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 Bloblets 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.
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.
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!.
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.
Passive: Picking up Cell Division's chunks will reduce Unstable Matter's current cooldown by 1 second. Picking them up while Unstable Matter is available will instead reduce the cooldown of his next Unstable Matter by a maximum of 1 second.
Active:Zac's body explodes outward, dealing magic damage to enemies within 350-range, equal to a base amount plus a percentage of their maximum health (max. 200 aginst minions and monsters). Neutral monsters hit by Unstable Matter will be ignored by Zac's unit collision.
Magic damage: 40 / 55 / 70 / 85 / 100 (+ 4 / 5 / 6 / 7 / 8% (+ 2% per 100 AP) of enemies' maximum health)
Active:Zac faces the cursor and begins channeling, increasing Elastic Slingshot's range over the duration. Elastic Slingshot is cancelled by moving, refunding 50% of the health cost and halving the cooldown.
Max Channel Time: 0.9 / 1.0 / 1.1 / 1.2 / 1.3
Max Range: 1150 / 1250 / 1350 / 1450 / 1550
After channeling or reactivating the ability, he launches himself towards the target location, enemies within 300-range are dealt magic damage and are knocked up for 1 second.
Zac then bounces 3 times with an accelerating 20 - 50% movement speed bonus, dealing the same damage and effects on each one. Let's Bounce! can only knock back targets once, with subsequent bounces on a target dealing half damage.