Proposed Balance Changes to Zac

Jordian·8/4/2018, 5:11:30 AM·9 votes·5,991 views

Zac currently is being balanced around pro play. In plat+ sitting at around a 47% winrate he is one of the worst junglers in the current meta for solo queue. Zac gets abused in pro play because Tank junglers with hard engage and a lot of CC (Gragas, Sejuani also suffer same fate) are essential. While in solo queue such tank junglers are not as valuable. To allow Zac to be more viable in solo queue, while also being balanced in pro play. We can look to reduce his overall CC amount and engage potential. While buffing his base damage to compensate.

To further reduce his strength in pro play while also adding more diversity back to his kit. I also suggest reverting his Ultimate change. Zac's current Ultimate is a fine ability for a champion, but pushes Zac more towards the heavy CC tank play style that pro players abuse. While the old ultimate allowed for more diversity in play style. It was an extremely strong skirmishing tool allowing disengage or damage output, but at the same time being able to used as engage and CC by knocking enemies into your team.

These changes should be enough in reducing Zac's overall amount of CC/Utility to be able to buff back his base damage while still keeping his new unique Q. These changes are also focused at adding more diversity back into Zac's kit. Zac used to be viable as a jungler and top laner, bruiser or tank. These changes should be able to accomplish that.

Here are the overall proposed changes.


Q - Stretching Strikes

  • Cooldown : 13/12/11/10/9 seconds ⇒ 14/13/12/11/10 seconds

  • Cast Range : 800 ⇒ 600

  • Cost : 8% current HP ⇒ 4% current HP

W - Unstable Matter

  • Base Damage : 15/30/45/60/75 ⇒ 40/55/70/85/100

  • AP Ratio Added : 2% targets max health per 100 ability power

E - Elastic Slingshot

  • Cooldown : 24/21/18/15/12 seconds ⇒ 22/20/18/16/14 seconds

  • Base Damage : 60/110/160/210/260 ⇒ 80/130/180/230/280

  • Knock Up Duration : 0.5 to 1.0 ⇒ 0.4 to 0.8 (based on duration of the charge)

R - Let's Bounce!

  • Reverted to how it was exactly before the rework

These are just suggested changes depending oh where Zac fell after these changes you could add some power back if too weak. But you have to remove CC somewhere remember and it's hard to remove more CC from Q. The 2 changes I would not want to do are the CD nerfs to E and Q personally. So if he is too weak I would revert them. If too strong slightly reduce W damage.

We can bring back Zac to his former glory. There is no reason he needs to sit in the current state he is in. Riot knows there is a problem with Zac currently so let them hear your voice as well. Please keep asking for changes like these so we can hopefully one day have our Zac back.

25 Comments

Zac in Black8/4/2018, 6:39:50 AM4 votes

I'm very on board with these changes. It's a great compromise between giving him plenty of damage back while sacrificing a fair bit of CC. Zac top mains may just ask to have the old Q back, however, but his new Q is a very unique CC that many enjoy, so I'm not sure what Riot will do. But for Zac jungle and support, this is a fine change.

I wouldn't mind having his old Q back though. Honestly Riot just put him back how he was before 7.9. Anything will do at this point.

MYSTlCFLOW8/5/2018, 8:42:59 PM2 votes

revert zac

TheSingularity8/4/2018, 10:24:46 AM1 votes

Revert the rework. Fixed Gimme that Q GIMME THAT ULT FOR HOURGLASS SYNERGY!!!!!

KOGMIDONLY8/4/2018, 12:58:37 PM1 votes

Revert zac

mack91128/4/2018, 10:19:38 PM1 votes

I don't think Zac should ever be a viable champion top as his sustain creates a very unfair lane environment. I have played alot of Zac through my days and personally I thoroughly loved his rework as it really defined him as a champion.

Tanks junglers are struggling at the moment simply because of the meta. From my personal experience tanks generally clear slower than the traditional fighter jungler leaving them open to counter jungler as well our ability to contest scuttle is limited.

In my opinion his early game potential is gated by high cooldowns and high health costs of his abilities.

If I were to call on some buffs I would suggest a partial cooldown refund on elastic slingshot if it hits a large monster in the jungle to promote it's mobility through your jungle and possible counter jungling along with a net reduction in his health costs.

OnlyVelKozOnly8/4/2018, 10:43:22 PM1 votes

Hi we're Riot and here are our projected changes we're planning on allowing to hit live pretty soon.

Q - Stretching strikes - Damage 50/60/70/80/90 => 120/130/140/150/200 (.8 ability power) W - Unstable Matter - Damage 15/30/45/60/75 => 100/150/200/250/300 (5% missing HP true damage) E - Elastic Slinghshot - Damage 60/105/150/195/240 (compensation nerf for the other strategic buffs) R - Let's Bounce - Damage - 100/200/300 => 500/700/900

We think this will help make Zac more competitive in a healthy way.

Helgak Bone8/11/2018, 4:59:25 PM1 votes

I dont really mind the changes of his regular skills, i just want old ult back :( is that really too much ask riot?

SappyTheSableye4/16/2019, 1:35:11 AM1 votes

I know this chat is dead, but I have to say seeing old videos of pre-rework Zac makes me really feel sad that they didn't atleast keep part of old Zac or combine them with new Zac to this day as I am typing this. I've always had this idea of Zac having his ultimate be a combination of his old and new R; where he jumps a total of 4 times. The first 3 jumps of this ultimate root champions in place. Finally the 4th jump makes Zac become a puddle and scoop up his enemies. Here i believe the old and new Zac mains would be able to enjoy. It may be a bit clunky but still enjoyable.

Another suggestion I would take is making his W have the old AP ratio it usually had. I was never really affected by the tank update, but I never really understood why the did remove the AP ratio (just like how they made Sej's W do physical damage with an AP ratio. Like why ;-;). I feel like this just killed any chance for AP bruiser Zac for no reason. Think about it: When would a tank Zac ever abuse this AP ratio? Trick question if he's abusing it he must be sacrificing bulk for damage (making him squishier).

One last thing I want to talk about is his Q. Ah yes the equalizer of Zac mains. Old Q was pretty generic looking, HOWEVER it was mad effectient. Being able to reliably waveclear making Zac top a pretty powerful pick (in some cases don't @ me on this). New Q has some pretty good cc but feels really clunky to use at times. So what's the solution? Well I wont lie I'm lost on this one. Unless we can find a way to combine old and new Q. I think I have an idea.

(Q) Stretching Strikes- MAGIC DAMAGE: 70 / 110 / 150 / 190 / 230 (+ 50% AP) [old Q ratio best ratio dont @ me] Zac stretches both hands forward and damages an enemy champions. If he hits a unit he not only slows them by a fixed amount scaling with this move's level, but if he hits a champion Q's cooldown resets and Zac can immediately Q again for a slight increase in power. If Zac manages to hit another champion he will slam them together. Giving the magic damage to both champions (note this move can be interupetted by CC, and qss/cleanse make it so that he doesn't have the second Q )

So yeah these aren't really big changes but I really have grown a liking for this champion because of his sarcastic and joyful attitude with his wack lines (also Riot where's my gentleman and symbiote Zac skins?! Missed opportunities man ;-;)

Anyways thanks for reading (if anyone...) and have a nice day! [slayer-pantheon-thumbs]

0 Hogapu8/4/2018, 8:53:13 AM1 votes

Honestly, i would rather him being reverted. He has never been a balance issue before rework. And he was much more fun to play.

I like your changes though, less cc/range for higher damage. The W change is extremely valuable for toplane (I almost exclusively played him there, but since the w nerf it feels horrible to play).

I feel like reworked R is the only reason for zac to be qo potentially broken, when his old ultimate had less engage potential, but more damage/healing.