Zac is the product of a toxic spill that ran through a chemtech seam and pooled in an isolated cavern deep in Zaun’s Sump. Despite such humble origins, Zac has grown from primordial ooze into a thinking being who dwells in the city’s pipes, occasionally emerging to help those who cannot help themselves or to rebuild the broken infrastructure of Zaun.
“The angrier you get, the more this is going to hurt...”
Each time Zac hits an enemy with an ability, he sheds a chunk of himself that can be reabsorbed to restore 4% of his maximum health.
Upon taking fatal damage, Zac splits into 4 chunks that attempt to recombine. If any of these chunks remain after 8 / 7 / 6 / 5 / 4 seconds, he will revive with 10-50% health depending on the health of the surviving chunks. Each chunk has 12% of Zac's maximum health, and 50% of his armor and magic resistance. This ability has a static cooldown and is unaffected by cooldown reduction.
The revival speed is increased every 4 levels.
Cooldown: 13 / 11.5 / 10 / 8.5 / 7
Mana Cost: 8
Zac stretches his left arm in the target direction, dealing 40 / 55 / 70 / 85 / 100 (+30% of ability power) (+2.5% of Zac's maximum health) magic damage and slowing the first enemy hit by 40% for 0.5 seconds, as well as attaching it to the target for 2 seconds.
While his arm is attached, his next basic attack is replaced by a second Stretching Strike, gaining 125 bonus attack range and dealing the same magic damage and 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 again.
Mana Cost: 4
Zac's body erupts, dealing magic damage equal to 25 / 40 / 55 / 70 / 85 plus 4 / 4.5 / 5 / 5.5 / 6% (+2% per 100 ability power) of their maximum Health to all nearby enemies (max 200 damage against minions and monsters). Picking up a chunklet reduces Unstable Matter's cooldown by one second. Hitting a jungle monster allows Zac to walk through them.
Range: 1200 / 1350 / 1500 / 1650 / 1800
Cooldown: 24 / 21 / 18 / 15 / 12
Mana Cost: 4
Zac faces the cursor and begins charging for up to 1 second. Upon reactivating the ability, he launches himself towards the target location, dealing 60 / 110 / 160 / 210 / 260 (+90% of ability power) magic damage to all enemies hit and knocking them back for 0.5-1 second(s), based on how long Zac charged Elastic Slingshot. Zac creates extra chunks for each additional champion he hits with this ability.
Can be cancelled by moving or after 0.9 / 1 / 1.1 / 1.2 / 1.3 seconds of channeling, refunding 50% of the health cost and halving the cooldown.
Cooldown: 130 / 115 / 100
Passive: Increases Cell Division's healing from chunks by 1 / 2 / 3% of Zac's maximum health.
Active: Zac bounces 4 times, knocking back and dealing 140 / 210 / 280 (+40% of ability power) magic damage to enemies he hits. While bouncing, Zac gains 20% - 50% bonus movement speed and can cast Unstable Matter.
Enemies hit by Let's Bounce! are slowed by 20% for 1 second after being knocked back. Enemies hit by multiple bounces take 50% less damage for every bounce beyond the first and are not displaced more than once.