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Zac OriginalCentered.jpg
League of LegendsLeague of Legends

Zac is a champion in League of Legends.[1]


Cell Division

Innate - The Secret Weapon: Zac gains increased percentage size equal to 1.5% of his bonus health, capped at 35% increased size at 2333.33 bonus health. Zac's size also reduces based on his missing health, down to 70% total size while at 0% health.

Cell Division.png

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

Both Zac and enemy champions can interact with these chunks by being within 50 units of them: Zac can move over them to consume them, Heal power icon.png healing for 4 / 5 / 6 / 7% (based on Let's Bounce!.png Let's Bounce!'s rank) of his maximum health; enemy champions can move over them to destroy them.

Cell Division 2.png

Periodically, upon taking Death.png fatal damage, Zac Rebirth.png dispels all Malefic Visions.png debuffs, sets his current health to 50%, and becomes Playful.png untargetable and unable to act. Zac then splits into 4 uncontrollable Cell Division.png Bloblets, which each have 12% of Zac's maximum health and move to Zac's location over 8 / 7 / 6 / 5 / 4 (based on level) seconds. Any post-mitigation damage the bloblets receive are also directed to Zac in true damage but Zac himself cannot take damage from other sources. If any of these bloblets remain alive at the end of the duration, Zac Revival icon.png recombines and returns at 10 - 50% maximum health.

Upon splitting, the bloblets stop upon colliding with terrain.

  • The damage directed to Zac is Fear Beyond Death 2.png internal raw damage and cannot be mitigated by any means (including Cosmic Radiance.png invulnerability).
  • The bloblets are Playful.png untargetable while splitting.
  • Zac's increased size does not consider his base stats, but does consider Gargoyle Stoneplate's Gargoyle Stoneplate's increased base health.
  • Cell Division's chunks spawn in two versions:
    • Contestable: They will fall to the ground between Zac and the nearest Sight icon.png 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! Let's Bounce!).
    • Uncontestable: They will fall to the ground near Zac and can be picked up immediately (version used by default).
  • Zac's Playful.png untargetability upon triggering Cell Divison does not Bullet strikethrough.png destroy in-flight Projectile.png projectiles.
  • Chronoshift Chronoshift and Guardian Angel Guardian Angel will take priority over Cell Division.
  • Spirit Visage Spirit Visage and Heal power icon.png Heal Power increases the healing of both chunks and bloblets.
  • Ryze's Ryze's Realm Warp Realm Warp is able to individually teleport Zac or his bloblets during Cell Division.
    • If Zac is transported to a new location before the bloblets landed, they will travel to form at his new position, adjusting their speed accordingly. If Cell Division's duration permits during this time, Zac will be revived even if the bloblets fail to recombine.
  • Cell Division's bloblets can be targeted by Teleport Teleport and Syndra's Syndra's Force of Will Force of Will.
    • Other bloblets are not interrupted by the conditions above and will continue to recombine instinctively.
  • Zac's health when the bloblets are sent out is set to what it would be if all bloblets recombined, and is actively updated when the bloblets take damage.
  • If Zac's health is higher than it is supposed to be when the bloblets converge on him, his health will be set to the correct value.

Map-Specific Differences
The Thinking Manatee profileicon.png Ultra Rapid Fire differences edit
  • Cooldown set to 60 seconds.

Stretching Strikes
TARGET RANGE: Range center.png 951
WIDTH: Range model.png 160
TETHER RADIUS: Range center.png 1000
SPEED: 2800
COST: 8% Current Health
COOLDOWN: 15 / 13.5 / 12 / 10.5 / 9
Stretching Strikes.png

Active: Zac stretches his left arm in the target direction that catches the first enemy it hits, dealing them magic damage, Slow icon.png slowing them by 40% for 0.5 seconds, and forming a Focused Resolve.png tether between Zac and the target for 2 seconds, during which the target is True Sight icon.png revealed.

Magic Damage:
40 / 55 / 70 / 85 / 100 (+ 30% AP) (+ 2.5% of Zac's maximum health)
Total Magic Damage:
80 / 110 / 140 / 170 / 200 (+ 60% AP) (+ 5% of Zac's maximum health)

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, gain Range icon.png 25 bonus attack range, deal the same magic damage and apply the same Slow icon.png slow. This attack cannot Critical strike icon.png critically strike.

If the two Stretching Strikes affect different targets, both targets are Root icon.png rooted for 0.5 seconds and receive the same Slow icon.png slow and, after a 0.4-second delay, Zac displaces them towards each other for 300 range.

If the two targets are near each other, they're slammed against each other instead of toward each other via the displacement, both additionally taking the initial magic damage again and becoming Airborne icon.png knocked up and Stun icon.png stunned for 0.25 seconds upon impact with each other. Enemies near the impact are also dealt the initial magic damage.

Both Stretching Strikes, the cast and the empowered attack, Bladework.png reset Zac's basic attack timer.

Zac is unable to move or attack while his left arm is in flight.

  • Spell Shield.png Spell shields will block a single instance of damage only.
  • If the tethered target is Playful.png untargetable during the second Stretching Strike via basic attack, they are completely unaffected by the ability.
  • 𝐏𝐄𝐍𝐃𝐈𝐍𝐆 𝐅𝐎𝐑 𝐓𝐄𝐒𝐓 : Parry interactions (Counter Strike.png dodge, Spirit's Refuge.png block, Blind icon.png blind).

Unstable Matter
TARGET RANGE: Range center.png 350
COST: 4% Current Health
Unstable Matter.png

Active: Zac's body explodes outward, dealing magic damage to all nearby enemies, capped against Minion icon.png minions and Monster icon.png monsters.

Magic Damage:
35 / 50 / 65 / 80 / 95 (+ 4 / 5 / 6 / 7 / 8% (+ 4% per 100 AP) of target's maximum health)
Capped Damage:
225 / 240 / 255 / 270 / 285

Zac grants Ghost.png ghosting to monsters hit for 5 seconds.

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

  • No additional information.

Elastic Slingshot
TARGET RANGE: 1200 / 1350 / 1500 / 1650 / 1800
EFFECT RADIUS: Range center.png 250
COST: 4% Current Health
COOLDOWN: 24 / 21 / 18 / 15 / 12
Elastic Slingshot.png

Active: Zac Channeling icon.png charges for up to 4.5 seconds to increase Elastic Slingshot's Range icon.png range over a cone in the target direction. Elastic Slingshot can be recast at any time during the channel.

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

If Zac cancels the channel himself, or the charge completes without reactivation, 50% of Elastic Slingshot's Health icon.png health cost and Cooldown reduction icon.png cooldown are refunded.

Recast: Zac Dash.png dashes to the target location, dealing magic damage to all nearby enemies on impact and Airborne icon.png knocking them up and Stun icon.png stunning them for 0.5 seconds, increased to 1 second if Elastic Slingshot was charged for more than 1 second.

Magic Damage:
60 / 110 / 160 / 210 / 260 (+ 90% AP)

  • Quick casting: Elastic Slingshot's channel begins when the key is pressed and held, launching Zac towards the cursor when released.
  • Elastic Slingshot will not Airborne icon.png knock up if the targeted location was directly on top of Zac (in which case he will not Dash.png dash at all).*
    • The Airborne icon.png knock up will occasionally end early if the targeted location was slightly away from Zac.*
  • The following table refers for interactions while Zac is Channeling icon.png channeling:
Type Charge channel
Attacking Disabled
Abilities Stretching Strikes Stretching Strikes and Unstable Matter Unstable Matter interrupt. Let's Bounce! Let's Bounce! initiates the recast.
Movement Disabled for the first 0.9 seconds, otherwise, interrupts.
Items Usable Shurelya's Battlesong Shurelya's Battlesong Turbo Chemtank Turbo Chemtank Youmuu's Ghostblade Youmuu's Ghostblade Gargoyle Stoneplate Gargoyle Stoneplate Randuin's Omen Randuin's Omen
Disabled Hextech Rocketbelt Hextech Rocketbelt
Interrupted by All item-actives not specified above interrupt
Consumables Usable
Spells Usable Barrier Barrier Clarity Clarity Cleanse Cleanse Exhaust Exhaust Ghost Ghost Heal Heal Ignite Ignite Smite Smite
Disabled Flash Flash Teleport Teleport
Interrupted by Recall Recall Hexflash Hexflash (Recasts)
Interrupted by
  • Death
  • Grounded icon.png Grounding effects
  • Stun icon.png Immobilizing effects
  • Silence icon.png Cast-inhibiting effects
  • Edit
    Let's Bounce!
    EFFECT RADIUS: Range center.png 300 / 250
    CAST TIME: 0.3
    COOLDOWN: 130 / 115 / 100
    Let's Bounce!.png

    Passive: Increases Cell Division's Cell Division's healing from chunks.

    Chunk Healing:
    5 / 6 / 7% of his maximum health

    Active: Zac bounces after the cast time, then bounces 3 additional times each second over 3 seconds, during which he also gains 20% − 50% (based on duration) Movement speed icon.png bonus movement speed but becomes unable to declare basic attacks and use Stretching Strikes Stretching Strikes and Elastic Slingshot Elastic Slingshot.

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

    Magic Damage:
    140 / 210 / 280 (+ 40% AP)
    Reduced Damage:
    70 / 105 / 140 (+ 20% AP)
    Maximum Single-Target Damage:
    350 / 525 / 700 (+ 100% AP)

    Enemies can be hit by multiple bounces, but ones beyond the first deal 50% damage to them and do not apply the Airborne icon.png knock back.

    • Spell Shield.png Spell shield only blocks a single instance of damage.
    • Entering Stasis icon.png stasis will end Let's Bounce! prematurely.
    • While Let's Bounce! is active Zac consumes Chunks withing Range center.png 300 range.


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

    Patch history

    For the expanded patch notes, see here.
    • Unstable Matter Unstable Matter
      • Base damage increased to 35 / 50 / 65 / 80 / 95 from 25 / 40 / 55 / 70 / 85.
      • AP ratio increased to 4% per 100 AP from 2% per 100 AP.
    V10.18 - September 2nd Hotfix
    • Cell Division Cell Division
      • Heal increased to 4 / 5 / 6 / 7% (based on Let's Bounce!.png Let's Bounce!'s rank) of his maximum health from 4% at all Let's Bounce!'s Let's Bounce!'s ranks.
      • New Effect: Cooldown is now pingable.
    • Let's Bounce! Let's Bounce!
      • New Effect: Now increases Cell Division's Cell Division's chunk heal to 5 / 6 / 7% of his maximum health.
    • Unstable Matter Unstable Matter
      • Base damage increased to 25 / 40 / 55 / 70 / 85 from 15 / 30 / 45 / 60 / 75.
    • Let's Bounce! Let's Bounce!
      • Knockback changed to 250 units away from where target is hit from 400 units away from Zac's center.
      • New Effect: Each bounce that hits one or more enemy champions spawns a chunk (hitting the same enemy still spawns a chunk), instead of each enemy champion spawns a chunk the first time they're hit by a bounce (subsequent bounces on the same enemy won't spawn additional chunks).
    • Stretching Strikes Stretching Strikes
      • Slow strength reduced to 40% from 60%.
      • Cooldown increased to 15 / 13.5 / 12 / 10.5 / 9 seconds from 13 / 12 / 11 / 10 / 9.
    • Unstable Matter Unstable Matter
      • New Effect: Health ratio now scales for 2% per 100 AP.
    • Let's Bounce! Let's Bounce! - Rework
      • New Effect:
        • Active: After a small delay, Zac bounces 4 times over 3 seconds, gaining 20% − 50% (based on duration) bonus movement speed as he does so but becoming unable to use basic attacks, Stretching Strikes Stretching Strikes, or Elastic Slingshot Elastic Slingshot for the duration. There is a 1-second delay between each bounce.
        • Each bounce deals 140 / 210 / 280 (+ 40% AP) magic damage to all nearby enemies, Airborne icon.png knocking them back for 1 second and subsequently Slow icon.png slowing them by 20% for the same duration.
        • Enemies can be damaged by multiple bounces, with each beyond the first dealing 50% damage but not Airborne icon.png displacing them.
        • Effect Radius: 300 / 400.
        • Cooldown: 130 / 115 / 100 seconds.
      • Old Effect:
        • Active - First Cast: Zac squishes himself down while charging for up to 2.5 seconds, during which he is Unstoppable icon.png unstoppable, and Slow icon.png slowing by 30 / 40 / 50% any enemies standing on top of him.
        • Second Cast: Zac Airborne icon.png knocks back nearby enemies 275 units over 1 second and deals 150 / 250 / 350 (+ 90% AP) magic damage. If charged for at least 1 second before recasting, Zac instead scoops up enemies on top of him, Airborne icon.png carrying them towards the target location. While flying through the air, Zac is immune to Stun icon.png crowd control.
        • Upon landing, nearby and transported enemies take the same magic damage and are Slow icon.png slowed by 25% for 0.5 seconds.
        • Target Range: 700 / 850 / 1000.
        • Effect Radius: 300.
        • Cooldown: 130 / 115 / 100 seconds.

    See also


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