Zac’s best early games start with one wall-angle lane touch, not an honest river brawl, and the recent window shows his win rate jumps hard once he gets early lane kills instead of clearing past every opening
Your HP bar includes the next blob, so fight in curves through your own blobs and time pickups around the next W refund instead of vacuuming them on clear or running straight out after E lands
Q needs a second body—minion, ward, plant, camp, or tower—so a lot of Zac ganks are cleaner as walk-up Q into slam and only then E, not autopilot max-range slingshot first
Peel when your first clean contact is the diver, not the carry. If their assassin, bruiser, or support has already crossed the line and given you a Q body plus something nearby to slam into, Zac usually gets more by pinning that entry and forcing the fight to bend backward around your blobs than by tunneling through the front for a prettier E. This comes up most when you are behind, your carry is strong, or the enemy backline is screened by too much peel. In those spots, protect the space your carry is standing in and make the diver spend longer than they planned.
Each time Zac hits an enemy with an ability, he sheds a chunk of himself that can be reabsorbed to restore Health. Upon taking fatal damage, Zac splits into 4 bloblets that attempt to recombine. If any bloblets remain, he will revive with an amount of Health depending on the Health of the surviving bloblets. Each bloblet has a percentage of Zac's maximum Health, Armor and Magic Resistance. This ability has a 5 minute cooldown.
Zac stretches an arm, grabbing an enemy. Attacking a different enemy will cause him to throw both targets towards each other.
Zac explodes outward towards nearby enemies, dealing a percentage of their maximum health as magic damage.
Zac attaches his arms to the ground and stretches back, launching himself forward.
Zac bounces four times, knocking up enemies hit and slowing them.