Guide Zac League of Legends S6

Cell Division

(Passive): When Zac uses a spell on an opponent, he loses a piece of himself that he can reabsorb to restore 4% of his mx HP.

If he is killed, Zac splits into 4 and can recombine. After 8 seconds, if any pieces of his body have not been restored then he is revived with 10-50% of his HP, depending on the HP of the remaining pieces. Each piece has 12% of his max HP and 50% of his armour and magic resistance. This passive has a 5 minute cooldown.

Tips :

A passive in two parrts

   Self heal with the passive of each spell

When Zac hits a monster or an opponent with a spell he loses a part of himself which he can recover to heal himself by 4% of his max HP.

To recover this piece he just needs to walk over it, however the enemy champions can also walk over it to make it explode! So you will need to be fast.

There will only be one piece, no matter how many monsters/opponents are hit and only if Zac's spell hits.

The ultimate makes him lose 4 pieces, one with each rebound.

Spirit Visage works well with the passive because it increases it to 4.8%!


The piece of Zac falls randomly to one side.

 

   Potential ability to revive
When Zac takes a fatal hit, he splits into 4 pieces which slowly come back together over 8 seconds. If at least one piece survives then Zac is revived with the amount of life points proportional to those of the remaining pieces of him.

Each piece has 12% of Zac's maximum HP and 50% of his armour/magic resistance.

The pieces only take 66% of the damage in AoE.

The passive has a 5 minute cooldown, whether Zac dies or survives.

The pieces can be killed with Smite, or Nunu's Q like a monster.

The passive isn't affected by the cooldown reduction.

Zilean's ultimate has the upper hand over the Guardian Angel, which itself is above the passive of Zac's death.


Zac splits up to survive.


Stretching Strike (Q)

Zac  strikes his opponents in front of him, dealing them magic damage and slowing them for 2 secs.

    Tips :

    Long arms!

       Zac's slow
    This is a linear spell that deals magic damage and slows opponents for 2 seconds, dealing huge damage if used with the Liandry. This spell allows you to put pressure on your opponent for a distance. It also activates the passive from a distance, prevent the opponent from walking on it. The fact that it is a zone spell makes it very effective. 

    Advantages:

    It is possible to hit an opponent through a wall.

    The spell costs 4% of the CURRENT HP! Meaning Zac can heal himself with his passive if he recovers the piece.

    Since Zac is a melee this spell is good to harass at distance.

    Easy to use skillshot.

    Allows you to do the jungle faster.

    Disadvantages:

    This spell doesn't have on hit effects.

    Activates the Rylai at 15% because it is a zone spell.

    The Spellvamp diminishes as a zone spell.

    This spell has a short casting time so Zac will have to briefly stop to cast the spell.

    Only increases the slow by 20% for 5 levels.


    Zac Stretch Armstrong! It's not the size that matters but still...


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

    Unstable Matter (W)

    Zac's body explodes, dealing magic damage as well as a percentage of the enemy's HP as damage to nearby opponents. The skill deals a maximum of 200 damage to sbires and monsters.

      Tips :

      Body explosion

         Damage depending on max HP!
      Magic damage is dealt around Zac and is made up of a fixed base amount plus a % of the opponent's max HP! This makes it very effective against opponents with a lot of HP! A cooldown reduction would also allow you to do a lot of damage with this spell!

      Advantages:

      The spell has a 4 second cooldown, as such, with a cooldown reduction it is reduced to 2.4 seconds.

      A very good spell for dealing high damage in a teamfight.

      Effective against stacking HP and allows Zac to tank.

      Combined with the Rylai+ the Liandry it is very efficient!

      Can be cast when Zac hit the ground with his ultimate. 

      No casting time.

      Very powerful for doing the jungle. 

      Disadvantages:

      Activates the Rylai at 15% of the slow because it is a zone spell.

      Very short range in melee so you need to be in the heart of a teamfight and so be very resistant. 

      The Spellvamp diminishes as a zone spell.

      The spell's cooldown is not affected by the level you are at. 


      Explosion in the face!


        Base Magic Damage: 40 / 60 / 80 / 100 / 120
        Additional Magic Damage: 4 / 4.5 / 5 / 5.5 / 6 % max enemy HP (+2% per 100 power)

      Elastic Slingshot (E)

      Zac charges the spell for 0.9 seconds by facing the area where he will jump. When he reactivates the skill, he throws himself towards the target zone and deals magic damage to all opponents he hits before throwing them back for 0.5 seconds.

      You can cancel this spell by moving.

        Tips :

        The crazy jump!

           An insane range!
        This spell is channeled for a moment before you can dash in the chosen direction in the cone shaped area of effect. This allows you to be very mobile but also do good ganks, because it pushes back the opponent a little, so try and push them in a direction that is advantageous to you. 

        Advantages:

        The range of this spell increases the chanelling time, the levels increase the range of the spell.

        It is possible to go through several walls.

        Allows you to cover a great distance to both engage and escape.

        Pushes back and interrupts channeling.

        It is possible to counter the enemy jungle with the mobility of this spell.

        Disadvantages:

        Difficult to use. 

        If Zac receives a control beforehand then the spell won't be done. 

        This spell applies the Rylai at 15% as a zone spell.

        The Spellvamp diminishes as a zone spell.


        The cone of effect.


         


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

        Let's Bounce! (R)

        Zac bounces 4 times and each bounce deals magic damage to all nearby enemies. They are then thrown into the air for 1 second and slowed by 20% for 1 second. Targets hit several times take half the damage and don't take the effect of the throw or the slow. Zac gains a movement speed bonus which increases from 20 to 50% when the spell is active. 

        When in the air, Zac can move and use his spell Unstable Matter.

          Tips :

          I love when it bounces!

             BOINNGG
          This spell deals damage in a cone around Zac. It bounces 4 times and the opponents are thrown into the air for 1 second and are slowed by 20% for 1 second. The additional bounces only do 50% of the damage to the same target. This is a great control in a teamfight, he can also use his W when he nears the ground. He also gains increased speed!

          Advantages:

          An excellent zone control that helps to engage. 

          A potential tool to escape. 

          During the bounces Zac can move and cast his W when he hits the ground. 

          No cost.

          Allows you to have 4 blobs of the passive.

          25% resistance during the ultimate.

          Zac gains a movement speed increase between 20 and 50%

          Disadvantages:

          Zac can't cast his Q or his E during the bounces.

          The same target can only be thrown once into the air. 

          Unable to go through walls.

          This spell applies the Rylai at 15% as a zone spell.

          The Spellvamp diminishes as a zone spell.


          it jumps everywhere!


            Magic Damage: 160 / 240 / 320 (+25% power)

          Pros

          - A lot of controls

          - Easy jungle

          - Big sustain

          - A lot of magical DoT

          - Big ability to engage

          - Able to go through walls

          - No mana

          - A very interesting passive

          - A very complete spell kit for any team

          - Magical damage depending on the opponent's max HP

          Cons

          - Not easy to pick up

          - The spells cost HP

          - You have to pick up parts of his body!

          - He isn't the strongest champion in 1v1

          - He isn't the fastest champion to do the jungle

          - Needs items to tank and not be a freekill

          - The jump needs to be channeled a bit so it could be interrupted

          - The smit can be used on the passive which is also quite weak