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Zaubereffekte sind Effekte, die ausgelöst werden, wann immer ein Champion Fähigkeitsschaden verursacht. Das schließt sogar Fähigkeiten ein, die sich ansonsten wie ein Basisangriff verhalten.
Champion Abilities[]
On-Spell Effects[]
The following effects occur when your champion's ability deals damage, rather than when the ability is casted. They won't trigger if the ability is blocked or you miss the ability.
- Mark of the Assassin
- Frost Shot grants Volley and her attacks a slow
- Blaze empowers his abilities
- Rising Spell Force increases his attack speed when spells land
- Bouncing Blades adds bonus damage to her next ability or attack
- Sigil of Malice adds bonus damage to her next damaging ability
- Sunlight applies bonus damage to an ally's next damaging ability or attack
- Illumination applies bonus damage to her next attack
- Iron Man generates a shield when he deals damage with his abilities
- Junkyard Titan empowers his abilities when above 50 Heat
- Desperate Power grants his abilities area of effect damage
- Frost for Permafrost
- Vorpal Blade will heal allies whenever they damage the marked enemy
- Torment amplifies his damage
- Mercy amplifies his damage against disabled enemies
- Cutthroat amplifies his damage against his target
- Terror Capacitor grants his Acid Hunter and attacks a slow
- Noxian Corrosive Charge grants Acid Hunter missile-lock
- Blighted Quiver grants bonus damage to his other abilities
- Evolving Technology empowers his basic abilities
- Hemoplague amplifies all damage against debuffed enemies
- Short Fuse's cooldown is reduced by using his other abilities
- Rampant Growth sprouts plants in response to her abilities
- Chilled for Frostbite
- Poison for Twin Fang
On-Being Hit Effects[]
The following effects can occur when your champion is hit by a basic attack or ability, whether or not deals damage.
- Bulwark
- Highlander (slows only)
- Black Shield
- Shroud of Darkness
- Ragnarok (crowd control only)
- Spell Shield
On-Cast Effects[]
The following effects occur when your champion casts an ability, rather than when the ability deals damage. These effects will occur even on damageless abilities, if the ability is blocked, or if the ability misses.
- Force Pulse (stack requirement)
- Sap Magic
- Arcane Mastery
On-Hit Effects[]
The following "on-hit effects" are incorrectly, although possibly intentionally classified as abilities and will trigger spell effects. The triggering attack can still trigger on-hit effects.
- Drunken Rage
- Empower
- Grandmaster's Might (passive)
- Nether Blade (active)
- Righteous Fury *
- Electrical Surge (passive)
- Unseen Threat
- Shield of Daybreak
- Mace of Spades (no base physical attack damage)
- Devastating Blow (no base physical attack damage)
- Stacked Deck
- Pick A Card Pick A Card (no base physical attack damage)
- Tiger Stance (activation effect)
Pets[]
- For the full article, see pets.
Pets have a complicated relationship with on-hit effects and spell effects.
- Any damage dealt by a pet that isn't its basic attacks will apply spell effects.
- Decoy, Hallucinate explosion aura,
- 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, but it will trigger spell effects.
- Spiderlings, H-28G Evolution Turret, Voidlings, Children of the Grave and all of omens. ,
- If its basic attacks deal damage based on its AP (regardless of wether the damage is physical or magical), it will trigger its owner's spell effects. It will not trigger on-hit effects, neither its own or its owner's.
Jack In The Box Jack In The Box will trigger spell effects, and despite having attack damage it deals damage based on an unseen statistic.
Items[]
Applying Spell Effects[]
The following activated damaging items will apply spell effects sourced from items (they will not apply champion-specific spell effects):
- Unique Active - Deals 100 magic damage and slows the target enemy champion's movement speed by 25% for 2 seconds - (90 second cooldown). 500-range. :
- Unique Active - Drains target champion, dealing 10% of the champion's maximum Health in physical damage and healing you for the damage dealt. Additionally you steal 25% of their movement speed for 3 seconds - (90 second cooldown). 500-range :
- Unique Active: Deals 150 (+ 40% AP) magic damage and slows the target champion's movement speed by 40% for 2 seconds - (60 second cooldown). 700-range. :
On-Spell Effects[]
The following effects occur when your champion's ability deals damage, rather than when the ability is casted. They won't trigger if the ability is blocked or you miss the ability.
- Unique - Furor: Whenever you deal damage with an attack or single-target spell, you gain 12% movement speed that decays over 2 seconds. :
- Unique Passive: Dealing spell damage applies a damage-over-time effect that deals bonus magic damage equal to 2% of the target's current Health per second. This bonus damage is doubled against movement-impaired units and capped at 100 damage per second vs. monsters. :
- Unique: Gains charges upon moving or casting. At 100 charges, the next instance of ability damage you deal will expends all the charges to deal 100 (+ 15% AP) bonus magic damage to a single target and summon up to 3 lesser bolts that target nearby enemies (prioritizing enemies damaged by the ability, and champions over minions) :
- Unique - Passive: Dealing magic damage to an enemy champion below 40% health inflicts Grievous Wounds to them for 4 seconds. :
- Active - Toggle: Autoattacks and Single-Targeted spells consume 3% of current Mana to deal bonus physical damage equal to twice the amount of Mana consumed. :
- Your spell damage will slow the target by 40% for 1.5 seconds (40% for 1 second for area of effect spells, 20% for 1 second for multi-hit or damage-over-time spells and pet damage). :
On-Being Hit Effects[]
The following effects can occur when your champion is hit by a basic attack or ability, whether or not deals damage.
- Unique - Grants a spell shield that blocks the next enemy ability. This shield refreshes after no damage is taken from enemy champions for 40 seconds. :
- Unique - Lifeline: Upon taking magic damage that would reduce health below 30%, grants a shield that absorbs 250 magic damage for 5 seconds - (90 second cooldown). :
- Unique - Lifeline: Upon taking magic damage that would reduce health below 30%, grants a shield that absorbs 400 magic damage for 5 seconds - (90 second cooldown). :
On-Cast Effects[]
The following effects occur when your champion casts an ability, rather than when the ability deals damage. They will trigger even if the ability is blocked or you miss the ability.
- Unique - Mana Charge: Each time you cast a spell or spend mana, your maximum mana increases by 4 (3 second cooldown). Bonus caps at +750 bonus mana. :
- Passive: Your basic attacks or spellcasts grant you 4% attack speed and 4 ability power for 8 seconds. This bonus stacks up to 8 times. :
- : Unique - Spellblade: After using an ability, your next basic attack deals 125% base attack damage bonus physical damage to surrounding enemies and creates a field for 2 seconds that slows enemies inside by 30%. (1.5 second cooldown). :
- : Unique - Spellblade: After using an ability, your next basic attack deals 75% base attack damage (+ 50% AP) bonus magic damage. (1.5 second cooldown). :
- Unique - Mana Charge: Each time you attack, cast a spell or spend mana, your maximum mana increases by 4 (3 second cooldown). Bonus caps at +750 bonus mana. :
- : Unique - Spellblade: After using an ability, your next basic attack deals 100% base attack damage bonus physical damage. (1.5 second cooldown). :
- Unique - Mana Charge: Each time you attack, cast a spell or spend mana, your maximum mana increases by 4 (3 second cooldown). Bonus caps at +750 bonus mana. :
- : Unique - Spellblade: After using an ability, your next basic attack deals 200% base attack damage bonus physical damage. (1.5 second cooldown). :