Ability effects


 * NOTE: Not to be confused with spell effects, which are additional effects that occur when an ability lands.

On-hit effects are effects that are triggered when a champion's basic attacks hits an enemy, and by a selected few abilities. An autoattack or ability that applies on-hit effects can apply any number of these effects at once.

''All on-hit effects will contain the words "on hit" in their description. If they do not, they may be an on-attack effect instead.''

On-Attack Effects
On-attack effects are a special category, similar to on-hit effects, but are applied only when a champion basic attacks. Unlike on-hit effects, on-attack effects are not effected by dodge, block, or blind.

On-attack effects are not considered on-hit effects by abilities or other effects.

On-attack effects can be distinguished from on-hit effects in that the description will not use the words "on hit".

Critical Strikes
Critical strike is not considered an on-hit effect. A few selected abilities can critically strike (,, ,  and ), but this should not be mistaken for standard functionality.

In almost all cases, the attack that triggers an on-hit effect may still critically strike and apply life steal. Also in most cases, critically striking will not affect the damage of the on-hit effect, unless explicitly said otherwise, such as.

Lifesteal

 * Life steal is an offensive stat that converts a percentage of the physical damage dealt by a champion's basic attack or ability that applies on-hit effects to health regained. For the main article, see life steal.

Life steal applies to all physical damage dealt on-hit, including any sourced from on-hit effects (with a few exceptions, like ). and is a renowned example of powerful sustain as life steal not only applies to the basic damage on the attack, but the bonus damage on Sheen and the stacked damage on Siphoning Strike.

Life steal is calculated from the actual damage done to an enemy after armor and all other forms of damage reduction. Almost all champions have 0% base life steal. It can be increased with items, runes, masteries, and some champion abilities.

Damage dealt to enemies beyond your target through splash damage will not apply life steal. That is unless the damaging effect specifically states that on-hit effects will apply to all enemies damaged (such as and ).

Prevention
While few in number, there are ways to prevent the application of basic attacks, including those generated by abilities, and their respective on-hit effects. Successfully activating or applying any of them causes the following:
 * All damage associated with the attack is avoided entirely, irrespective of damage type.
 * On-hit and on-attack effects are avoided entirely. This applies to all effects, including crowd control with the current exceptions of and.
 * Effects that stack upon landing a basic attack are not incremented.
 * Consumable on-attack effects (e.g.: vs. ) are consumed, but do not apply their effects.
 * On-hit effects with a per-target cooldown (e.g.: ) trigger the per-target cooldown, but do not apply their effects.
 * Pseudo-on-hit effects (e.g.: ) are avoided entirely.
 * Effects that benefit the attacker for landing an attack (e.g.: ) still apply as if the basic attack connected with the target.

Block
In a manner similar to spell shields, abilities that block basic attacks prevent them as per the above rules. The following champion abilities can block:
 * (On herself)
 * (On himself, consumed on the first block)
 * (On himself)
 * (On himself and allies)

Miss
Basic attacks that miss do not connect with their target, as per the above rules. Unlike block, this effect is centered on the unit applying the negated basic attacks, rather than the target. Basic attacks can miss under the following circumstances:
 * While the target is by.
 * will miss her basic attack if her target leaves her before the projectile connects.

On-Hit Effects
All of the following items' effects occur on-hit:
 * - Deals 6% of the target's current health (min 10) in bonus physical damage (max 60 vs. minions and monsters).
 * Icy - Slows target by 40% (30% if ranged attack) for seconds.
 * - Basic attacks will deal 15 bonus magic damage on hit. After auto attacking 6 times, gain GUINSOO'S RAGE, which makes every other auto attack proc on hit effects twice
 * - Deals 15 (+15% AP) bonus magic damage.
 * Rage - Grants 20 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions.
 * (Melee only) Cleave - Deals up to 60% of your Attack Damage as physical damage to units around your target, decaying down to 20% near the edge.
 * - Deals 15 bonus physical damage.
 * - Deals 15 bonus physical damage.
 * - Grants +6 attack damage and +1% life steal for 4 seconds (maximum 5 stacks).
 * (Melee only) Cleave - Deals 5 + 1% of your maximum health as bonus physical damage to your target and 40 + 2.5% of your maximum health as physical damage to all other enemies in a cone behind them.
 * Rage - Grants 20 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions.
 * - Deals 40 bonus magic damage, and steals 5 magic resist from the target (maximum 5 stacks).

Activated On-Hit Effects
A few items have on-hit effects that require being activated:
 * - Heals and shields on allied champions grant them +15% attack speed and +30 on-hit magic damage for 6 seconds (this does not include regeneration effects or any effects on yourself).
 * Spellblade - Your next on-hit basic attack deals 100% of your base attack damage as bonus physical damage to enemies surrounding the target and creates a field for 2 seconds that slows enemies inside by 30%.
 * Spellblade - Your next on-hit basic attack deals 75% base AD (+50% AP) bonus magic damage - ( second cooldown).
 * - Single target abilities and basic attacks on Champions (on hit) consume 3% of your current Mana to deal twice that amount in bonus physical damage.This effect only activates while you have greater than 20% maximum Mana.
 * Spellblade - Your next on-hit basic attack deals 100% base AD as bonus physical damage.
 * Spellblade - Your next basic attack deals 200% of base AD as bonus physical damage.

On-Attack Effects
The following effects occur when your champion attacks, rather than when the attack hits. They will trigger even if the attack is blocked or dodged, or if the attacker is blinded.
 * - Basic attacks grant 1 stack. A stack grants +8% attack speed, +3 attack damage and +4 ability power for 5 seconds (maximum 6 stacks). At 6 stacks, grants Guinsoo's Rage.
 * Energized Strike - Moving and attacking generates Energize stacks, up to 100. When fully Energized, your next basic attack deals 40 bonus magic damage.
 * Mana Charge - Grants + / maximum mana (max. +750 mana) for each basic attack, spell cast, and mana expenditure (occurs up to 2 times every  /  seconds). Transforms into  at +750 mana.
 * Energized Strike - Moving and attacking generates Energize stacks, up to 100. When fully Energized, your next basic attack gains 35% increased range (maximum +150 range) and deals 50~160 bonus magic damage (based on level).
 * Wind's Fury - Your basic attacks fire minor bolts at 2 nearby targets, each dealing 25% AD as physical damage and applying on-hit effects.
 * Energized Strike - Moving and attacking generates Energize stacks, up to 100. When fully Energized, your next on-hit basic attack deals 30~100 bonus magic damage (based on level) and up to 4 additional nearby targets. This damage is increased by +120% against minions, and can critically strike.

On Being Hit
A few other items trigger an effect on being hit by an enemy instead:
 * - Blocks 8 damage from single target attacks and spells from champions.||440}}
 * - Upon taking magic damage that would reduce health below 30%, grants a shield that absorbs 250 magic damage for 5 seconds.
 * - Upon taking magic damage that would reduce health below 30%, procs lifeline, which grants a shield that absorbs 400 magic damage for 5 seconds.
 * - Blocks 12% of the damage from basic attacks.
 * - Being hit by a basic attack slows the attacker's attack speed by 15% for 1 second.
 * - On being hit by a basic attack, deals magic damage to the attacker equal to 15% of the incoming damage plus 25% of your bonus armor.
 * - Being hit by a basic attack slows the attacker's attack speed by 15% for 1 second.

Abilities that apply on-hit effects
The following abilities will apply on-hit effects instead of spell effects. Any ability not listed here will apply spell effects, regardless of how similar it may be to the abilities on this list or how similar its effect resembles a basic attack.
 * (applies both on-hit effects and spell effects)
 * (physical component)
 * Urchin Strike has two damaging components: one physical that applies on-hit effects and one magical that applies spell effects.
 * (classified as a melee attack)
 * (applies on-hit to all hit by pellets, and on-attack to only the primary target)
 * (counts as attacking twice; applies on-hit and on-attack effects twice)
 * (counts as attacking twice; applies on-hit and on-attack effects twice)
 * (both hits)
 * (two or three times, according to his Fury)
 * (two times in human form and to all targets hit in dragon form)
 * (on every target hit)
 * (up to 5 times)
 * Applies life steal despite dealing magic damage.
 * (only on first target hit)
 * (on every target hit)
 * (up to 5 times)
 * Applies life steal despite dealing magic damage.
 * (only on first target hit)

Pets that apply on-hit effects

 * Deals 75% of Shaco's attack damage, and any cloned on-hit effects at full damage. The clone's attacks can critically strike and any life steal will heal itself.
 * Deals % of the target's attack damage, and any copied on-hit effects at full damage. The clone's attacks can critically strike but won't trigger life steal.
 * It will apply any cloned on-hit effects sourced from items but not those sourced from champion abilities. Despite not applying spell effects, it will generate shield through its attacks. The clone's attacks can critically strike but won't trigger life steal.
 * Deals 0% of LeBlanc's attack damage but will apply any cloned on-hit effects at full damage. The mirror image cannot critically strike and does not benefit from life steal, regardless of whether or not it is applying physical damage with its attacks.
 * It will apply any cloned on-hit effects sourced from items but not those sourced from champion abilities. Despite not applying spell effects, it will generate shield through its attacks. The clone's attacks can critically strike but won't trigger life steal.
 * Deals 0% of LeBlanc's attack damage but will apply any cloned on-hit effects at full damage. The mirror image cannot critically strike and does not benefit from life steal, regardless of whether or not it is applying physical damage with its attacks.
 * Deals 0% of LeBlanc's attack damage but will apply any cloned on-hit effects at full damage. The mirror image cannot critically strike and does not benefit from life steal, regardless of whether or not it is applying physical damage with its attacks.
 * Deals 0% of LeBlanc's attack damage but will apply any cloned on-hit effects at full damage. The mirror image cannot critically strike and does not benefit from life steal, regardless of whether or not it is applying physical damage with its attacks.

Physical Damage
The damage dealt by these effects will apply life steal unless otherwise stated.



Special Magic Damage
The damage dealt by these effects will apply life steal despite dealing magic damage. When applying the Spellblade effect of, or , the proc is converted into magic damage as the base attack is.



Non-Physical Damage
These abilities will not incur any healing. In all cases, the triggering attack will still apply life steal.



Damage Over Time
These abilities will not incur any healing. In all cases, the triggering attack will apply life steal.



Splash Damage

 * For the full article, see area of effect.

The damage dealt to enemies other than the original target will not trigger on-hit effects or spell-effects. If the attack misses or is blocked, the effect will not trigger.



On Being Hit
The following abilities occur on being hit:



Non-Damaging
The following abilities have a non-damaging on-hit effect component:



Exceptions
The following "on-hit effects" are classified as abilities and will trigger spell effects, rather than on-hit effects. It is unknown of this behaviour is an oversight or intentional as they are visually identical to the on-hit effects of other champions. The triggering attack will still trigger on-hit effects.



Pets

 * Pets have a complicated relationship with on-hit effects and spell effects. For the full article, see champion summoned units.


 * Any damage dealt by a pet that isn't its basic attacks will apply spell effects.
 * aura,, explosion,  laser
 * If its basic attacks deal damage based on its AD (regardless of whether the damage is physical or magical), it will trigger any on-hit effects that it is in possession of. It will not trigger the on-hit effects of its owner and it will not trigger spell effects at all.
 * ,, , , and   and.
 * If its basic attacks deal damage based on its AP (regardless of whether the damage is physical or magical), it will trigger its owner's spell effects. It will not trigger on-hit effects (its own or its owner's).
 * is the only exception, although this is likely due to how old the champion is. The box's attacks will trigger spell effects, and despite having attack damage it deals damage based on an unseen statistic.
 * is the only exception, although this is likely due to how old the champion is. The box's attacks will trigger spell effects, and despite having attack damage it deals damage based on an unseen statistic.

On-Attack Effects/Auto-attack Modifiers
The following effects occur when your champion attacks or modifies your champion's basic attacks to behave differently. These effects are not triggered "on-hit", and will still occur even if the attack is dodged or blocked, or the attacker is blinded. On-attack effects consistently apply spell effects unless stated otherwise, with one exception.


 * Applies spell effects
 * Note that the triggering attack still applies on-hit effects as normal, except where stated.


 * (does not apply on-hit effects and on-attack effects)
 * (dash component)
 * (area of effect component)
 * (no base physical attack damage)
 * (no base physical attack damage)
 * (persistent effect)
 * (area of effect component)
 * (no base physical attack damage)
 * (persistent effect)
 * (area of effect component)
 * (area of effect component)


 * Applies on-hit effects
 * Note that while these effects will still occur while blinded; blind, block, dodge and parry will still interact with the damage dealt.


 * (applies on-hit effects once and on-attack effects five times)
 * (applies on-hit and spell effects)
 * (each pellet applies on-hit effects but only once per attack)
 * (triggering attack applies on-hit effects)
 * (counts as attacking twice; applies on-hit and on-attack effects twice)
 * (counts as attacking twice; applies on-hit and on-attack effects twice)
 * (applies on-hit and on-attack effects only to the primary target)
 * (dragon form; twice to all enemies damaged)
 * (on-hit and on-attack effects only apply to primary target; secondary targets unaffected by critical strike or on-hit effects)
 * (to all enemies damaged; modified by critical strike; disables his standard attacks)


 * Applies neither

Triggers
The following effects are abilities that can be detonated on-hit. Regardless of how they are detonated.
 * (triggers spell effects)
 * (triggers spell effects)
 * (triggers spell effects)
 * (triggers the ally's spell effects)
 * (triggers spell effects)
 * (doesn't trigger spell effects)
 * (doesn't trigger spell effects)