A basic attack (also called a standard, normal, or auto attack) is the default means by which a unit deals damage. Champions perform basic attacks when an enemy unit is right-clicked; basic attacks are also performed by an idle champion when an enemy unit ventures too close to it (if the option to basic attack when idling is enabled), or when the "attack move" function is used (default Shift + Right Click).
By default, a champion will automatically basic attack nearby enemy units. This feature can be turned off in the options menu. Automated target acquisition (or auto attacking) can be momentarily disabled by using the "stop" command (default S).
Basic attacks cannot be avoided under normal circumstances once the windup has began. That is to say, once a basic attack has been issued from the attacker, it cannot lose its target and it will acquire them despite any subsequent changes in position. The following are exceptions to this rule and will cause basic attacks to fail:
- Parrying effects negate the attack's effects entirely:
- Attacking becomes disabled, rendering basic attacks unable to be declared. This includes (this lists those that have the capability to do so):
- The attack's windup is interrupted when the:
Certain basic attacks can be physically dodged (by using mobility spells or quickly moving out of the way) as they don't follow their target after their fired, but will travel fast enough that they're unlikely to be dodged. These are:and
When using attack-move, the champion stops to attack any hostile that gets in their way on their route to a destination. If a champion has an attack target, they will continue to attack it if in range and will move closer to it when out of range. until either a new target is specified, a cancel order is issued (pressing the S key or by specifying another move order), they lose vision of the target, or the target becomes invalid.
Many champions also have abilities that will affect their basic attacks in some way or form. Such abilities are treated like basic attacks, which means they can apply on-hit effects and/or ability effects.
- Minions will automatically attack their closest target by default, but may change targets in a similar manner to turrets.
- abilities. who also casts
- abilities. who also casts
- whose basic attacks are considered as abilities.
- magic damage. whose basic attacks deal
- which does not attack at all.
- Turret basic attacks deal physical damage and each consecutive attack deals more damage, up to a cap.
The only exception to the above is the Nexus Obelisk (also called the Fountain Laser), which deals a special type of true damage that ignores all kinds of damage reduction, untargetability and damage immunity effects and doesn't have missile travel speed.
In normal circumstances, structures can only be damaged by basic attacks. Some examples of abilities that can damage them is , , and .
Basic attacks always deal physical damage unless one of the following abilities is used, in which case the whole damage of the basic attack will be magic damage.
However, certain items, abilities or passives may cause them to deal additional magic damage on top of their base physical damage. Damage from basic attacks benefits from the attack damage stat on the attacker and are reduced by armor on the target.
When basic attacking a turret, your basic attack deals:
- If (100% bonus AD) is higher than (60% AP) (or by default):
- Deals 100% base AD (+ 100% bonus AD) physical damage.
- If (60% AP) is higher than (100% bonus AD):
- Deals 100% base AD (+ 60% AP) magic damage.
- See also: List of champions/Basic attacks
The rate at which a champion attacks is called attack speed, and is by default capped at 2.5 attacks per second, though some champions and runes can remove the cap.
An attack's windup time usually makes up around 30% of the the attack's total time or less, this windup percent value differs from character to character. For most characters, the windup time therefore decreases with bonus attack speed by the same amount as the total time.
Champions with a modifier listed after their windup percent have their decrease in windup time from bonus attack speed decreased. To calculate a champion's windup time factoring a windup modifier, use the following formula:
- bWindupTime + ((cAttackTime × WindupPercent) – bWindupTime) × WindupModifier
If the champion's base attack speed is equal to their attack speed ratio then the formula can be simplified to:
- cAttackTime × WindupPercent × (1 + bonus attack speed% × WindupModifier)
- cAttackTime: Current attack timer, which is equal to 1 ÷ total attack speed.
- WindupPercent: Wind-up percentage, as a decimal (e.g. 30% == 0.3).
- bWindupTime: Base wind-up time, which is equal to (1 ÷ base attack speed) × WindupPercent.
- WindupModifier: The attack's wind-up modifier, as a decimal.
If due to the windup modifier the windup time would exceed the attack's total time, the windup time will be equal to the attack's total time instead.
Certain abilities can "reset" the basic attack timer, causing the basic attack to queue in prematurely before the second basic attack initiates the queue, resulting in a faster second attack rather than basic attacking twice normally. stack from resets.does not consume a
The following abilities will reset the basic attack timer after use:
, , , , , and ( ) cause the next basic attack to occur more quickly. This is not considered a basic attack reset for .
Certain abilities that reset the attack timer will cause the caster to dash before they are able to declare a basic attack again, meaning they will not be able to follow up with their next basic attack as quickly due to the time spent performing the dash. In order to bypass this lockout time, the caster can try to end the dash prematurely, such as dashing into a wall or dashing in place (if applicable). This is the case as the caster spends less time dashing and decreases the amount of time it takes to execute their next attack.
A basic attack that is not interruptible is classified as having an uncancellable windup. Basic attacks with uncancellable windups are only stopped by death, polymorph, , and in some cases, untargetability and range. These include:
The following table features uncancellable windups that will be cancelled by the target becoming untargetable during the windup and those that will complete the windup regardless of the target being targetable or not.
|(no effect for leap)|
|(without lunge)||(with lunge)|
The following table features uncancellable windups that will cancel from the target moving too far away during the windup and those that will complete regardless of the target's location.
|(both close range and leap)|
|(with and without lunge)|
Empowered Basic Attack
To see the items and runes that deal bonus damage with basic attacks, see attack effects.
The following champion abilities have their basic attack dealing modified damage:
The following champion abilities will empower their basic attack to deal bonus damage:
- and passive
- right punch and
Damage over Time
The following champion abilities will empower their basic attack to deal additional damage over time:
The following champion abilities will empower their basic attack to give another bonus:
- In the initial iteration, the icon used to denote basic attacks is reused from an alpha item with unknown effects called Long Staff.
- "Basic" comes from the fact that "attack" used to refer to any hostile action a champion could perform, with "special attacks" referring to ability-based actions. Effects such as used to refer to "attacks" in their in-game tooltips, referring to what we would now distinguish as basic attacks and abilities. The use of "attack" to refer to anything other than "basic attacks" has generally been discontinued, but affixing the term with 'basic' remains.