WIP logo.png

An editor has marked this article or section as being actively worked on. Please be patient to avoid edit-conflicts. If this notice has been here a while, please consider contacting the last editor or replacing this notice with {{ToDo}}.

This article was last edited by CaenenLoL on 27-Sep-2020 18:00.
Suggested Category
Gameplay elements / Ability types

Yuumi Yuumi is attached attached to Ezreal Ezreal, following all of his movements.

Attached refers to units whose movement is bound entirely to another unit. They will be at their 'Anchor' unit's current location at all times while attached, or at a specific offset to that location.

The offset can have a variable distance, but has a fixed direction based on the Anchor's facing.

Attached often comes with the Playful.png untargetability status effect and disables basic attacking, but does not necessarily have to include those elements. Similarly, the 'Anchor' or attached unit dying does not always free the other from the bond.


  • Kayn's Kayn's Umbral Trespass Umbral Trespass
    • Does not apply effects if Kayn leaves attached or his target dies.
  • Sett's Sett's The Show Stopper The Show Stopper
    • Remove Scurvy.png Cleansing effects that remove the suppression will also disable the attach, but the ability will continue performing.
  • Yuumi's Yuumi's You and Me! You and Me!
  • Battle Sled
    • A driveable vehicle. The first person that clicks on the Sled is enacted as the driver and their allies can join as travelers. Champion icon.png Champions who are in the Sled are Playful.png untargetable and attached to it until impact or they manually exit. This mechanic was unique to the removed game mode Nexus Blitz icon.png Nexus Blitz.

ππ„ππƒπˆππ† π…πŽπ‘ 𝐓𝐄𝐒𝐓 : Non-champion abilities with attach

Similar Spells

The following champion abilities do not influence the use of attachment but behave quite alike:

  • Urgot's Urgot's Fear Beyond Death Fear Beyond Death uses a chain of Forced Movements (like a Airborne icon.png knockback), which, during the reel-in phase, continuously makes the victim move towards the source while Suppression icon.png suppressed. Remove Scurvy.png Cleansing the suppression during the reel-in will prevent the Forced Movement from being renewed, but will still have the most recent one present and move the victim to Urgot's previous location.
  • Skarner's Skarner's Impale Impale is a bunch of forced movements under Suppression icon.png suppression. If Skarner moves very quickly this becomes very noticeable as the offset is not always the same (neither direction nor distance). The target always 'dashes' across the map to Skarner's previous location.
  • Nunu's Nunu's Biggest Snowball Ever! Biggest Snowball Ever! creates and affixes a Big Snowball Big Snowball to Nunu & Willump at an offset in front of them. The snowball is a unit but cannot be interacted with, apart from it colliding with terrain, in which case the channel is interrupted.
  • Quinn's Quinn's Behind Enemy Lines Behind Enemy Lines creates and links Valor Valor to herself. Valor is considered a unit but cannot be interacted with.
  • Warwick's Warwick's Jaws of the Beast Jaws of the Beast, when held, Dash.png dashes by following the current position of his target every tick with an offset.
  • Tahm Kench's Tahm Kench's Devour Devour uses a chain of Forced Movements.
  • Kalista's Kalista's Fate's Call Fate's Call uses a chain of Forced Movements.
  • Orianna's Orianna's Ball Ball exists soley as part of her champion model when it is on her.
  • Poppy's Poppy's Heroic Charge Heroic Charge Airborne icon.png pulls the target to Poppy's destination.
ππ„ππƒπˆππ† π…πŽπ‘ 𝐓𝐄𝐒𝐓

Interacting with Attach

  • Realm of Death Realm of Death, upon activation, checks for, then removes all Champion icon.png champions currently attached to the caster and/or his target.
    • If Pix Pix is on either of the two, he will not detach nor will he enter the dimension, but he will still follow whoever he's attached to and attack whenever they do despite them being in another realm.


  • Non-champion units occasionally do not get destroyed at the end of their lifespan, path-finding their way to a random waypoint on the map and remaining there for the rest of the game.
  • When an attached status is not properly removed, a unit can stay attached to their 'Anchor' indefinitely. When the other effects run out, a player attached to someone else can cast abilities and use basic attacks within their own range, but is unable to move or be moved. They will always and immediately return to their 'Anchor' when Flash.png blinking away to a far distance.
  • By default (when no other animation is called/applicable), attached units will use their 'idle' animation, even while being moved around by their 'Anchor'.
    • For comparison, a unit that is being knocked back will use their standard 'run' animation by default.
  • Unlike Dash.png dashing or being Airborne icon.png knocked across the map, being attached does not show your current movement on the mini map.
Community content is available under CC-BY-SA unless otherwise noted.