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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, landing towards visible nearby enemy champions (if any) and lasting for 6 seconds. Enemies can move over these chunks to destroy them while Zac can do so to consume them and restore 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)

Zac's size scales with his current health, getting larger when it exceeds his base health (based on level) and getting smaller the higher his missing health.

Ability Details
Cell Division is an on-spell effect with an on-death effect component.

Additional Information:

  • Cell Division's chunks spawn in two versions.
    • Contestable: They will fall to the ground between Zac and the nearest Sight icon visible enemy champion within 1000 range of him (dropping slightly in Zac's favor) Cannot be interacted with for the first 0.25 seconds (except during Let&#039;s Bounce!.png Let's Bounce!)
    • Uncontestable: They will fall to the ground near Zac and can be picked up immediately (version used by default)
  • Cell Division's chunk pick-up radius is the same for both Zac and enemy champions.
  • Zac's abilities cost 4% current health while chunks restore 4% maximum health (net healing equals 4% missing health)
  • Guardian Angel item.png Guardian Angel and Chronoshift.png Chronoshift will take precedence over Cell Division.

Stretching Strike
RANGE: 550
COST: 4% Current Health
COOLDOWN: 9 / 8.5 / 8 / 7.5 / 7
Stretching Strike

Active: Zac punches out in the target direction, dealing magic damage to all enemies hit 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 direction-targeted area of effect.

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) and becoming Ghost ghosted against monsters hit.

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

Unstable Matter's cooldown is reduced by 1 second every time Zac picks up a Cell Division.png Cell Division chunk. If he picks them up while Unstable Matter is available to cast, the next Unstable Matter has its cooldown reduced by the same amount instead.

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

Additional Information:

  • Unstable Matter has no cast time and does not interrupt Zac's previous orders.
  • Unstable Matter can be cast during Let&#039;s Bounce!.png Let's Bounce!.
  • Unstable Matter's cooldown reduction when available to cast is applied after Zac's.

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. Moving during the channel automatically cancels it, refunding 50% of Elastic Slingshot's cost and cooldown.

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

Second Cast: Zac dashes to the target location, dealing magic damage to all nearby enemies on 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:

  • Elastic Slingshot can be used to launch Zac over walls.
  • Quick casting: Elastic Slingshot's channel begins when the key is pressed and held, launching Zac towards the cursor when released.

Let's Bounce!
RANGE: 300 / 400
COOLDOWN: 130 / 115 / 100
Let&#039;s Bounce!

Active: Zac bounces 4 times, gaining 20 - 50% bonus movement speed as he does so but becoming unable to use basic attacks, Stretching Strike.png Stretching Strike, or Elastic Slingshot.png Elastic Slingshot for the duration.

Each bounce deals magic damage to all nearby enemies, Airborne icon knocking them back for 1 second and subsequently Slow icon slowing them by 20% for the same duration.

  • Magic Damage Per Bounce: 140 / 210 / 280 (+ 40% AP)

Enemies can be damaged by multiple bounces, with each beyond the first dealing 50% damage but not Airborne icon displacing them.

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


Control type Autonomous
Target type Minion
  • Bloblet can be targeted by Smite.png Smite, Consume.png Consume, and/or Force of Will.png Force of Will.
    • A Force of Will.png grabbed Bloblet, while visually separated from the others, will not delay Zac's revival or cause him to recombine with less current health.
  • Bloblet can be targeted by Teleport.png Teleport, becoming invulnerable for the channel's duration.
  • Taste Their Fear.png Taste Their Fear considers Bloblet 'isolated' when being the last one alive or after having merged with the others right before Zac recombines (Bloblet is not considered 'isolated' when close enough to the others)
  • Turrets will prioritize Bloblet over other minions.