cast could miss an enemy champion but he could still use the followup as a point-and-click hard disruption and stun, it added more problems than it solved from its pure damage skillshot version.

I don't play much of Zac, but I would like to, and his current kit is one of the worst-feeling in the game, as Zac players on the forums have pointed out with his new ult and Q removing any fighting potential he had. That said, I would love to hear the feedback of the Zac community on the changes I'm about to propose. So let's get into them.

Original Q: A 550 range skillshot that dealt 70-230 +50% AP magic damage to the first target it hit, slowing them by 20-40% based on rank. 9-7s cooldown, 4% current health cost

Current, Updated Q: an 800 range 40-100 +30% AP and 2.5% of Zac's max health damage skillshot which tethers to its target, slowing them by 60%. Zac can followup by right clicking the same or another target within 200 range, replacing his auto attack, dealing the same damage with the followup attack, then slamming the two targets together dealing the same damage yet again if he hits two separate targets. 13-9s cooldown, 8% current health cost on the first cast only

Proposed Reworked Q: A 650 range skillshot with both hands, dealing 60-200 +50% AP and 3% max health damage,attaching to the target, and having different effects based on the target type: Minions, small monsters, and large monsters are pulled toward Zac. Enemy champions are pulled half the distance while Zac dashes to them for the same distance. Zac pulls himself toward Epic monsters and Turrets hit. The target is then slowed by 40% decaying over 2.5 seconds. 11/10/9/8/7s cooldown, 4% current health cost

More of a focused stick-to-an-enemy skill with different effects based on the weight class of the target hit.

Original R: Zac bounces upward 4 times, being able to move around with increased speed for the duration. The first time enemies are hit they are pushed away from Zac, and each time they are hit they are slowed by 20% for 1 second. Subsequent hits on the same target deal half damage. Damage: 140/210/280 +40% AP

Current, Updated R: Zac channels while slowing enemies on top of him. If released instantly, he knocks enemies on top of him away dealing damage. If held for at least 1 second, Zac can bound upward and dash in any direction, carrying enemies inside of him during the jump and dealing the same damage when landing, slowing the enemies by 25% for .5 seconds after. Damage: 150/250/350 +90% AP

Proposed Reworked R: Zac bounces upward becoming unstoppable while able to move around. He then lands with a large splash dealing damage, knocking enemies away, and slowing them by 20% for 1 second. While landing, Let's Bounce can be recast up to two times, with each dealing 70% the damage of the previous cast, hitting in a smaller radius, and not applying a knockback. Damage: 150/250/350 +50% AP

3 Comments

Shiƒter1 votes

Those are good points and all, but what about a Ryze Rework?

mack91121 votes

I love his new kit

More from Gameplay

More by PopcornBunni