Can Zac's passive get a buff?

Rew711··2 votes·734 views

I have my reasons for asking this.

First, I think its mandatory to discuss his "Second Passive" most of you know about. That passive is the one that sends out a blob or "part of Zac" into a random location. This one, in itself, should be addressed as well, and I'll have those comments bellow. This passive, however, is a compensation for his health costs that were put onto his Q, W, and E. Each costs 4% of Zac's current health, and the counter is that he can heal himself for 4% of his total health. The passive I am talking about is actually his revive.


TL;DR Zac's passive is weak and doesn't revive him with adequate health, it is also easy to destroy, and is by no means a compensation for his lack in damage on almost every ability he has.

Zac's passive (his true passive) revives him if killed. The CD, is a good over 3 minutes long, though his second passive is usable even if this one is on a CD.

When the passive is activated, due to Zac losing all health, Zac splits into 5 parts (his 4 parts of himself that come to his center or core). In order to revive, Zac must have at least one of his moving parts reach the middle part. If they are able to do so, Zac revives with up to half of his current HP, but can gain less revived health if his moving parts get hit.

Unlike the other two who can revive (Aatrox and Anavia), Zac has more restrictions than just his "up to half his HP upon reviving". Zac's 4 moving parts each only have 14% of his current HP, and only 50% of his Armor and Magic Resist. There is also the fact that Zac's moving parts take 8 seconds to reach the center, making it the longest revive of the 3 revives (or any revive in general). There is even a sad fact that 4 x 14 = at most 66 meaning that there is a extra 16% they could have added to this passive and decided not to.

What am I getting at? Or... Why am I discussing this?

Some of you might be thinking "he's a tank, he shouldn't be able to get a full revive" and yet they fail to realize some crucial facts about Zac, when you compare Zac to every other Tank.

Now, we get to the part people look at, roll their eyes, and think "he's Zac, that's [insert Champ name], they're two totally different champions. It just doesn't work that way." But, just hear me out. I'm not going to compare kits and abilities directly, however, I will be describing this:

Tanks have something about them that makes them hard to beat, whether its the fact that they have a kit full of strong abilities that allow them to focus on getting Tank related items or that they have a Tanky kit allowing them to either get more Tank items or even get regular items while remaining Tanky. You are able to see this in a few of the Tanks kits. Alister, Amumu, Blitzcrank, Cho'Gath, Maokai, and Nautilus all fall under the category of Champions with really strong kits who only need to focus on getting Tanky items to be Tanky. Champs like Jarvan IV, Leona, Poppy, Sejuani, and Sion fall under the category of those who can use other items and yet still remain Tanky and can enhance how Tanky they are by getting more Tank items. And then there is even a third category where Champs like Galio, Malphite, Rammus, Singed, and Shen use specific items to enhance abilities (and still remain Tanky).

Zac, however, does not fit into any of these categories. His kit isn't that strong; his Q deals less damage than most others, his W doesn't deal that much health % damage, his E isn't even allowed to have a proper buff, and his R deals only about 600 damage at max level if I hit the enemy every time and up to only 100% of my AP I have if I have any at all. He doesn't fit under the Tanky category where he can get other items and still do much, considering he has % health costs on his abilities and no real way of dealing proper damage with either AD or AP. And he doesn't enhance anything (but his size which only makes him a giant target) except if he gets lots of HP to... well, you know, and it doesn't really help his passive when its pretty much a necessity to have.

If anything, I don't think we need to enhance Zac's damage so he can be as he use to be (which I do remember was strong and can get annoying), however its still an option. There are two ways of doing this:

  1. Zac's passive can get a buff so that he can gain back up to 100% of his current HP. Not only this, but each moving part should have 25% of Zac's current HP. And lastly, it should at least take less seconds as he levels up, going from 8 seconds at levels 1-6, to 7.5 seconds at levels 7-12, and only 7 seconds from level 13 and up.

  2. Or, we can enhance his Q to deal (+50% AD) instead of (+50% AP). If Poppy can hit the ground and cause it to deal physical damage (with a slow) I think Zac's Q can deal physical damage as well. Zac's E should also deal 80% AP rather than 70% or you can take away some of the added load time. Lastly, his R shouldn't deal half the damage to the same enemy; at its current state, the most Zac would deal is 560/840/1120 (+160% AP) if it didn't reduce damage, but it does, and each bounce on the same target gets more and more reduced, going from 20% to 50% (meaning actually less than 100% AP so please forgive my statement from above). Zac has a 7 rating on use of magic damage, and yet he has almost no real way of getting AP (not until late, if we're getting technical) since it doesn't become useful until late (or on his W in late).

There is also no way to gain anything from health (like dealing bonus damage, gaining bonus health, or whatever) that can happen without something being added.


Now, I want to talk about his Second Passive's issue I brought up earlier. There is only one real issue I have, and its the way the blobs are thrown after using a ability.

If I use a Q or W amongst minions, the blob flies in front of me far away, that is unless him near a tower. If I'm trying to lane, this makes it increasingly difficult and makes it almost necessary to either rush some health regen or boots (to get the blobs easier).

There are times where I wish that the less health I have, the more likely a blob would fly behind me; like being at 75% health means I have a 25% chance, 50% health gives me a 50% chance, and so on. Plus, it would be nice if blobs had crowd control amongst minions as well to prevent them from flying the full 1000 units away.

5 Comments

2 Weezy Baby2 votes

No.

Rew7112 votes

Can you please give me some reasons as to why a champion whom you should have no reason to hate, cannot have a buff? Or at least explain why he is perfectly balanced?

2 Weezy Baby1 votes

{quoted}

Can you please give me some reasons as to why a champion whom you should have no reason to hate, cannot have a buff? Or at least explain why he is perfectly balanced?

No.

ForgiveColour2 votes

Didnt read lol title gave me cancer

Rew7112 votes

You shouldn't just down vote because of a title :'(

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