Zac/History
Previous Abilities[edit | edit source]


- Cell Division's chunks spawn in two versions.
- Contestable: They will fall to the ground between Zac and the nearest
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!)
- Uncontestable: They will fall to the ground near Zac and can be picked up immediately (version used by default)
- Contestable: They will fall to the ground between Zac and the nearest
- 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 and
Chronoshift will take precedence over Cell Division.



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



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


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


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



- Slow:
- 30 / 40 / 50%




- Magic Damage:
- 150 / 250 / 350 (+ 90% AP)

Blocked

Disabled

Not Interrupted
- If Zac dies while channeling, he will
knock back nearby enemies 275 units, despite of how long he channelled.






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

- Additional Magic Damage:►
- 70 / 105 / 140 (+ 20% AP)
- ◄Total Single-Target Damage:
- 350 / 525 / 700 (+ 100% AP)
- Pets

Control type | Autonomous |
---|---|
Target type | Minion
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Previous Splash Art[edit | edit source]
See also[edit | edit source]
Cancelled Champions |
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COOLDOWN: 22 / 19 / 16 / 13 / 10 |
Active: ![]() ![]() ![]() |
Elastic Slingshot can be recast within the duration and automatically does so afterwards, refunding half of the ![]() ![]() |
Recast: Zac ![]() ![]() ![]() |



Sight can also refer to an effect that makes a unit visible regardless of the fog of war or brush, allowing them to be targeted.
Standard sight cannot see
stealthed units, but
True Sight can.
Nearsight is a
crowd control debuff that inhibits sight; allied vision is lost in addition to a reduced sight radius.
Obscured vision is similar to sight in a way that it can observe units, but does not render units targetable, rather it exposes their position and informs of their presence.
Unobstructed vision is a form of sight that allows a unit to be able to see their full vision radius, ignoring any obstructions that would otherwise restrict visibility.
- All effects that use
unit-targeting require sight of the target. Delayed unit-targeted attacks and spells can cancel if sight of the selected target is suddenly lost.

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COOLDOWN: 120 / 105 / 90 |
Active: ![]() ![]() ![]() |
Zac can move during Let's Bounce. |

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COOLDOWN: 120 / 90 / 60 |
Active: ![]() |
If the target would die, they enter ![]() ![]() ![]() ![]() ![]() |


- Applies:
Bloodletter's Curse's Vile Decay
Morellonomicon's and
Oblivion Orb's
Grievous Wounds
Omnivamp
- Triggers:
- Mitigated by:
Damage shields
Invulnerability
- Damage reduction
Magic resistance
Magic shields




Only the slow with the highest value is taken into movement speed calculations. All additional slows are ignored until the higher-valued slow wears off. The strength of slows may amplify or decay over their duration. Slows of the same debuff cannot stack and will instead refresh on each application unless otherwise stated.
Interrupts: | Does not interrupt any actions. |
---|---|
Reduction: | The duration is affected by ![]() The strength is reduced by |
Resist: | Resisted by ![]() ![]() |
Removal: | Removed by ![]() ![]() ![]() ![]() ![]() ![]() ![]() |


Area damage is the damage type dealt by most area of effect abilities, as well as a select few basic attacks, items and runes. Area damage is not exclusive to being applied by purely physical,
magic or
true damage, and instead can be dealt by any of the three damage sub-types.
- Spell vamp heals with one-third effectiveness.
- Many items effects are triggered whenever you deal an instance of area damage (i.e. ability effects).
- For example:
Rylai's Crystal Scepter,
Liandry's Torment and
Luden's Companion.
- Compared to single target spell damage, area damage does not trigger
Muramana.
- For example:
Arcane Comet's current cooldown is reduced by 10% whenever you deal an instance of area damage to a champion.
- Area damage is reduced by 25% versus
Jax's
Counter Strike.
- Many champion summoned units such as
Elise's
Spiderlings,
Yorick's
Mist Walkers, and
Naafiri's
Dune Hounds take reduced damage from area damage.
Effects triggered by damage subtypes will occur (i.e. physical,
magic or
true).


A unit that is ghosted ignores unit collision, allowing them to move through other units and other units to move through them.

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STATIC CD: 300 |
Innate - Goo: ![]() ![]() ![]() |
Innate - Cell Division: Periodically when Zac would die, he instead enters ![]() ![]() |


A unit that is knocked airborne undergoes a forced displacement in a specified direction, to a specific point, or for a set duration at its current location, during which it is also unable to control its movement, declare attacks, cast abilities, activate items or use the summoner spells
Flash,
Teleport,
Hexflash, and
Mark /
Dash.
Airborne is an immobilizing effect.
Interrupts: | Interrupts attack windups (excluding ![]() ![]() ![]() |
---|---|
Reduction: | The duration of airborne and its forced movement execution time is unaffected by ![]() |
Resist: | Resisted by ![]() ![]() ![]() ![]() |
Removal: | The forced movement that is applied alongside airborne effects cannot be removed by cleanses, which innately disables attacking and moving and can be overridden by ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Crowd control applied by one's self or an ally cannot be countered in any way, neither reduced in duration, resisted, nor removed unless special cased to do so.









A unit that is displacement immune is immune to all Airborne effects in addition to the following effects:
- Crowd control
- Champion abilities

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COOLDOWN: 14 / 12.5 / 11 / 9.5 / 8 |
Active: ![]() ![]() ![]() ![]() |
If the two Stretching Strikes hit different enemies, Zac will fling them together to briefly ![]() ![]() |


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COOLDOWN: 12 / 11 / 10 / 9 / 8 |
Active: ![]() ![]() ![]() ![]() |
Force of Will can be recast while the target is grabbed. |
Recast: Syndra tosses the grabbed target to the target location, which deals magic damage and briefly ![]() |
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COOLDOWN: 4 |
Passive: ![]() |
Active: Kha'Zix slashes the target enemy, dealing physical damage, increased against Isolated targets. |
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Passive: Kha'Zix gains |
Evolved Bonus: If the target is Isolated, the cooldown is |