Cell Division
STATIC COOLDOWN: 300
Cell Division

Innate: Every time Zac damages at least one enemy with an ability, he sheds, depending on the ability, a chunk of himself to a nearby location, landing towards visible nearby enemy champions and lasting for 6 seconds.

Both Zac and his enemies can interact with these chunks by being within 50 units of them: Zac can move over them to consume them, restoring 4% maximum health; enemies can move over them to prematurely destroy them.

Cell Division 2

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.

Zac's size scales with his current health, getting larger when it exceeds his base health 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'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
  • Guardian Angel item.png Guardian Angel and Chronoshift.png Chronoshift will take precedence over Cell Division.
  • Spirit Visage item.png Spirit Visage increases the healing of both chunks and bloblets.


Stretching Strikes
TARGET RANGE: 800
COST: 4% Current Health
COOLDOWN: 12 / 11 / 10 / 9 / 8
Stretching Strikes

Active: Zac stretches his left arm in the target direction, dealing magic damage and Slow icon slowing the first enemy hit by 60% for 0.5 seconds, aswell as attaching it to the target for 2 seconds.

「 Magic Damage: 30 / 40 / 50 / 60 / 70 (+ 30% AP) (+ 2.5% of Zac's maximum health) 」「 Total Magic Damage: 60 / 80 / 100 / 120 / 140 (+ 60% AP) (+ 5% of Zac's maximum health) 」

While his arm is attached, his next basic attack has 300 range and is replaced by a second Stretching Strike, dealing the same magic damage and Slow icon slow.

If both Stretching Strikes affect two different targets, he flings them against each other, dealing the initial magic damage around the point of collision and applying the Slow icon slow again.

Ability Details
Stretching Strikes is a direction-targeted collision skillshot.

Additional Information:

  • Pull range varies based on the distance between the two target.
    • It will pull for 800-unit if the second target is within a 800 range of the first target.
    • It will pull for 400-unit if the second target is beyond 800 range of the first target.
    • Knowing this, the maximum distance between two targets is 1200.


Unstable Matter
TARGET RANGE: 350
COST: 4% Current Health
COOLDOWN: 5
Unstable Matter

Active: Zac's body explodes outward, dealing magic damage to all nearby enemies (capped against minions and monsters) and becoming Ghost ghosted for 5 seconds against monsters hit.

「 Magic Damage: 30 / 45 / 60 / 75 / 90 (+ 4 / 5 / 6 / 7 / 8% (+ 2% per 100 AP) of target's maximum health) 」「 Maximum Damage To Non-Champions: 230 / 245 / 260 / 275 / 290 」

Unstable Matter's cooldown is reduced by 1 second every time Zac picks up a Cell Division.png Cell Division chunk.

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.


Elastic Slingshot
TARGET RANGE: 1200 / 1350 / 1500 / 1650 / 1800
EFFECT RADIUS: 150
COST: 4% Current Health
COOLDOWN: 24 / 21 / 18 / 15 / 12
Elastic Slingshot

Active: Zac channels up to 4.5 seconds, increasing Elastic Slingshot's range over a cone in the target direction.

  • Maximum Range Channel Duration: 0.9 / 1 / 1.1 / 1.2 / 1.3

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

Second Cast: Zac dashes to the target location, dealing magic damage to all nearby enemies on impact and Airborne icon knocking them up for 0.5 - 1 seconds.

  • Magic Damage: 60 / 110 / 160 / 210 / 260 (+ 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!
TARGET RANGE: 700 / 850 / 1000
EFFECT RADIUS: 300
COOLDOWN: 130 / 115 / 100
Let's Bounce!

Active: Zac squishes himself down for up to 2.5 seconds, charging for the duration, during which is immune to crowd control, and Slow icon slowing any enemies standing on top of him.

  • Slow: 30 / 40 / 50%

Second Cast: Zac Airborne icon knocks back nearby enemies 275 units over 1 second. If charged for at least 1 second before recasting, Zac instead scoops up enemies on top of him, carrying them towards the target location. While flying through the air, Zac is immune to crowd control.

Upon landing, nearby and transported enemies take magic damage and are Slow icon slowed by 25 % for 0.5 seconds.

  • Magic Damage: 150 / 250 / 350 (+ 70% AP)
Ability Details
Let's Bounce! ist an aoe ability with a transport component.


Pets

Control type Autonomous
Target type Minion
  • Bloblets 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.


References