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.
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 chunks created by Cell Division will reduce Unstable Matter's current cooldown by 1 second. Picking up chunks while Unstable Matter is available will instead reduce the cooldown of his next Unstable Matter by a maximum of 1 second, which is applied after cooldown reduction.
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). Neutral monsters hit by Unstable Matter will be ignored by Zac's unit collision
Base Magic damage: 40 / 55 / 70 / 85 / 100
Additional Damage: 4 / 5 / 6 / 7 / 8% (+ 2% per 100 AP)of enemies' maximum health
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 within 300-range to all enemies hit and knocking them UP for 1 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. Zac will spawn 1 additional chunk for each enemy champion hit beyond the first.
Smart Cast Keybound: The channel begins when the button is pressed and will launch torward the cursor when released.
COOLDOWN: 130 / 115 / 100
Active: Zac leaps into the air, dealing magic damage to enemies within 300 units, knocking them back for 1 second and slowing them by 20% for 1 second. He then bounces on the ground 3 times, dealing the same damage and effects for each one, but enemies hit more than once take half damage and are not knocked up. Zac gains an accelerating movement speed buff (20 - 50%) over the ability's duration.