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Zac - Concept Remake

Aronzei July 23, 2013 User blog:Aronzei

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Hello! This aronzei and this is my concept remake of Zac.

I actually made an AD Zac and it was really fun. With a Ravenous Hydra item.png Ravenous Hydra and diving in with Elastic Slingshot.png Elastic Slingshot, attacking then using the active, made a decent burst. So I thought, "Why not make him change forms along with AD? In fact, why not make him scale with AD?". And this happened.

See when Zac files came out, he was presented with 3 forms - one that grows, one with spikes, and the blob form. See here.

Aronzei adform

A good 20~30 mins doodle,scan and paint.net of conceptualized AD form.

I always thought AD Zac Zac was expected (and will morph him into that clawed creature) but when we all played him, we knew that his builds are limited. For a blob of varying forms, his viable builds is ironically limited to only one. With this idea, it makes him playable as AD, AP and tanky. However this is just a concept (no balancing yet) since I'm not really keen on the numbers. The hidden passive where his size increase is maintained combined with the form altering passive. (eg. High AD makes him color red, look sharper and slimmer. High HP makes him bigger.)

As you can see the icons are just a modified and inverse colored of the original icons just to show an idea. The general is his blobs are replaced with spikes to imply physical damage.

I would be really happy if this was real I'm just happy that somehow I made it tangible how I saw Zac - a versatile champ with multiple forms and builds. With that said, I hope you enjoy this Zac Concept remake.

Abilities

Cell Division 
COOLDOWN: 300
Aronzei celldivision

Each time Zac uses an ability on enemies, he sheds a chunk of himself to a nearby location. Zac can move over these chunks to reabsorb them, regaining 4% of his maximum health. Enemies may move over these chunks to destroy them.

Upon taking fatal damage, Zac splits into 4 bloblets that attempt to recombine. Each bloblet has 12% of Zac's maximum health, and 50% of his armor and magic resistance. If any of these bloblets remain after 8 seconds, Zac will revive with 10-50% health depending on the health of the surviving chunks. This effect has a static cooldown and is unaffected by cooldown reduction.

Passive: Zac changes to AD form if his AD exceeds his AP by 50 (+10 AD per level) and maintains AP form otherwise.


Stretching Strike
RANGE: 550
COST: 4% of current health
COOLDOWN: 9 / 8.5 / 8 / 7.5 / 7
Stretching Strike

Active: Zac lashes out with an elastic punch, dealing magic damage to enemies in a line and slowing them for 2 seconds.

  • Magic damage: 70 / 110 / 150 / 190 / 230 (+ 50% AP) (+ 10% AD)
  • Slow: 20 / 25 / 30 / 35 / 40%
Impaling Strike
RANGE: 600
COST: 4% of current health
COOLDOWN: 9 / 8.5 / 8 / 7.5 / 7
Aronzei impale

Active: Zac impales with his transformed hand, dealing physical damage to enemies in a line and slowing them for 2 seconds.

  • Physical damage: 70 / 110 / 150 / 190 / 230 (+ 40% AD) (+ 10% AP)
  • Slow: 20 / 25 / 30 / 35 / 40%


Unstable Matter
COST: 4% of current health
COOLDOWN: 4
Unstable Matter

Active: Zac's body explodes outward, dealing magic damage equal to a base amount plus a percentage of their maximum health to all nearby enemies (max 200 damage against minions and monsters).

  • Base Magic damage: 40 / 55 / 70 / 85 / 100
  • Additional Damage: 4 / 5 / 6 / 7 / 8% (+ 2% per 100 AP) of enemies' maximum health
Spiked Matter
COST: 4% of current health
COOLDOWN: 7
Aronzei spike

Active: Zac's body releases spikes, dealing physical damage to all nearby enemies.

  • Base Physical damage: 50 / 60 / 70 / 80 / 90
  • Additional Damage: (+ 40% per AD)



Elastic Slingshot
COST: 4% of current health
COOLDOWN: 24 / 21 / 18 / 15 / 12
Elastic Slingshot

Active: Zac faces the cursor and begins channeling. After channeling or after reactivating the ability he launches himself towards the target location, dealing magic damage to all enemies hit and knocking them back for 0.5 seconds. The range of Elastic Slingshot increases based on how long Zac channels. Can be cancelled by moving, refunding 50% of the health cost and halving the cooldown.

  • Magic Damage: 80 / 130 / 180 / 230 / 280 (+ 70% AP) (+ 20% AD)
  • Maximum Channel Time: 0.9 / 1.0 / 1.1 / 1.2 / 1.3
  • Maximum Range: 1150 / 1250 / 1350 / 1450 / 1550
Cannon Ball
COST: 4% of current health
COOLDOWN: 24 / 21 / 18 / 15 / 12
Aronzei cannon

Active: Zac launches himself in the air and solidifying, dealing physical damage to all enemies hit and knocking them back for 0.5 seconds. The range of Cannon Ball increases based on how long Zac channels.

The area of effect is larger in this form but the damage decays the farther they are from the point of impact.

Can be cancelled by moving, refunding 50% of the health cost and halving the cooldown.

  • PhysicalDamage: 80 / 130 / 180 / 230 / 280 (+ 40% AD) (+ 10% AP)
  • Maximum Channel Time: 0.9 / 1.0 / 1.1 / 1.2 / 1.3
  • Maximum Range: 1150 / 1250 / 1350 / 1450 / 1550


Let’s Bounce!
COST: No cost
COOLDOWN: 130 / 115 / 100
Let's Bounce!

Active: Zac leaps into the air and begins to bounce on the ground, up to a maximum of 4 bounces. Each bounce deals magic damage to nearby enemies upon impact, knocks them up for 1 second, and slows them by 20% for 1 second. Enemies hit more than once take half damage and are not knocked up.  Zac gains an accelerating movement speed buff (20-50%) and 50% crowd control reduction while bouncing. During this time, Zac can still move and use Unstable Matter.png Unstable Matter, but is unable to activate Stretching Strike.png Stretching Strike or Elastic Slingshot.png Elastic Slingshot.

  • Magic Damage Per Bounce: 140 / 210 / 280 (+ 40% AP)
  • Max Magic Damage to the same target: 350 / 525 / 700 (+ 100% AP)
Dunk!
COST: No cost
COOLDOWN: 130 / 115 / 100
Aronzei dunk

Active: Zac leaps into the air and slams the ground with explosive force. The bounce deals physical damage to nearby enemies upon impact, knocks them up for 1 second, and slows them by 20% for 3 second. The damage decays along with distance and the radius of impact increases as his size increases. Zac is immune crowd control reduction during the animation.

  • Physical Damage: 200 / 400 / 600 (+ 100% AD)


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