No edit summary |
No edit summary |
||
Line 49: | Line 49: | ||
* Mordekaiser R checks for, then removes all units currently attached to his target. |
* Mordekaiser R checks for, then removes all units currently attached to his target. |
||
+ | <noinclude> |
||
− | + | Pending for test - ALL attached units, or are there exceptions? |
|
+ | </noinclude> |
||
Revision as of 06:21, 15 December 2019
Suggested Category: Gameplay elements/Ability types
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 fixed direction based on the Anchor's facing.
Attached often comes with untargetability and disarmed, but does not necessarily include those elements.
When Attached is used for the movement component of an enemy CC (instead of Forced movement from Knockback), the Attached unit can remove it (QSS) and will immediately stop following the Anchor unit. CC-immunity will also prevent its application. Pending for test - CC-immunity POST-application without full CC-removal
Spells with Attach:
- Kayn R also makes himself untargetable and disarmed for the duration, and provides true sight on the target. Kayn needs to remain attached until the recast to deal damage and (Rhaast) heal.
- Nunu W creates and attaches a Big Snowball to the champion at an offset in front of them.
- Quinn R creates and attaches {icon Valor} Valor to herself. Valor is a unit but cannot be interacted with.
- Sett R Sett performs an unstoppable dash and attaches an enemy to himself for the duration of the flight. The target is additionally airborne and stunned for the duration. Target can remove the effect with CC-removal like QSS. The ability's destination or damage do not depend on the target staying attached.
- Yuumi W also makes her untargetable and disarmed. Also causes {her E} to be cast on her Anchor instead of herself. Lasts until she uses W again or the Anchor dies.
- non-champion things with attach -
- Nexus Blitz Sled
Similar spells without Attach:
- Urgot R instead uses chain of Forced Movements (like knockbacks), which, during the reel-in phase, continuously make the victim move toward urgot while suppressed. Cleansing the suppression during the reel-in will prevent the Forced Movement from being renewed, but still have the most recent one present and move the victim to Urgot's previous location.
- Skarner R too is a bunch of forced movements under suppression. If Skarner moves very quickly this bcomes noticable as the offset is not always the same (neither direction nor distance). The target 'dashes' across the map, always to Skarners previous location.
Pending for test:
- Tahm W
- Poppy E
- Kalista R
- Corki Package
- Zilean Q
- NexusBlitz/URF Cannon between jumping in and firing
Interacting with Attach
- Mordekaiser R checks for, then removes all units currently attached to his target.
Pending for test - ALL attached units, or are there exceptions?
Trivia
- Non-champion units occasionally do not get destroyed at the end of their lifespan, pathfinding their way to a random waypoint on the map and remaining there for the rest of the game. (video example)
- When an attached buff is not properly removed, a unit can stay attached to their Anchor indefinitely.
- 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: When knocked back, units use their standard 'run' animation by default.
TODO:
- Formatting
- Add champion ability templates
- Add icon via templates
- Add infobox
- Clean up language/terms for general unterstandability. This includes section titles.
- Determine if 'Anchor' (term from Yuumi W) or 'host' or another term is best for describing the unit that is being attached to.
- Test 'Pending for Test' abilities.