Champion ability

An ability is a special action performed by a champion that only he / she has access to (as opposed to using summoner spells or active ability items) with each ability constituting a part of the champion's 'kit'.

and are the only non-champion units to possess their own abilities.

Champion Kits
Every champion kit (with some exceptions) follows the same basic structure: an innate, three basic abilities with five ranks each, and an ultimate with three ranks.


 * Available as soon as the game starts, innate abilities passively affects a champion for the entire match but cannot be ranked up at will, often scaling with their owners' level to compensate.
 * Innates sometimes feature a unique mechanic that helps define a champion's playstyle.


 * Available from level 1 and controlled by the Q.png - W.png - E.png keys, basic abilities are learned over the course of the game by ranking them up after every level-up, the earliest for maxing one out being level 9 (current rank cannot be higher than half the champion's rounded out level, limiting each new new for the same ability to every odd, single-digit level)


 * Available from level 6 (can only be ranked up again at levels 11 and 16 at the least) and controlled by the R.png key, ultimates are considered a champion's strongest, most characteristic, and most game-changing ability.
 * Ultimate abilities feature a HUD indicator attached to the champion's portrait (location can vary between on top of the minimap or on the left of the screen depending on settings) letting allies know the state of each other's ultimate cooldowns (black if not learned yet, gray when on cooldown, green when ready to cast)

Components

 * Any given ability possesses at least one of the following components, sometimes a combination of two or more.


 * Most abilities require the champion to expend a resource cost (mana, energy, health, or others) in order to be cast, becoming unable to do so if they possess than the required amount (the ability's HUD icon will turn gray)
 * Toggles continuously consume a resource until the ability is toggled off manually or does so automatically upon resource depletion.
 * Resourceless champions only have cooldowns as their ability 'costs'.


 * Champions must wait a certain length of time before they can use the same ability again. This wait can be shortened by purchasing cooldown reduction (maximum 40%, increased to 45% with )


 * Some abilities run on charges (as opposed to a cooldown) in order to be used.
 * Stock: Charges are generated one at a time and up to a maximum (recharge time is affected by cooldown reduction)
 * Barrage: Charges are generated upon casting the ability and available for a limited duration (all unused charges are lost when it ends) and each used charge incurs no additional resource costs while triggering a brief cooldown in-between each other.


 * How many units the caster and the target (unit / location) must be from one another in order for the ability to be cast / to hit (hitbox collision detection determines if the ranged used is or )
 * In-game tooltips do not display either range or targeting (can only be seen by placing the cursor over an ability's icon on the HUD)
 * Some ultimate abilities feature an unlimited global range, allowing champions to be a threat to their enemies from anywhere on the map and/or to assist their allies from afar.


 * The champion is unable to perform any other actions for a brief period of time until the ability takes effect (can only be interrupted by the champion's death or by some crowd control effects)


 * The champion must not perform any other actions for a brief period of time in order for the ability to take full effect (can be interrupted by the caster themselves or by most crowd control effects)
 * Interrupted channels will not refund the ability's cost but may have it go on a reduced cooldown (happens with some point-and-click abilities if the affected enemy dies or becomes untargetable during the channel)


 * Must be cast at a target unit / location / direction in order to be used (innate abilities never feature this component)


 * Affects the champion without any specific input required on their part.
 * Aura: Passively affects nearby units (allies, enemies, both) within a certain range.
 * Offensive: Enhances damage.
 * Defensive: Enhances durability and/or survivability.
 * Ability: Interacts with parts or the entirety of a champion's kit.
 * Utility: Enhances a champion's non-combat aspects.
 * Death: Interacts with a unit's demise (the champion's, allies', enemies', structures')
 * Stacking: Triggers with repeated ability uses and/or basic attacks landed.
 * Stats: Increases a given stat by, in turn, increasing another.


 * Allows the champion to cycle the ability between 'on' and 'off' status, activating and (willingly/forcefully) disabling it or swapping an effect for another.
 * Most toggles do not trigger or charge  but do stack.
 * The champion 'shapeshifts' themselves and/or their abilities, gaining persistent effects (mutually exclusive) and/or temporary ones (may overlap by gaining high cooldown reduction) while losing others.
 * Rapid stance-swapping is usually regulated by a brief global cooldown in order to prevent a champion from continually accumulating temporary effects.
 * Some stances replace temporary effects by granting completely different basic abilities based on the active stance.


 * Some abilities apply on-hit effects only when specifically stated to be able to do so.

Ability Effects
Every ability has one or more effects. These effects vary widely, but can generally be broken down as follows:
 * Buff: Increases one or more units' statistics while active. Innate and toggle abilities are most likely to have this type of effect. Active abilities which give buffs usually have higher bonuses than passives or toggles due to their limited duration. Some champions provide area of effect buffs to nearby allies, referred to as auras.
 * Debuff: Negative status effect given to one or more units that negatively impacts their combat performance in some way. Debuffs can reduce the target's statistics, cause damage over time, delayed damage, or trigger status effects and/or damage (e.g. debuffs an enemy champion and is triggered if an allied champion damages the target).
 * Crowd control: This category includes all effects that reduce the fighting ability of enemy units. The page includes a table with information on each.
 * Crowd control immunity: Prevents certain types of crowd control from affecting the target.
 * Damage: Offensive abilities that deal damage. This damage can be either physical, magic, or true, and generally applies spell vamp, unless it applies on-hit effects. Most damage-dealing abilities scale with a champion's attack damage and/or ability power. A few scale with other stats, such as current or maximum mana and current or maximum health. Some abilities deal damage over time.
 * Damage reduction: Reduces damage dealt to the target for the duration. This damage reduction does not apply to true damage and applies before reduction from armor or magic resistance.
 * Gold: Gives champions more gold than the base rate, either over time or on kill.
 * Healing: Heals a target. Healing generally scales with ability power. Support champions are most likely to have healing abilities, and are the only ones to have healing abilities which target a champion other than themselves. Several non-support champions have abilities that heal only themselves.
 * Invulnerability: The target cannot be damaged for the duration. The effect is related to but not the same as untargetability. Currently, invulnerability is only provided by:
 * (at a minimum health)
 * effects
 * Movement: Moves the champion or the champion's target from place to place. This can be a dash or a blink. Many of these abilities allow a champion to move through otherwise solid obstacles/terrain in a similar manner to the summoner spell.
 * Resurrection: Brings target back to life if reduced to below 0 health, though other conditions may apply.
 * Shield: Absorbs a certain amount of damage for the target, in place of losing health.
 * Stealth: Target becomes unseen and untargetable until revealed or duration expires. The page contains further information, including means of detecting stealthed champions.
 * untargetable: The champion cannot be targeted by basic attacks or abilities for the duration, but can still take damage from existing damage over time or delayed damage debuffs. Champions in are both untargetable and invulnerable.
 * Stealth: Target becomes unseen and untargetable until revealed or duration expires. The page contains further information, including means of detecting stealthed champions.
 * untargetable: The champion cannot be targeted by basic attacks or abilities for the duration, but can still take damage from existing damage over time or delayed damage debuffs. Champions in are both untargetable and invulnerable.

Trivia

 * ,, , , , , , , , and are the only champions with an innate ability featuring two independent effects.
 * and are the only champions with an innate ability that has two effects that stack with other effects/abilities.
 * innate has the most independent effects effects in-game (four)
 * and are the only champions that have a summon passive.
 * is the only champion that has a transformation passive.
 * / is available at level 1 and can not be maxed. Instead each of Jayce's basic abilities can be ranked six times.
 * can be ranked six times but can only be ranked twice.
 * is currently the only champion without an ultimate ability. He has four stances that are all trainable up to level 5.
 * ,, , , and  each have six basic abilities.
 * and have a total of six basic abilities including their upgraded forms, but the upgrade is permanent and replaces the standard ability.
 * Akali is currently the only Energy-based champion to have any associated cost on their Ultimate ability (1x )
 * /, , and are all available at level 1 for the respective champion, but can still be leveled up at level 6, 11 and 16, making them special in having 4 ranks.
 * ,, , , and each have two ultimate abilities.
 * Including their upgraded forms, and  also have two ultimate abilities. However, as previously mentioned, these will replace the standard forms permanently.
 * , and  each have three ultimate abilities (four if you include the toggle, but in all cases this skill otherwise does nothing by itself).
 * ,, , and are the only champions with access to their ultimate abilities at level one. Each, except Jayce, may invest skill points into their ultimates at levels 6, 11 and 16, allowing it to reach rank 4.
 * cannot be ranked past its innate first rank, and can only be ranked twice, at levels 6 and 11.
 * , and, with two ultimates and six basic abilities each, hold the record for the most abilities on a single champion.

and are partially global, with the first part of the ultimate being a global effect and the second part having a limited range.
 * Global Ultimates


 * Shapeshifters
 * Ultimate ability that grants access to two sets of basic abilities.
 * Shapeshifting innate ability that grants a new set of basic abilities upon collecting enough Fury and.
 * Ultimate ability that grants access to two sets of basic abilities.
 * Shapeshifting innate ability that grants a new but disables  &  upon being.
 * Ultimate ability that grants access to two set of basic abilities.
 * Shapeshifting basic ability that grants access to an alternate set of basic abilities and Tremor Sense, along with other and.
 * Shapeshifting innate ability that grants a new set of basic abilities upon collecting enough Fury and.
 * Ultimate ability that grants access to two sets of basic abilities.
 * Shapeshifting innate ability that grants a new but disables  &  upon being.
 * Ultimate ability that grants access to two set of basic abilities.
 * Shapeshifting basic ability that grants access to an alternate set of basic abilities and Tremor Sense, along with other and.
 * Ultimate ability that grants access to two sets of basic abilities.
 * Shapeshifting innate ability that grants a new but disables  &  upon being.
 * Ultimate ability that grants access to two set of basic abilities.
 * Shapeshifting basic ability that grants access to an alternate set of basic abilities and Tremor Sense, along with other and.
 * Shapeshifting innate ability that grants a new but disables  &  upon being.
 * Ultimate ability that grants access to two set of basic abilities.
 * Shapeshifting basic ability that grants access to an alternate set of basic abilities and Tremor Sense, along with other and.
 * Ultimate ability that grants access to two set of basic abilities.
 * Shapeshifting basic ability that grants access to an alternate set of basic abilities and Tremor Sense, along with other and.
 * Shapeshifting basic ability that grants access to an alternate set of basic abilities and Tremor Sense, along with other and.
 * Shapeshifting basic ability that grants access to an alternate set of basic abilities and Tremor Sense, along with other and.
 * Shapeshifting basic ability that grants access to an alternate set of basic abilities and Tremor Sense, along with other and.

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