Zac gains increased percentage size equal to 1.5% of his bonus health, capped at 35% increased size at 2333 bonus health.
Zac's size also reduces based on his missing health, down to 70% total size while at 0% health.
Innate - Goo
Whenever Zac hits enemies with an ability, he sheds a number of chunks of himself to a nearby location, landing towards nearby visible enemy champions and lasting for 6 seconds.
* Stretching Strikes: 1 chunk for the initial hit, and 1 chunk if the second hits a different enemy
* Unstable Matter: 1 chunk if it hits at least one enemy
* Elastic Slingshot: 1 chunk for each enemy champion hit, with a minimum of 1 if it hits at least one enemy
* Let's Bounce!: 1 chunk for each bounce that hits at least one enemy
Both Zac and enemy champions can interact with a chunk by being within 50 units of it: an enemy will destroy it, while Zac will consume it to heal for of his maximum health.
Innate - Cell Division
Periodically, upon taking fatal damage, Zac enters resurrection for seconds, instantly restoring 50% of his maximum health and becoming untargetable and unable to act for the duration.
Zac then splits into four uncontrollable bloblets away from his location, though stopping at terrain.
After 1.5 seconds of the bloblets being untargetable, they start moving toward Zac's location over the remaining duration.
Any damage the bloblets receive, excluding damage dealt in excess of each bloblet's total maximum health, is also redirected to Zac as true damage.
While in resurrection, Zac cannot take damage from sources other than the redirected damage from his bloblets.
After the duration, Zac is revived with maximum health.
Zac will be executed once all bloblets are killed.
Cooldown
300s
Effect Radius
700
Q
Stretching Strikes
Magic
Active
Zac stretches his left arm in the target direction that catches the first enemy hit, dealing magic damage, slowing them by 40% for 0.5 seconds, and forming a tether between Zac and the target for 2 seconds, during which they are revealed.
While the tether persists, Zac's next basic attack is replaced by a second Stretching Strike, empowering it to have a 0.25-second cast time and gain 25 bonus attack range.
This attack triggers on-attack effects, but cannot critically strike nor apply on-hit effects.
If the two Stretching Strikes affect different targets, both are knocked down and rooted for 0.5 seconds while the secondary target is dealt the initial magic damage and applied the same slow.
After a 0.4-second delay, Zac displaces them toward each other over 300 units, though not through terrain.
If the two targets are within 700 units of each other, they are instead slammed together through the displacement.
Upon impact of each other, both targets are knocked up and stunned for 0.25 seconds and all enemies within the impact are dealt the initial magic damage and applied the same slow.
Both Stretching Strikes (the cast and the empowered attack) reset Zac's basic attack timer.
Zac is unable to move or attack while his left arm is in flight.
Zac explodes to deal magic damage to nearby enemies.
The damage based on the target's max health ratio is capped at 200 against minions and monsters.
Zac grants ghosting to aggroed monsters hit for 5 seconds.
Unstable Matter's current cooldown is reduced by 1 second whenever Zac collects a Cell Division chunk.
Cooldown
5s
Cost
4% current health
Range
350
Magic Damage
40 / 50 / 60 / 70 / 80 (+ 4 / 5 / 6 / 7 / 8% (+ 3% per 100 AP) of target's maximum health)
Capped Non-Champion Damage
240 / 250 / 260 / 270 / 280
E
Elastic Slingshot
Magic
Active
Zac charges for up to 4.5 seconds to increase Elastic Slingshot's range over a cone in the target direction.
Elastic Slingshot can be recast within the duration.
If Zac cancels the channel himself, or the charge completes without reactivation, 50% of Elastic Slingshot's health cost and cooldown are refunded.
Recast
Zac leaps to the target location within the boundaries of the cone.
Upon landing, he deals magic damage to nearby enemies and knocks them up and stuns them for 0.5 seconds, increased to 1 second if Elastic Slingshot was charged for more than 1 second.
Cooldown
21 / 18 / 15 / 12 / 9s
Cost
4% current health
Range
1200 / 1350 / 1500 / 1650 / 1800
Effect Radius
265
Maximum Range Channel Duration
0.9 / 1 / 1.1 / 1.2 / 1.3 seconds
Magic Damage
60 / 105 / 150 / 195 / 240 (+ 80% AP)
R
Let's Bounce!
Magic
Active
Zac bounces after the cast time, then bounces 3 additional times each second over 3 seconds.
Each bounce deals magic damage to enemies hit, knocks them back over 1 second, and slows them by 20% for the same duration.
An enemy can be hit by multiple bounces, but ones beyond the first deal 50% damage to them and do not apply the knock back.
Zac can move while Let's Bounce! is active, gaining ghosting and bonus movement speed, but becomes unable to declare basic attacks, Stretching Strikes, and Elastic Slingshot.
He also automatically consumes all Cell Division chunks within the bounce radius.
Cooldown
120 / 105 / 90s
Effect Radius
300
Magic Damage Per Hit
120 / 190 / 260 (+ 40% AP)
Reduced Damage Per Hit
60 / 95 / 130 (+ 20% AP)
Total Magic Damage
300 / 475 / 650 (+ 100% AP)
Bonus Movement Speed
20% – 50% (based on duration)
Pets
Summoned unit on this kit. Hover underlined numbers for every level.
PetAutonomous
Bloblet
P · Cell Division
Health
12% of Zac's max health
Move speed
Runs toward Zac
Gold
0
Duration
8 – 4s resurrection
Armor
50% of Zac's armor
Magic resist
50% of Zac's magic resist
AoE resist
33%
Four pieces on fatal damage. Kill all four to stop the revive. Immune to crowd control except stasis.