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Champion Background Strategy Skins & Trivia
Statistics Edit
Health 614.6 +95 Attack damage 59.67 +3.375
Health regen. 7.92 +0.55 Attack speed [*] 0.638  (+ 0 +1.6%)
Uses health Armor 23.88 +3.5
Magic resist. 32.1 +1.25
Melee 175 Move. speed 340


v e
Cell Division
Cell Division

Every time Zac damages at least one enemy with an ability, and for every enemy champion beyond the first hit by Elastic Slingshot.png Elastic Slingshot, he sheds a chunk of himself to a nearby location which lands towards visible nearby enemy champions, if any, and lasts 6 seconds. Zac and enemies can move over these chunks to consume them, and if Zac does so he heals for 4% maximum health.

Upon taking fatal damage, Zac splits into 4 uncontrollable bloblets that move to his final location over 8 / 7 / 6 / 5 / 4 seconds. If any of these bloblets remain at the end of the duration, Zac recombines and returns at 10 - 50% maximum health, based on his bloblets' total remaining health.

Additionally, Zac's size scales with his current health.

Ability Details
Cell Division grants two passive effects: one that triggers whenever Zac lands one of his abilities; and one that triggers when Zac takes fatal damage.

Additional Information:

  • Cell Division has two spawn behaviors for chunks - "contestable" and "non-contestable". Non-contestable is used by default, with contestable being used if there is a visible enemy champion within 1000 units of Zac.
    • Non-contestable: Chunks will fall to the ground near to Zac and can be picked up immediately.
    • Contestable: Chunks will fall to the ground between Zac and the nearest enemy champion, slightly in favour of Zac. Chunks cannot be interacted with for the first 0.25 seconds, except during Let's Bounce!.png Let's Bounce!.
  • The pick-up radius is the same for both Zac and enemy champions (50).
  • Zac's abilities cost 4% of his current health while chunks heal 4% of his maximum, a net heal of 4% of his missing health.
  • Zac gets larger when his current health exceeds the base health for his level.
  • Chronoshift.png Chronoshift and Guardian Angel item.png Guardian Angel will take precedence over Cell Division.

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

Active: Zac punches out in a line, dealing magic damage to all enemies he hits and Slow icon slowing them for 2 seconds.

  • Magic Damage: 70 / 110 / 150 / 190 / 230 (+ 50% AP)
  • Slow: 20 / 25 / 30 / 35 / 40%
Ability Details
Stretching Strike is a pass-through linear skillshot.

v e
Unstable Matter
RANGE: 350
COST: 4% current health
Unstable Matter

Active: Zac's body explodes outward, dealing magic damage to all nearby enemies, capped against minions and monsters. Zac also ignores unit collision against monsters damaged by Unstable Matter.

「 Magic Damage: 40 / 55 / 70 / 85 / 100 (+ 4 / 5 / 6 / 7 / 8% (+ 2% per 100 AP) of target's maximum health) 」「 Maximum Non-Champion Damage: 240 / 255 / 270 / 285 / 300 」

Zac reduces Unstable Matter's cooldown by 1 second every time he picks up a chunk of Cell Division.png Cell Division's. Picking them up while Unstable Matter is available instead reduces the cooldown of his next Unstable Matter by up to 1 second.

Ability Details
Unstable Matter is a point-blank area of effect.

Additional Information:

  • Has no cast time and does not interrupt movement or basic attacks.
    • Unstable Matter's cooldown reduction when off cooldown is applied after cooldown reduction.
    • Can be cast while using Let's Bounce!.png Let's Bounce!

v e
Elastic Slingshot
RANGE: 1200 / 1350 / 1500 / 1650 / 1800 / 300
COST: 4% current health
COOLDOWN: 24 / 21 / 18 / 15 / 12
Elastic Slingshot

First Cast: Zac channels for a short duration, increasing Elastic Slingshot's range over a cone in the target direction.

  • Maximum Channel Duration: 0.9 / 1.05 / 1.2 / 1.35 / 1.5

If Zac moves during Elastic Slingshot, the ability is automatically cancelled, refunding half its cost and cooldown.

Second Cast: Zac dashes to the target location, dealing magic damage to all nearby enemies upon impact and Airborne icon knocking them up for 1 second.

  • Magic Damage: 80 / 130 / 180 / 230 / 280 (+ 70% AP)
Ability Details
Elastic Slingshot is a ground-targeted area of effect.

Additional Information:

  • Can launch Zac over impassible terrain.
  • Smart Cast Keybound: The channel begins when the button is pressed and will launch torward the cursor when released.

v e
Let's Bounce!
RANGE: 300 / 400
COOLDOWN: 130 / 115 / 100
Let's Bounce!

Active: Zac bounces 4 times and gains bonus movement speed as he does so, beginning at 20% and increasing to 50% over the duration, but also disables his ability to use basic attacks, Stretching Strike.png Stretching Strike and Elastic Slingshot.png Elastic Slingshot for the duration.

Each bounce deals magic damage to all nearby enemies, Airborne icon knocks them back for 1 second and subsequently Slow icon slows them by 20% for 1 second.

  • Magic Damage per bounce: 140 / 210 / 280 (+ 40% AP)

Enemies can be damaged by multiple bounces, with each bounce beyond the first dealing half damage but applying no Airborne icon knockback.

「 Additional Magic Damage: 70 / 105 / 140 (+ 20% AP) 」「 Total Single Target Damage: 350 / 525 / 700 (+ 100% AP) 」
Ability Details
Let's Bounce! is a self-targeted buff and a ground-targeted area of effect that repeats up to four times.


EXP: 0
Cell Division
Attack damage 0
Ability power 0
Attack speed 0
12% of Zac's maximum health
Health regen. N/A
Mov. speed Variable
50% of Zac's armor
Magic res.
50% of Zac's magic resistance
AoE mitigation 33%
Ability Details

Bloblet is a pet spawned when Zac takes fatal damage.

  • Bloblets can be Smite.png Smited, Consume.png Consumed, or Force of Will.png grabbed.
    • A Force of Will.png grabbed Bloblet will not cause Zac to take longer to revive, or to revive with less health, even though the Bloblet itself is visually separated from the others.
  • Allies can Teleport.png Teleport to Bloblets, rendering them invincible for the duration.
  • For the purposes of Kha'Zix Kha'Zix's Taste Their Fear.png Taste Their Fear, Bloblets are treated as isolated; however, if they move enough near each other, they will not be treated as isolated anymore. They will return to be isolated if only one Bloblet remains, or at the moment that they recombine.
  • Turrets will prioritize Bloblets over other minions.
  • Bloblets ignore airborne effects.
  • The bloblets are immune to crowd control.


Start a Discussion Discussions about Zac

  • Zac and his Health Blobs

    20 messages
    • <div class="quote"> wrote:<br /><div class="quote"> wrote:<br />...
    • <div class="quote"> wrote:<br /><div class="quote"> wrote:<br /><...

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