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Template:C-topTemplate:Champion info

Abilities

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 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 Error: Parameter '3' is not accepted. 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 health.

Info
  • No additional details.

Stretching Strike

Stretching Strike

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

  • Magic Damage: 70 / 110 / 150 / 190 / 230 (+ 50% AP)
  • Slow: 20 / 25 / 30 / 35 / 40%

Info
  • No additional details.

Unstable Matter

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's 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.

Info
  • No additional details.

Elastic Slingshot

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 Template:Cctip for 1 second.

  • Magic Damage: 80 / 130 / 180 / 230 / 280 (+ 70% AP)

Info
  • No additional details.

Let's Bounce!

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 Stretching Strike and Elastic Slingshot Elastic Slingshot for the duration.

Each bounce deals magic damage to all nearby enemies, Template:Cctip for 1 second and subsequently Template:Cctip 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 Template:Cctip.

「 Additional Magic Damage: 70 / 105 / 140 (+ 20% AP) 」「 Total Single Target Damage: 350 / 525 / 700 (+ 100% AP) 」

Info
  • No additional details.

Pets

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

Bloblet is a pet spawned when Zac takes fatal damage.

  • Bloblets can be Smited Smited, Consumed Consumed, or grabbed grabbed.
    • A grabbed 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 Teleport to Bloblets, rendering them invincible for the duration.
  • For the purposes of Kha'Zix's Kha'Zix's Taste Their Fear 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.


References

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