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League of Legends Wiki
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[[File:Basic_attack_icon.png|right]]
 
[[File:Basic_attack_icon.png|right]]
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 {{sbc|Shift + Right Click}}).
+
A '''basic attack''' (also called a '''standard''', '''normal''', or '''auto attack''') is the default means by which a unit deals damage. The player orders their champion to perform a basic attack when they '''right-click''' on an enemy, or when the "attack-move" command is used (default {{sbc|A}}); idle champions may also automatically chase and attack targets that venture too close to them, if the option to "[[#Auto-attacking|auto-attack]]" is enabled.
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  +
[[Turret]]s, [[minion]]s, and most [[monster]]s perform basic attacks as their only method of dealing damage.
  +
  +
A '''basic attack''' under normal circumstances deals {{sti|{{as|100% AD}}}} {{as|physical damage}}. A unit's '''attack timer''' determines the time it takes to fire a '''basic attack''' and wait for a new one to be available; it is reduced by [[attack speed]] and reset by [[#Resets|basic attack resets]].
  +
  +
== Acquisition ==
  +
In order for an attacker to initiate an attack, they must first '''acquire''' a target. Acquisition occurs when an attacker is ordered to attack a valid target, as a result of an attack command, automatic target aquisition, or the forced action effects {{tip|taunt}} or {{tip|berserk}}. The attacker will attempt to attack the unit if it is within their {{stil|range|attack range}}, or attempt to move toward it until their attack range meets its {{tip|gameplay radius}}, and then stop moving and attempt to attack the target. Acquisition of the target will continue until the attacker is given a new target, attacking is canceled by any means, or the target becomes invalid.
  +
  +
=== {{anchor|Option}}Auto-attacking ===<!--
  +
The anchor exists under the name 'Option' because this info was previously under the 'Option' heading in this page.-->
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By default, when champions are idle they automatically acquire the nearest enemy unit within their {{tip|acquisition radius|acquisition range}} as their target. This feature is called ''automatic target acquisition'' or simply ''auto-attacking'' and can be toggled from the [[Settings (League of Legends)|settings]] > 'Game' tab.
   
  +
Auto-attacking can be temporarily disabled by holding down the "hold position" key (default {{sbc|J}}), or by issuing a stop command (default {{sbc|S}}), which stops all orders including auto-attacking until a new order is manually provided by the player.
Most [[monster]]s and [[minion]]s perform basic attacks as their only method of dealing damage.
 
   
  +
=== {{anchor|Attack move}}Attack-move ===
A '''basic attack''', under normal circumstances, deals {{as|100% of [[attack damage]]}} physical damage, and can occur whenever the unit's '''attack timer''' is over, which is reduced by [[attack speed]] and reset by basic attack resets.
 
  +
Attack-move commands allow a champion to move toward a given destination location while scanning for a valid {{tt|hostile|Champions, summons, minions, turrets, attacked monsters, and wards.}} within {{tip|acquisition radius|acquisition range}}. Attack-move has two modes:
  +
* When using regular attack-move (default {{sbc|A}}), the player's {{sti|range|attack range}} indicator becomes visible and they may select either a location or a target by left-clicking<!--"Attack move on left click" option-->. Selecting a location scans to acquire the nearest target to the ''champion's position''. Selecting a target directly acquires it without scanning, like a normal attack order.
  +
* When using attack-move click (default {{sbc|Shift + Right Click}}), the champion performs the above, but without the player having to select separately. The position of the player's cursor when issuing the command is assumed to be the selection position. The range indicator is not visible when using attack-move click.
   
  +
The "Attack move on cursor" option changes the targeting behavior of attack-move commands. It can be toggled from the [[Settings (League of Legends)|settings]] > 'Game' tab.
== Option ==
 
  +
* If this option is enabled: the champion may also scan to acquire the nearest target in a circle around the ''cursor's position'' within or near attack range.<!--Pending confirmation on the cursor check radius-->
By default, a champion will automatically basic attack nearby enemy units. This feature can be turned off in the options menu. Auto attacking can be momentarily disabled by using the "stop" command (default {{sbc|S}}).
 
  +
* If this option is disabled, or a target cannot be found using the cursor's position within or near attack range: attack-move commands use the default behavior of the ''champion's position''.
   
 
== Behaviour ==
 
== Behaviour ==
 
=== General ===
 
=== General ===
Basic attacks cannot be dodged under normal circumstances. That is to say, once a basic attack has been issued from the attacker, it cannot miss the target and will follow the target despite any subsequent changes in position. Certain abilities will cause basic attacks to fail, whether by dodging, blocking, negating, missing or parrying. ''See {{tip|Blind}}, {{cai|Counter Strike|Jax}}, {{cai|Spirit's Refuge|Shen}}.''
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A basic attack cannot be avoided under normal circumstances once the attacker has begun their attack; it also cannot lose its target and it may hit them despite any subsequent changes in position. The following are exceptions to this rule and will cause basic attacks to fail:
  +
* Parrying effects, which negate the attack's effects entirely:
  +
** {{tip|Dodge}}
  +
** {{tip|Block}}
  +
** {{tip|Blind}}
  +
* Attacking becomes disabled, rendering basic attacks unable to be declared. This includes (this lists those that have the capability to do so):
  +
** {{tip|Crowd control}} (e.g. {{tip|disarm}}, {{tip|stun}}, {{tip|suppression}})
  +
** {{tip|Channel|Channeling}}
  +
** {{tip|Lockout}}
  +
** [[Channel#Casting Times|Cast time]]
  +
* The attack's windup is interrupted, if the:
  +
** Attacker is issued a different command
  +
** Attacker or the target {{tip|death|dies}}
  +
** Target becomes {{tip|untargetable}}
  +
** Target is too far away
  +
** Target is no longer in {{tip|sight}}
   
Certain basic attacks can be physically dodged (by using mobility spells or walking 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. ''See {{cai|New Destiny|Graves}}, {{cai|Spray and Pray|Twitch}}.''
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Certain basic attacks can be physically dodged (by using mobility spells or quickly moving out of the way) as they do not follow their target after being fired, though they travel fast enough that they are unlikely to be dodged. These are: {{cai|New Destiny|Graves}} and {{cai|Spray and Pray|Twitch}}.
   
 
=== Champion ===
 
=== Champion ===
  +
When a champion is ordered to attack a valid target and acquisition of them continues without interruption (meaning the champion is left to continue attacking the same, valid target on their own), delays may emerge. These delays are caused by {{tt|potential target checks|These delays are especially evident when the target moves out of attack range in a short amount of time.}}. The champion may also not perfectly stop to attack the target '''''at''''' attack range, but may finish their movement at a slightly closer distance before attacking.
When using attack-move, the champion stops to attack any hostile that gets in their way en 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), or they lose vision of the target.
 
  +
: Due to this behavior, manual cycling of issued movement and attack commands is faster and more precise than automatic orders.
   
Many champions also have abilities that will affect their basic attacks in some way or form. Such abilities are treated like basic attacks, are said to apply [[on-hit effect]]s and will also apply [[Ability effects]].
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Many champions have [[Champion ability|abilities]] that will affect their basic attacks in some way or form. Such abilities are treated like basic attacks, which means they may trigger [[on-hit effect]]s and/or [[ability effects]].
   
 
=== Minions ===
 
=== Minions ===
Minions will automatically attack their closest target by default, but may change targets in a similar manner to turrets. For more information see the [[Minion#AI Behavior|behavior of minions page]].
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{{Main|Minion_(League_of_Legends)#Behavior}}[[Minion]]s will automatically attack their closest target by default, but may change targets in a similar manner to turrets.
   
 
=== Monsters ===
 
=== Monsters ===
Almost all monsters only use basic attacks and only deal physical damage, the exceptions are:
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The majority of [[monster]]s only use basic attacks that deal [[physical damage]], the exceptions are:
* {{ui|Baron Nashor}} which also casts abilities.
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* {{ui|Baron Nashor}} who also casts [[Baron Nashor#Actives|abilities]].
* {{ui|Rift Herald}} which also casts abilities.
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* {{ui|Rift Herald}} who also casts [[Rift Herald#Active Abilities|abilities]].
* {{ui|Vilemaw}} which also casts abilities.
 
 
* {{ui|Dragon}} whose basic attacks are considered as abilities.
 
* {{ui|Dragon}} whose basic attacks are considered as abilities.
* {{ui|Gromp}} whose basic attacks deal magic damage.
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* {{ui|Gromp}} whose basic attacks deal [[magic damage]].
* {{ui|Rift Scuttler}} which do not attack at all.
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* {{ui|Rift Scuttler}} which does not attack at all.
   
 
=== Turrets ===
 
=== Turrets ===
  +
{{main|Turret}}
{{main|Turret}}Turret basic attacks deal physical damage and each consecutive attack deals more damage, up to a cap.
 
  +
Turrets have {{as|armor penetration}}, and when hitting a {{tip|champion}}, they additionally deal more damage to any champion {{ii|Ohmwrecker (Turret Item)|for each consecutive attack}}, up to a cap.
   
The [[Turret#Attack Prioritization|behavior of turrets]] is described on the corresponding page as well as the [[Turret#Turrets|damage of turret]] basic attacks.
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The [[Turret#Attack Prioritization|behavior of turrets]] as well as their [[Turret#General|basic attacks' damage]] are described on the corresponding page.
   
The only exception to the above is the [[Nexus Obelisk]] (also called the ''Fountain Laser''), which deals [[True damage#Notes|a special type of true damage]] that ignores all kinds of damage reduction, untargetability and immunity effects and doesn't have missile travel speed.
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The only exception to the above is the [[Nexus Obelisk]] (also called the ''Fountain Laser'') that deals {{tip|raw damage|a special type of true damage}} which ignores all kinds of damage reduction, untargetability and damage immunity effects and its attack does not have a missile travel speed.
   
 
=== Structures ===
 
=== Structures ===
  +
[[Structures]] can normally only be damaged by basic attacks. However, some abilities that function like basic attacks (e.g. {{cai|Lunge|Fiora}}, {{cai|Chomp|Trundle}}, {{cai|Piercing Darkness|Senna}}, etc.) and certain effects such as {{cai|Explosive Charge|Tristana}} and {{cai|Satchel Charge|Ziggs}} are special-cased to be able to target and deal damage to turrets.
In normal circumstances, structures can only be damaged by basic attacks.
 
   
 
=== Vision ===
 
=== Vision ===
Basic attacking while hiding in [[brush]] or in [[Sight|fog of war]] will reveal the attacking unit. If in brush, basic attacking will reveal allies nearby while basic attacking.
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Basic attacking while hiding in [[brush]] or in [[Sight|fog of war]] will reveal the attacking unit. If in brush, attacking will reveal all allies within to the enemy.
   
 
== Damage ==
 
== Damage ==
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.
+
Basic attacks always deal [[physical damage]], with some exceptions.
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  +
The following will modify the attack's total damage to [[magic damage]]:
   
 
{{column|2|
 
{{column|2|
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* {{cai|Pick a Card|Twisted Fate}}
 
* {{cai|Pick a Card|Twisted Fate}}
 
* {{cai|Discharge|Viktor}}
 
* {{cai|Discharge|Viktor}}
  +
* {{cai|Stretching Strikes|Zac}}
}}
 
  +
*{{cai|Living Battery|Zeri}}}}
   
  +
Finally, {{cai|Hextech Munitions|Corki}} and {{cai|Way of the Hunter|Yone}} can modify the attack's total damage to part physical and part magic damage, and {{cis|Camille}} {{ai|Precision Protocol|Camille|Empowered Precision Protocol|image=Camille Precision Protocol 3.png}} will modify the attack's total damage to part physical and part true damage.
However, certain [[item]]s, [[Champion ability|abilities]] or [[Champion ability|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.
 
   
  +
Barring the exceptions above, certain [[Item (League of Legends)|items]], [[Buff|buffs]], and [[Champion ability|abilities]] may cause the attacker to deal additional damage of any subtype on top of their base physical damage. The physical damage dealt by basic attacks benefits from the attacker's {{stil|{{as|attack damage}}}} stat and is reduced by the target's {{stil|{{as|armor}}}}.
When basic attacking a [[turret]], your basic attack deals:
 
  +
* If {{as|(100% '''bonus''' AD)}} is higher than {{as|(60% AP)}} (or by default):
 
** Deals {{as|100% '''base''' AD}} {{as|(+ 100% '''bonus''' AD)}} physical damage.
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When basic attacking a [[turret]], {{tip|champion}} attacks deal {{as|100% '''base''' AD}} {{as|(+ 100% '''bonus''' AD)}} {{as|(+ 60% AP)}}:
* If {{as|(60% AP)}} is higher than {{as|(100% '''bonus''' AD)}}:
+
* Physical damage, if {{as|100% '''bonus''' AD}} > {{as|60% AP}}
** Deals {{as|100% '''base''' AD}} {{as|(+ 60% AP)}} magic damage.
+
* Magic damage, if {{as|100% '''bonus''' AD}} < {{as|60% AP}}
   
 
== Attack speed ==
 
== Attack speed ==
  +
{{main|Attack speed}}
{{main|Attack speed}}The rate at which a champion attacks is called attack speed, and is by default capped at {{fd|2.5}} attacks per second, though some champions and runes can remove the cap.
 
  +
:See also: [[List of champions/Basic attacks]]
  +
The rate at which a champion attacks is called {{sti|{{as|attack speed}}}} and is by default capped at {{fd|2.5}} attacks per second, though certain [[Champion ability|abilities]] and [[Rune (League of Legends)|runes]] can modify this value.
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  +
=== Attack timer ===
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<div style="text-align:center;font-size:30px;">Attack timer = 1{{divided by}}{{as|'''total''' attack speed}}</div>
  +
Like [[Champion ability|abilities]], basic attacks have an uptime when a basic attack is available, and a downtime when the basic attack is on-cooldown.
  +
  +
Attacks follow a two-phase period called the '''attack timer''', which consists of:
  +
# The '''windup''', during which an attacker executes a basic attack.
  +
# The '''cooldown''', during which an attacker cannot execute a basic attack.
  +
  +
Starting a windup also starts counting the attack timer.
  +
* When the windup is interrupted by any means, the attack timer stops counting and resets to zero. A basic attack has '''not''' been launched and a new windup may begin whenever allowed/possible.
  +
* When the windup completes and a basic attack has been launched, the attack timer continues on to incur its cooldown phase.
  +
* When the cooldown completes, the attack timer also ends, allowing a new windup to begin.
  +
  +
Optimizing movement commands after launching an attack is known as '''[[stutter-stepping]]'''.
  +
  +
=== Windup ===
  +
A unit's '''attack windup''' is the portion of their attack which must be completed in order to launch it. The attacker must be standing in place, in order to complete the windup.
  +
* Upon the windup completing for non-projectile attacks, the attack simultaneously launches and hits the target.
  +
* Upon the windup completing for projectile attacks, launching the attack creates a projectile, which follows and hits the target shortly after.
  +
  +
The windup and therefore the attack is canceled by issuing a different command at any point before the moment of launching. After launching the attack, commands may be freely input without penalty.
  +
  +
Normally, a champion's '''windup time''' scales the same as their attack's total time, proportionally to their attack speed given both bonuses and {{tip|cripple|cripples}}. For champions that are given a '''windup modifier''' (a value different from the default '''1''') by the game rules, the actual duration of their windup is scaled against the expected value by that amount. ''Base'' windup time refers to the champion's windup time at level 1 and with no attack speed bonuses.
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  +
All champions are implicitly given a '''windup percent''' by the game rules, the percentage of the attack's total time that the windup takes up. There are currently two different ways of determining the windup percent — most newer champions use an independent formula while all others utilize a constant. ''This difference does '''not''' affect gameplay.''
  +
  +
The original way of calculating the windup percent is&emsp;<big><math>0.3 + {\rm attackOffset}</math></big>&emsp;where:
  +
: {{tt|attackOffset|mAttackDelayCastOffsetPercent, internally}} is a given positive or negative decimal value.
  +
  +
The updated way of calculating the windup percent is&emsp;<big><math>{\rm attackCastTime}\div{\rm attackTotalTime}</math></big>&emsp;where:
  +
: {{tt|attackCastTime|mAttackCastTime, internally}} is a given positive decimal value in seconds
  +
: {{tt|attackTotalTime|mAttackTotalTime, internally}} is a given positive decimal value in seconds, larger than attackCastTime
  +
  +
Champions' '''windup time''' generally makes up around 15–30% of their attack's '''total time''', different for each champion.
  +
  +
Assuming:
  +
* ''All attack speed values are in decimal form.''
  +
* '''''WindupPercent''''' = the statistic as a decimal
  +
* '''''WindupModifier''''' = the statistic as a decimal, defaults to 1
  +
* '''''{{tt|currentAttackTotalTime|attack timer}}''''' = 1{{divided by}}{{as|'''total''' attack speed}}
  +
* '''''baseWindupTime''''' = '''WindupPercent'''{{divided by}}{{as|'''base''' attack speed}}
  +
  +
Then to calculate a champion's '''current windup time''', use the following formulas:
  +
# General form:
  +
#: ''<span style="font-size:larger;">'''baseWindupTime''' + '''WindupModifier''' {{times}} <big>{</big> '''currentAttackTotalTime''' {{times}} '''WindupPercent''' – '''baseWindupTime''' <big>}</big></span>''
  +
# If the champion's '''base''' attack speed and attack speed '''ratio''' are equal, the formula can be adjusted to:
  +
#: ''<span style="font-size:larger;">'''currentAttackTotalTime''' {{times}} '''WindupPercent''' {{times}} <big>{</big> 1 + {{as|'''bonus''' attack speed}} {{times}} (1 - '''WindupModifier''') <big>}</big></span>''
  +
# If the champion has no '''windup modifier''' and their '''base''' attack speed and attack speed '''ratio''' are equal, the formula can be simplified to:
  +
#: ''<span style="font-size:larger;">'''currentAttackTotalTime''' {{times}} '''WindupPercent'''</span>''<br><big>or</big><br>''<span style="font-size:larger;">'''baseWindupTime''' {{divided by}} <big>{</big>{{as|'''bonus''' attack speed}} + 1<big>}</big></span>''
   
 
=== Resets ===
 
=== Resets ===
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.
+
The cast of certain [[Champion ability|abilities]] and [[Item (League of Legends)|item]] actives will '''(forcibly) reset''' the attack timer to zero. Depending on which [[#Attack timer|phase of the attack]] the player casts them in, this effect may be detrimental or beneficial to the player:
  +
* Resetting during the windup means that the current attack is canceled, thus delaying the windup and launch of the next attack.
  +
* Resetting during the cooldown means that the remaining cooldown is negated, thus allowing a new windup to begin faster than normal.
  +
  +
{{ri|Hail of Blades}} does not consume a [[stack]] from launched attacks that have been reset.
   
 
[[File:Attack Resets|thumb|center|550 px]]
 
[[File:Attack Resets|thumb|center|550 px]]
   
A list of abilities that refresh the attack timer:
+
The following abilities will reset the basic attack timer after use:
   
{{Column|2|
+
{{Column|3|
  +
* {{cai|Umbral Dash|Aatrox}}
  +
* {{cai|Ranger's Focus|Ashe}}
 
* {{cai|Power Fist|Blitzcrank}}
 
* {{cai|Power Fist|Blitzcrank}}
  +
* {{cai|Head Rush|Briar}}, {{ai|Blood Frenzy|Briar}}, and {{ai|Snack Attack|Briar}}
 
* {{cai|Precision Protocol|Camille}}
 
* {{cai|Precision Protocol|Camille}}
 
* {{cai|Vorpal Spikes|Cho'Gath}}
 
* {{cai|Vorpal Spikes|Cho'Gath}}
 
* {{cai|Crippling Strike|Darius}}
 
* {{cai|Crippling Strike|Darius}}
* {{cai|Masochism|Dr. Mundo}}
+
* {{cai|Blunt Force Trauma|Dr. Mundo}}
  +
* {{cai|Phase Dive|Ekko}} {{tt|*|This ability has a fixed dash distance which delays the next attack, making it less effective in increasing attack rate; in fact it may decrease attack rate if the champion's attack speed is sufficiently high. The delay can be bypassed by casting the ability towards unpassable terrain.}}
 
* {{cai|Skittering Frenzy|Elise}}
 
* {{cai|Skittering Frenzy|Elise}}
 
* {{cai|Bladework|Fiora}}
 
* {{cai|Bladework|Fiora}}
  +
* {{cai|Seastone Trident|Fizz}}
 
* {{cai|Decisive Strike|Garen}}
 
* {{cai|Decisive Strike|Garen}}
* {{cai|Nether Blade|Kassadin}}
+
* {{cai|Quickdraw|Graves}}
* {{cai|Starfire Spellblade|Kayle}}
+
* {{cai|Devastating Charge|Hecarim}}
* {{cai|Dance of Arrows|Kindred}} {{tt|*|This ability has a casting animation which delays the next attack, making it less effective in increasing attack rate; in fact it may decrease attack rate if the champion's attack speed is sufficiently high.}}
 
 
* {{cai|Harsh Lesson|Illaoi}}
 
* {{cai|Harsh Lesson|Illaoi}}
 
* {{cai|Empower|Jax}}
 
* {{cai|Empower|Jax}}
 
* {{cai|Hyper Charge|Jayce}}
 
* {{cai|Hyper Charge|Jayce}}
  +
* {{cai|Nether Blade|Kassadin}}
  +
* {{cai|Shunpo|Katarina}}
  +
* {{cai|Starfire Spellblade|Kayle}}
  +
* {{cai|Dance of Arrows|Kindred}} {{tt|*|This ability has a fixed casting animation which delays the next attack, making it less effective in increasing attack rate; in fact it may decrease attack rate if the champion's attack speed is sufficiently high.}}
 
* {{cai|Shield of Daybreak|Leona}}
 
* {{cai|Shield of Daybreak|Leona}}
  +
* {{cai|Relentless Pursuit|Lucian}} {{tt|*|This ability has a fixed casting animation which delays the next attack, making it less effective in increasing attack rate; in fact it may decrease attack rate if the champion's attack speed is sufficiently high.}}
* {{cai|Relentless Pursuit|Lucian}}
 
 
* {{cai|Thunderclap|Malphite}}
 
* {{cai|Thunderclap|Malphite}}
  +
* {{cai|Sap Magic|Maokai}}
 
* {{cai|Meditate|Master Yi}}
 
* {{cai|Meditate|Master Yi}}
 
* {{cai|Siphoning Strike|Nasus}}
 
* {{cai|Siphoning Strike|Nasus}}
 
* {{cai|Titan's Wrath|Nautilus}}
 
* {{cai|Titan's Wrath|Nautilus}}
 
* {{cai|Takedown|Nidalee}}
 
* {{cai|Takedown|Nidalee}}
  +
* {{cai|Slipstream|Nilah}}
  +
* {{cai|Tough It Out|Olaf}}
  +
* {{cai|Shield Vault 2|Pantheon|Empowered Shield Vault}} {{tt|*|This ability has a fixed casting animation which delays the next attack, making it less effective in increasing attack rate; in fact it may decrease attack rate if the champion's attack speed is sufficiently high.}}
  +
* {{cai|Vault|Quinn}} {{tt|*|This ability has a fixed delay before resetting the attack cooldown, making it less effective in increasing attack rate; in fact it may decrease attack rate if the champion's attack speed is sufficiently high.}}
 
* {{cai|Queen's Wrath|Rek'Sai}}
 
* {{cai|Queen's Wrath|Rek'Sai}}
* {{cai|Savagery|Rengar}}
 
 
* {{cai|Ruthless Predator|Renekton}}
 
* {{cai|Ruthless Predator|Renekton}}
  +
* {{cai|Savagery|Rengar}}
  +
* {{cai|Daredevil Impulse|Samira}}
  +
* {{cai|Permafrost|Sejuani}} {{tt|*|This ability has a fixed casting animation which delays the next attack, making it less effective in increasing attack rate; in fact it may decrease attack rate if the champion's attack speed is sufficiently high.}}
  +
* {{cai|Knuckle Down|Sett}}
 
* {{cai|Twin Bite|Shyvana}}
 
* {{cai|Twin Bite|Shyvana}}
 
* {{cai|Ricochet|Sivir}}
 
* {{cai|Ricochet|Sivir}}
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* {{cai|Noxian Diplomacy|Talon}}
 
* {{cai|Noxian Diplomacy|Talon}}
 
* {{cai|Chomp|Trundle}}
 
* {{cai|Chomp|Trundle}}
  +
* {{cais|Pick a Card|Twisted Fate}} recast
* {{cai|Tumble|Vayne}} {{tt|*|This ability has a casting animation which delays the next attack, making it less effective in increasing attack rate; in fact it may decrease attack rate if the champion's attack speed is sufficiently high.}}
 
  +
* {{cai|Tumble|Vayne}} {{tt|*|This ability has a fixed dash distance which delays the next attack, making it less effective in increasing attack rate; in fact it may decrease attack rate if the champion's attack speed is sufficiently high. The delay can be bypassed by casting the ability towards unpassable terrain.}}
* {{cai|Excessive Force|Vi}}
 
* {{cai|Rolling Thunder|Volibear}}
+
* {{cai|Relentless Force|Vi}}
  +
* {{cai|Spectral Maw|Viego}}{{tt|*|This ability has a fixed dash distance which delays the next attack, making it less effective in increasing attack rate; in fact it may decrease attack rate if the champion's attack speed is sufficiently high. The delay can be bypassed by casting the ability towards unpassable terrain.}}
  +
* {{cai|Thundering Smash|Volibear}}
 
* {{cai|Crushing Blow|Wukong}}
 
* {{cai|Crushing Blow|Wukong}}
 
* {{cai|Three Talon Strike|Xin Zhao}}
 
* {{cai|Three Talon Strike|Xin Zhao}}
* {{cai|Last Rites|Yorick}}}}
+
* {{cai|Last Rites|Yorick}}
  +
* {{cai|Stretching Strikes|Zac}}
  +
* {{cai|Spark Surge|Zeri}} {{tt|*|This ability has a fixed dash distance which delays the next attack, making it less effective in increasing attack rate; in fact it may decrease attack rate if the champion's attack speed is sufficiently high.}}
  +
* {{cai|Portal Jump|Zoe}}
  +
}}
  +
  +
==== Special Cases ====
  +
{{cai|Void Surge|Bel'Veth}}, {{cai|Killer Instinct|Kai'Sa}}, {{cai|Ntofo Strikes|K'Sante}} and {{ai|Footwork|K'Sante}}, {{cai|Skip 'n Slash|Gwen}}, {{cai|Ferromancy: Mount Up|Rell}}, {{cai|Broken Wings|Riven}}, {{ii|Hextech Rocketbelt}} ({{ii|Upgraded Aeropack}}){{tt|*|This active has a fixed dash distance which delays the next attack, making it less effective in increasing attack rate; in fact it may decrease attack rate if the champion's attack speed is sufficiently high. The delay can be bypassed by casting the ability towards unpassable terrain.}}, and {{ii|Titanic Hydra}} cause the next basic attack to occur more quickly. This is not considered a basic attack reset for {{ri|Hail of Blades}}.
  +
  +
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.
  +
  +
== Uncancellable Windup ==
  +
A basic attack that is not {{tip|interrupt|interruptible}} is classified as having an {{tip|uncancellable windup}}. Basic attacks with uncancellable windups are only stopped by {{tip|death}}, {{tip|polymorph}}, {{cai|Vault|Quinn}}, and in some cases, {{tip|untargetable|untargetability}} and range. These include:
  +
  +
{{column|2|
  +
* {{cai|Severum|Aphelios}}
  +
* {{cai|Power Fist|Blitzcrank}}
  +
* {{cai|Snack Attack|Briar}}
  +
* {{cai|Headshot|Caitlyn}}
  +
* {{cai|Precision Protocol|Camille}}
  +
* {{cai|Crippling Strike|Darius}}
  +
* {{cai|Blunt Force Trauma|Dr. Mundo}}
  +
* {{cai|Seastone Trident|Fizz}}
  +
* {{cai|Colossal Smash|Galio}}
  +
* {{cai|Decisive Strike|Garen}}
  +
* {{cai|Drunken Rage|Gragas}}
  +
* {{cai|Harsh Lesson|Illaoi}} (only within her base {{sti|attack range}})
  +
* {{cai|Empower|Jax}}
  +
* {{cai|Whisper|Jhin}} (fourth shot, only against champions)
  +
* {{cai|Nether Blade|Kassadin}}
  +
* {{cai|Starfire Spellblade|Kayle}}
  +
* {{cai|Sap Magic|Maokai}}
  +
* {{cai|Thunderclap|Malphite}}
  +
* {{cai|Siphoning Strike|Nasus}}
  +
* {{cai|Takedown|Nidalee}}
  +
* {{cai|Savagery|Rengar}}
  +
* {{cai|Daredevil Impulse|Samira}}
  +
* {{cai|Stage Presence|Seraphine}}
  +
* {{cai|Shattered Earth|Skarner}}
  +
* {{cai|Power Chord|Sona}}
  +
* {{cai|Twin Bite|Shyvana}} in {{ai|Dragon's Descent|Shyvana|Dragon Form}}
  +
* {{cai|Petricite Burst|Sylas}}
  +
* {{cai|Chomp|Trundle}}
  +
* {{cai|Blazing Stampede|Udyr}}
  +
* {{cai|Tumble|Vayne}}
  +
* {{cai|Relentless Force|Vi}}
  +
* {{cai|Thundering Smash|Volibear}}
  +
* {{cai|Crushing Blow|Wukong}}
  +
* {{cai|Three Talon Strike|Xin Zhao}}
  +
* {{cai|Last Rites|Yorick}}
  +
* {{cai|Feline Friendship|Yuumi}}
  +
}}
  +
  +
=== Untargetability interactions ===
  +
The following table features '''uncancellable windups''' that will be cancelled by the target becoming {{tip|untargetable}} during the windup and those that will complete the windup regardless of the target being targetable or not.
  +
<tabber>
  +
Hide=
  +
|-|Show=
  +
{| class="article-table"
  +
!Cancelled
  +
!Not cancelled
  +
!{{Pending for test}}
  +
|-
  +
|{{cai|Severum|Aphelios}}
  +
|{{cai|E|Blitzcrank}}
  +
|{{cai|W|Jax}}
  +
|-
  +
|{{cai|I|Caitlyn}}
  +
|{{cai|Q|Camille}}
  +
|{{cai|Q|Volibear}}
  +
|-
  +
|{{cai|W|Darius}}
  +
|{{cai|E|Dr. Mundo}}
  +
|-
  +
|{{cai|I|Galio}}
  +
|{{cai|W|Fizz}}
  +
|-
  +
|{{cai|I|Jhin}}
  +
|{{cai|Q|Garen}}
  +
|-
  +
|{{cai|E|Kayle}}
  +
|{{cai|W|Gragas}} (no effect)
  +
|-
  +
|{{cai|I|Maokai}}
  +
|{{cai|W|Illaoi}} (no effect for leap)
  +
|-
  +
|{{cai|Takedown|Nidalee}}
  +
|{{cai|I|Kalista}} (no effect)
  +
|-
  +
|{{cai|Q|Rengar}}
  +
|{{cai|W|Kassadin}}
  +
|-
  +
|{{cai|I|Sona}}
  +
|{{cai|Q|Nasus}}
  +
|-
  +
|{{cai|Q|Shyvana}} in {{ai|R|Shyvana|Dragon Form}}
  +
|{{cai|I|Sylas}}
  +
|-
  +
|{{cai|E|Udyr}}
  +
|{{cai|Q|Trundle}}
  +
|-
  +
|{{cai|E|Vi}}
  +
|{{cai|Q|Wukong}}
  +
|-
  +
|{{cai|Q|Xin Zhao}}
  +
|
  +
|-
  +
|{{cai|Q|Yorick}}
  +
|
  +
|-
  +
|{{cai|I|Yuumi}}
  +
|
  +
|-
  +
|{{cai|I|Seraphine}}
  +
|
  +
|-
  +
|}
  +
</tabber>
  +
  +
=== Range interactions ===
  +
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.
  +
<tabber>
  +
Hide=
  +
|-|Show=
  +
{| class="article-table"
  +
!Cancelled
  +
!Not cancelled
  +
!{{Pending for test}}
  +
|-
  +
|{{cai|Severum|Aphelios}}
  +
|{{cai|E|Blitzcrank}}
  +
|{{cai|W|Jax}}
  +
|-
  +
|{{cai|I|Caitlyn}}
  +
|{{cai|Q|Camille}}
  +
|-
  +
|{{cai|W|Darius}}
  +
|{{cai|E|Dr. Mundo}}
  +
|-
  +
|{{cai|I|Galio}}
  +
|{{cai|W|Fizz}}
  +
|-
  +
|{{cai|W|Gragas}}
  +
|{{cai|Q|Garen}}
  +
|-
  +
|{{cai|I|Jhin}}
  +
|{{cai|W|Illaoi}} (both close range and leap)
  +
|-
  +
|{{cai|E|Kayle}}
  +
|{{cai|I|Kalista}}
  +
|-
  +
|{{cai|I|Maokai}}
  +
|{{cai|W|Kassadin}}
  +
|-
  +
|{{cai|Takedown|Nidalee}}
  +
|{{cai|Q|Nasus}}
  +
|-
  +
|{{cai|Q|Rengar}}
  +
|{{cai|I|Seraphine}}
  +
|-
  +
|{{cai|I|Sona}}
  +
|{{cai|I|Sylas}}
  +
|-
  +
|{{cai|Q|Shyvana}} in {{ai|R|Shyvana|Dragon Form}}
  +
|{{cai|Q|Trundle}}
  +
|-
  +
|{{cai|E|Udyr}} (with and without lunge)
  +
|{{cai|Q|Volibear}}
  +
|-
  +
|{{cai|E|Vi}}
  +
|{{cai|Q|Wukong}}
  +
|-
  +
|{{cai|Q|Yorick}}
  +
|
  +
|-
  +
|{{cai|Q|Xin Zhao}}
  +
|
  +
|-
  +
|{{cai|I|Yuumi}}
  +
|
  +
|-
  +
|}
  +
</tabber>
   
==Special Case==
 
{{cai|Broken Wings|Riven}} causes her next basic attack to occur more quickly. This is not considered a basic attack reset for {{ri|Hail of Blades}}.
 
 
== Empowered Basic Attack ==
 
== Empowered Basic Attack ==
''To see the items and runes that deal bonus damage with basic attack, see [[attack effects]].''
+
''To see the items and runes that deal bonus damage with basic attacks, see [[attack effects]].''
   
 
=== Modified Damage ===
 
=== Modified Damage ===
Line 121: Line 408:
   
 
{{column|2|
 
{{column|2|
* {{cai|Ranger's Focus|Ashe}}
+
* {{cai|Dirty Fighting|Akshan}}
  +
* {{cai|Infernum|Aphelios}}
  +
* {{cai|Frost Shot|Ashe}} and {{cai|Ranger's Focus|Ashe}}
  +
* {{cai|Death in Lavender|Bel'Veth}}
 
* {{cai|Hextech Munitions|Corki}}
 
* {{cai|Hextech Munitions|Corki}}
  +
* {{cai|Crippling Strike|Darius}}
  +
* {{cai|Colossal Smash|Galio}}
  +
* {{cai|New Destiny|Graves}}
 
* {{cai|Devastating Charge|Hecarim}}
 
* {{cai|Devastating Charge|Hecarim}}
 
* {{cai|Hyper Charge|Jayce}}
 
* {{cai|Hyper Charge|Jayce}}
* {{cai|Martial Poise|Kalista}}
+
* {{cai|Switcheroo! 2|Jinx|Fishbones}}
  +
* {{cai|Dauntless Instinct|K'Sante}}
  +
* {{cai|Lightslinger|Lucian}}
  +
* {{cai|Double Strike|Master Yi}}
 
* {{cai|Takedown|Nidalee}}
 
* {{cai|Takedown|Nidalee}}
* {{cai|Shield Vault 2|Pantheon|Shield Vault}}
+
* {{cai|Shield Vault|Pantheon}}
 
* {{cai|Ruthless Predator|Renekton}}
 
* {{cai|Ruthless Predator|Renekton}}
  +
* {{cai|Daredevil Impulse|Samira}}
  +
*{{cai|Twin Bite|Shyvana}}
  +
* {{cai|Power Chord|Sona}}
  +
* {{cai|Petricite Burst|Sylas}}
 
* {{cai|Pick a Card|Twisted Fate}}
 
* {{cai|Pick a Card|Twisted Fate}}
  +
*{{cai|Relentless Force|Vi|}}
  +
* {{cai|Blade of the Ruined King|Viego}}
 
* {{cai|Discharge|Viktor}}
 
* {{cai|Discharge|Viktor}}
  +
* {{cai|Way of the Hunter|Yone}}
  +
*{{cai|Stretching Strikes|Zac}}
  +
* {{cai|Living Battery|Zeri}}
 
}}
 
}}
   
Line 136: Line 441:
 
The following champion abilities will empower their basic attack to deal bonus damage:
 
The following champion abilities will empower their basic attack to deal bonus damage:
   
{{column|3|
+
{{column|2={{column|3|
 
* {{cai|Deathbringer Stance|Aatrox}}
 
* {{cai|Deathbringer Stance|Aatrox}}
 
* {{cai|Assassin's Mark|Akali}}
 
* {{cai|Assassin's Mark|Akali}}
* {{cai|Frost Shot|Ashe}}
+
* {{cai|Dirty Fighting|Akshan}}
* {{cai|Power Fist|Blitzcrank}}
+
* {{cai|Trample|Alistar}}
  +
* {{cai|Calibrum|Aphelios}} and {{ai|Crescendum|Aphelios}}
  +
* {{cai|Traveler's Call|Bard}}
  +
* {{cai|Endless Banquet|Bel'Veth}}
  +
* {{cai|Power Fist|Blitzcrank}} and {{ai|Static Field|Blitzcrank}}
 
* {{cai|Concussive Blows|Braum}}
 
* {{cai|Concussive Blows|Braum}}
  +
* {{cai|Snack Attack|Briar}}
 
* {{cai|Headshot|Caitlyn}}
 
* {{cai|Headshot|Caitlyn}}
* {{cai|Precision Protocol|Camille}}
+
* {{cai|Precision Protocol|Camille}} and {{ai|The Hextech Ultimatum|Camille}}
 
* {{cai|Vorpal Spikes|Cho'Gath}}
 
* {{cai|Vorpal Spikes|Cho'Gath}}
* {{cai|Masochism|Dr. Mundo}}
+
* {{cai|Blunt Force Trauma|Dr. Mundo}}
* {{cai|Crippling Strike|Darius}}
 
 
* {{cai|Moonsilver Blade|Diana}}
 
* {{cai|Moonsilver Blade|Diana}}
 
* {{cai|Spinning Axe|Draven}}
 
* {{cai|Spinning Axe|Draven}}
* {{cai|Z-Drive Resonance|Ekko}}
+
* {{cai|Z-Drive Resonance|Ekko}}, {{ai|Parallel Convergence|Ekko}}, and {{ai|Phase Dive|Ekko}}
* {{cai|Duelist's Dance|Fiora}} and {{ai|Bladework|Fiora}}
+
* {{cai|Spider Queen|Elise}}
  +
* {{cai|Hate Spike|Evelynn}}
  +
* {{cai|Essence Flux|Ezreal}}
  +
* {{cai|Bladework|Fiora}}
 
* {{cai|Seastone Trident|Fizz}}
 
* {{cai|Seastone Trident|Fizz}}
 
* {{cai|Decisive Strike|Garen}}
 
* {{cai|Decisive Strike|Garen}}
 
* {{cai|Hyper|Gnar}}
 
* {{cai|Hyper|Gnar}}
 
* {{cai|Drunken Rage|Gragas}}
 
* {{cai|Drunken Rage|Gragas}}
  +
* {{cai|Thousand Cuts|Gwen}} and {{ai|Skip 'n Slash|Gwen}}
  +
* {{cai|Stirring Lights|Hwei}}
  +
* {{cai|Harsh Lesson|Illaoi}}
 
* {{cai|Ionian Fervor|Irelia}}
 
* {{cai|Ionian Fervor|Irelia}}
  +
* {{cai|Brushmaker|Ivern}}
  +
* {{cai|Tailwind|Janna}}
 
* {{cai|Martial Cadence|Jarvan IV}}
 
* {{cai|Martial Cadence|Jarvan IV}}
* {{cai|Empower|Jax}} and {{ai|Grandmaster's Might|Jax}}
+
* {{cai|Empower|Jax}} and {{ai|Grandmaster-At-Arms|Jax}}
 
* {{cai|Transform Mercury Hammer|Jayce}}
 
* {{cai|Transform Mercury Hammer|Jayce}}
* {{cai|Switcheroo!|Jinx|Fishbones}}
+
* {{cai|Whisper|Jhin}}
  +
* {{cai|Second Skin|Kai'Sa}}
  +
* {{cai|Sentinel|Kalista}}
 
* {{cai|Nether Blade|Kassadin}}
 
* {{cai|Nether Blade|Kassadin}}
* {{cai|Starfire Spellblade|Kayle}}
+
* {{cai|Divine Ascent|Kayle}} and {{ai|Starfire Spellblade|Kayle}}
 
* {{cai|Electrical Surge|Kennen}}
 
* {{cai|Electrical Surge|Kennen}}
 
* {{cai|Unseen Threat|Kha'Zix}}
 
* {{cai|Unseen Threat|Kha'Zix}}
  +
* {{cai|Mounting Dread|Kindred}}
  +
* {{cai|Violent Tendencies|Kled}}
 
* {{cai|Bio-Arcane Barrage|Kog'Maw}}
 
* {{cai|Bio-Arcane Barrage|Kog'Maw}}
* {{cai|Shield of Daybreak|Leona}}
+
* {{cai|Dauntless Instinct|K'Sante}}
  +
* {{cai|Sunlight|Leona}} (allies only) and {{ai|Shield of Daybreak|Leona}}
 
* {{cai|Lightslinger|Lucian}}
 
* {{cai|Lightslinger|Lucian}}
 
* {{cai|Pix, Faerie Companion|Lulu}}
 
* {{cai|Pix, Faerie Companion|Lulu}}
 
* {{cai|Illumination|Lux}}
 
* {{cai|Illumination|Lux}}
 
* {{cai|Thunderclap|Malphite}}
 
* {{cai|Thunderclap|Malphite}}
* {{cai|Double Strike|Master Yi}} and {{ai|Wuju Style|Master Yi}}
+
* {{cai|Wuju Style|Master Yi}}
  +
* {{cai|Fired Up!|Milio}}
 
* {{cai|Love Tap|Miss Fortune}}
 
* {{cai|Love Tap|Miss Fortune}}
 
* {{cai|Darkness Rise|Mordekaiser}}
 
* {{cai|Darkness Rise|Mordekaiser}}
 
* {{cai|Tidecaller's Blessing|Nami}}
 
* {{cai|Tidecaller's Blessing|Nami}}
 
* {{cai|Siphoning Strike|Nasus}}
 
* {{cai|Siphoning Strike|Nasus}}
* {{cai|Staggering Blow|Nautilus}}
+
* {{cai|Staggering Blow|Nautilus}} and {{ai|Titan's Wrath|Nautilus}}
  +
* {{cai|Shapesplitter|Neeko}}
 
* {{cai|Umbra Blades|Nocturne}}
 
* {{cai|Umbra Blades|Nocturne}}
* {{cai|Clockwork Windup|Orianna}}
+
* {{cai|Clockwork Winding|Orianna}}
  +
* {{cai|Living Forge|Ornn}}
  +
* {{cai|Iron Ambassador|Poppy}}
  +
* {{cai|Royal Privilege|Qiyana}} and {{ai|Terrashape|Qiyana}}
 
* {{cai|Harrier|Quinn}}
 
* {{cai|Harrier|Quinn}}
  +
* {{cai|Spiked Shell|Rammus}}
 
* {{cai|Queen's Wrath|Rek'Sai}}
 
* {{cai|Queen's Wrath|Rek'Sai}}
  +
* {{cai|Ferromancy: Mount Up|Rell}} and {{ai|Full Tilt|Rell}}
  +
* {{cai|Leverage|Renata Glasc}}
 
* {{cai|Savagery|Rengar}}
 
* {{cai|Savagery|Rengar}}
 
* {{cai|Runic Blade|Riven}}
 
* {{cai|Runic Blade|Riven}}
* {{cai|Junkyard Titan 3|Rumble|Junkyard Titan}}
+
* {{cai|Junkyard Titan|Rumble}}
* {{cai|Backstab|Shaco}}
+
* {{cai|Daredevil Impulse|Samira}}
* {{cai|Twilight Assault 2|Shen|Twilight Asssault}}
+
* {{cai|Fury of the North|Sejuani}}
  +
* {{cai|Absolution|Senna}}
* {{cai|Twin Bite|Shyvana}} and {{ai|Flame Breath|Shyvana}}
 
  +
* {{cais|Pit Grit|Sett}} and {{ai|Knuckle Down|Sett}}
  +
* {{cai|Stage Presence|Seraphine}}
  +
* {{cai|Backstab|Shaco}} and {{ai|Deceive|Shaco}}
  +
* {{cai|Twilight Assault|Shen}}
  +
* {{cai|Flame Breath|Shyvana}}
 
* {{cai|Glory in Death|Sion}}
 
* {{cai|Glory in Death|Sion}}
* {{cai|Ricochet|Sivir}}
+
* {{cai|Shattered Earth|Skarner}}
* {{cai|Fracture|Skarner}}
 
 
* {{cai|Power Chord|Sona}}
 
* {{cai|Power Chord|Sona}}
 
* {{cai|An Acquired Taste|Tahm Kench}}
 
* {{cai|An Acquired Taste|Tahm Kench}}
Line 194: Line 528:
 
* {{cai|Toxic Shot|Teemo}}
 
* {{cai|Toxic Shot|Teemo}}
 
* {{cai|Flay|Thresh}}
 
* {{cai|Flay|Thresh}}
* {{cai|Explosive Charge|Tristana}}
 
 
* {{cai|Chomp|Trundle}}
 
* {{cai|Chomp|Trundle}}
 
* {{cai|Stacked Deck|Twisted Fate}}
 
* {{cai|Stacked Deck|Twisted Fate}}
* {{cai|Phoenix Stance|Udyr}}
+
* {{cai|Wilding Claw|Udyr}} and {{ai|Wingborne Storm|Udyr}}
  +
*{{cai|Echoing Flames|Urgot}}
 
* {{cai|Blighted Quiver|Varus}}
 
* {{cai|Blighted Quiver|Varus}}
 
* {{cai|Tumble|Vayne}} and {{ai|Silver Bolts|Vayne}}
 
* {{cai|Tumble|Vayne}} and {{ai|Silver Bolts|Vayne}}
  +
* {{cai|Doom 'n Gloom|Vex}}
* {{cai|Denting Blows|Vi}} and {{ai|Excessive Force 2|Vi|Excessive Force}}
 
  +
* {{cai|Denting Blows|Vi}}
* {{cai|Rolling Thunder|Volibear}} and {{ai|Thunder Claws|Volibear}}
 
  +
* {{cai|Blade of the Ruined King|Viego}}
  +
* {{cai|The Relentless Storm|Volibear}} and {{ai|Thundering Smash|Volibear}}
 
* {{cai|Eternal Hunger|Warwick}}
 
* {{cai|Eternal Hunger|Warwick}}
 
* {{cai|Crushing Blow|Wukong}}
 
* {{cai|Crushing Blow|Wukong}}
  +
*{{cai|Deadly Plumage|Xayah}}
 
* {{cai|Determination|Xin Zhao}} and {{ai|Three Talon Strike|Xin Zhao}}
 
* {{cai|Determination|Xin Zhao}} and {{ai|Three Talon Strike|Xin Zhao}}
* {{cai|Last Rites|Yorick}}
+
* {{cai|Last Rites|Yorick}} and {{ai|Eulogy of the Isles|Yorick}}
  +
*{{cai|Prowling Projectile|Yuumi}} ({{ai|Feline Friendship|Yuumi|Best Friend}} only)
 
* {{cai|Contempt for the Weak|Zed}}
 
* {{cai|Contempt for the Weak|Zed}}
 
* {{cai|Short Fuse|Ziggs}}
 
* {{cai|Short Fuse|Ziggs}}
  +
* {{cai|More Sparkles!|Zoe}}
}}
 
  +
}}}}
   
 
=== Damage over Time ===
 
=== 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 deal additional damage over time:
* {{cai|Hemorrhage 2|Darius|Hemorrhage}}
+
* {{cai|Crimson Curse|Briar}}
  +
* {{cai|Hemorrhage|Darius}}
 
* {{cai|Seastone Trident|Fizz}}
 
* {{cai|Seastone Trident|Fizz}}
 
* {{cai|Trial by Fire|Gangplank}}
 
* {{cai|Trial by Fire|Gangplank}}
  +
* {{Cai|Fired Up!|Milio}}
 
* {{cai|Titan's Wrath|Nautilus}}
 
* {{cai|Titan's Wrath|Nautilus}}
  +
* {{Cai|Ricochet|Sivir}}
  +
* {{Cai|Threads of Vibration|Skarner}}
  +
* {{cai|Blade's End|Talon}}
 
* {{cai|Toxic Shot|Teemo}}
 
* {{cai|Toxic Shot|Teemo}}
 
* {{cai|Deadly Venom|Twitch}}
 
* {{cai|Deadly Venom|Twitch}}
* {{cai|Tiger Stance|Udyr}}
+
* {{cai|Wilding Claw|Udyr}}
   
 
=== Others ===
 
=== Others ===
The following champion abilities will empower their basic attack to give another bonus:
+
The following champion abilities do not do additional/modified damage to their target but will empower their basic attacks to give another bonus:
   
{{column|2|
+
{{column|2={{column|2|
* {{cai|Deathbringer Stance|Aatrox}}
 
 
* {{cai|Cursed Touch|Amumu}}
 
* {{cai|Cursed Touch|Amumu}}
* {{cai|Ionian Fervor|Irelia}}
+
* {{cai|Severum|Aphelios}} and {{ai|Gravitum|Aphelios}}
  +
* {{cai|Blood Frenzy|Briar}}
  +
* {{cai|Adaptive Defenses|Camille}}
  +
* {{cai|Rage Gene|Gnar}}
 
* {{cai|Relentless Assault|Jax}}
 
* {{cai|Relentless Assault|Jax}}
 
* {{cai|Lightning Field|Jayce}} and {{ai|Transform Mercury Cannon|Jayce}}
 
* {{cai|Lightning Field|Jayce}} and {{ai|Transform Mercury Cannon|Jayce}}
 
* {{cai|Pow-Pow|Jinx}}
 
* {{cai|Pow-Pow|Jinx}}
* {{cai|Nether Blade|Kassadin}}
+
* {{cai|Martial Poise|Kalista}} and {{ai|Rend|Kalista}}
* {{cai|Fleet of Foot|Sivir}}
+
* {{cai|Wolf's Frenzy|Kindred}}
* {{cai|Turtle Stance|Udyr}}
+
* {{cai|Skaarl the Cowardly Lizard|Kled}}
* {{cai|Frenzy|Volibear}}
+
* {{cai|Flurry|Lee Sin}}
* {{cai|Eternal Hunger|Warwick}}
+
* {{cai|Sap Magic|Maokai}}
  +
* {{cai|Alpha Strike|Master Yi}}
  +
* {{cai|Formless Blade|Nilah}}
  +
* {{cai|Call of the Freljord|Nunu & Willump}}
  +
* {{cai|Reckless Swing|Olaf}} and {{ai|Ragnarok|Olaf}}
  +
* {{cai|Mortal Will|Pantheon}}
  +
* {{cai|Fey Feathers|Rakan}}
  +
* {{cai|Defensive Ball Curl|Rammus}}
  +
* {{cai|Fury of the Xer'Sai|Rek'Sai}}
  +
*{{cai|Break the Mold|Rell}}
  +
* {{cai|Reign of Anger|Renekton}}
  +
* {{cai|Unseen Predator|Rengar}}
  +
* {{cai|Permafrost|Sejuani}}
  +
* {{cai|Two-Shiv Poison|Shaco}}
  +
* {{cai|Dragon's Descent|Shyvana}}
  +
* {{cai|Fleet of Foot|Sivir}} and {{ai|On the Hunt|Sivir}}
  +
*{{cai|Explosive Charge|Tristana}}
  +
*{{cai|Battle Fury|Tryndamere}} and {{ai|Spinning Slash|Tryndamere}}
  +
*{{cai|Spray and Pray|Twitch}}
  +
* {{cai|Bridge Between|Udyr}}, {{ai|Iron Mantle|Udyr}} and {{ai|Blazing Stampede|Udyr}}
  +
*{{cai|Organic Deconstruction|Vel'Koz}}
  +
* {{cai|Clean Cuts|Xayah}}
 
* {{cai|Mana Surge|Xerath}}
 
* {{cai|Mana Surge|Xerath}}
* {{cai|Determination|Xin Zhao}}
+
* {{cai|Crescent Guard|Xin Zhao}}
  +
*{{cai|Last Breath|Yasuo}}
}}
 
  +
* {{cai|Feline Friendship|Yuumi}} and {{ai|You and Me!|Yuumi}} ({{ai|Feline Friendship|Yuumi|Best Friend}}) only)
  +
}}}}
   
 
== Trivia ==
 
== Trivia ==
  +
* Each unit that can perform basic attacks has a unique firing and recovery animation for their attack's windup and winddown which represents the physical action of drawing into and away from an attack.
  +
** A champion's basic attack animation may be modified by [[Champion skin|skins]].
  +
** [[Turrets]] only display their acquired target and the fired attack, for game clarity purposes (also, turrets are thematically stationary).
  +
* Hostile turrets are the only units in the game that visually and unambiguously mark an acquired target, specifically with a line from their apex to their target.
 
* In the initial iteration, the icon used to denote basic attacks is reused from an [[alpha items|alpha item]] with unknown effects called {{cci|Long_Staff_item.png||Long Staff}}.
 
* In the initial iteration, the icon used to denote basic attacks is reused from an [[alpha items|alpha item]] with unknown effects called {{cci|Long_Staff_item.png||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 {{ai|Unbreakable|Braum}} 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. <!--** As it happens, basic attacks are implemented within the game just the same as abilities - simply with an A/mouse-click hotkey, which is why they still have cast times (referred to as "windup") and a cooldown (referred to as "attack speed", where 0.625 attacks per second is exactly 1/0.625 or 1.6 seconds between attacks). This is why champions with an attack-replacements (e.g. {{ai|Three Talon Strike|Xin Zhao}}) are so often "bugged", because when developers make changes made to the "basic attack" ability, they don't always remember to make the same changes to other effects that replace the default attack. -->
 
 
{{Clr}}
 
{{Clr}}
   
==References==
+
== References ==
 
{{Reflist}}
 
{{Reflist}}
   
Line 254: Line 627:
 
[[ru:Автоатака]]
 
[[ru:Автоатака]]
 
[[zh:普通攻击]]
 
[[zh:普通攻击]]
  +
[[pt-br:Ataque básico]]
 
[[Category:Gameplay elements]]
 
[[Category:Gameplay elements]]

Latest revision as of 06:48, 23 March 2024

Basic attack icon

A basic attack (also called a standard, normal, or auto attack) is the default means by which a unit deals damage. The player orders their champion to perform a basic attack when they right-click on an enemy, or when the "attack-move" command is used (default A); idle champions may also automatically chase and attack targets that venture too close to them, if the option to "auto-attack" is enabled.

Turrets, minions, and most monsters perform basic attacks as their only method of dealing damage.

A basic attack under normal circumstances deals Attack damage icon 100% AD physical damage. A unit's attack timer determines the time it takes to fire a basic attack and wait for a new one to be available; it is reduced by attack speed and reset by basic attack resets.

Acquisition

In order for an attacker to initiate an attack, they must first acquire a target. Acquisition occurs when an attacker is ordered to attack a valid target, as a result of an attack command, automatic target aquisition, or the forced action effects Taunt icon taunt or Berserk icon berserk. The attacker will attempt to attack the unit if it is within their Range icon attack range, or attempt to move toward it until their attack range meets its Gameplay radius gameplay radius, and then stop moving and attempt to attack the target. Acquisition of the target will continue until the attacker is given a new target, attacking is canceled by any means, or the target becomes invalid.

Auto-attacking

By default, when champions are idle they automatically acquire the nearest enemy unit within their Acquisition range acquisition range as their target. This feature is called automatic target acquisition or simply auto-attacking and can be toggled from the settings > 'Game' tab.

Auto-attacking can be temporarily disabled by holding down the "hold position" key (default J), or by issuing a stop command (default S), which stops all orders including auto-attacking until a new order is manually provided by the player.

Attack-move

Attack-move commands allow a champion to move toward a given destination location while scanning for a valid hostile within Acquisition range acquisition range. Attack-move has two modes:

  • When using regular attack-move (default A), the player's Range icon attack range indicator becomes visible and they may select either a location or a target by left-clicking. Selecting a location scans to acquire the nearest target to the champion's position. Selecting a target directly acquires it without scanning, like a normal attack order.
  • When using attack-move click (default Shift + Right Click), the champion performs the above, but without the player having to select separately. The position of the player's cursor when issuing the command is assumed to be the selection position. The range indicator is not visible when using attack-move click.

The "Attack move on cursor" option changes the targeting behavior of attack-move commands. It can be toggled from the settings > 'Game' tab.

  • If this option is enabled: the champion may also scan to acquire the nearest target in a circle around the cursor's position within or near attack range.
  • If this option is disabled, or a target cannot be found using the cursor's position within or near attack range: attack-move commands use the default behavior of the champion's position.

Behaviour

General

A basic attack cannot be avoided under normal circumstances once the attacker has begun their attack; it also cannot lose its target and it may hit them despite any subsequent changes in position. The following are exceptions to this rule and will cause basic attacks to fail:

  • Parrying effects, which 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, if the:
    • Attacker is issued a different command
    • Attacker or the target Death dies
    • Target becomes Untargetable icon untargetable
    • Target is too far away
    • Target is no longer in Sight icon sight

Certain basic attacks can be physically dodged (by using mobility spells or quickly moving out of the way) as they do not follow their target after being fired, though they travel fast enough that they are unlikely to be dodged. These are: Graves' Graves' New Destiny New Destiny and Twitch's Twitch's Spray and Pray Spray and Pray.

Champion

When a champion is ordered to attack a valid target and acquisition of them continues without interruption (meaning the champion is left to continue attacking the same, valid target on their own), delays may emerge. These delays are caused by potential target checks. The champion may also not perfectly stop to attack the target at attack range, but may finish their movement at a slightly closer distance before attacking.

Due to this behavior, manual cycling of issued movement and attack commands is faster and more precise than automatic orders.

Many champions have abilities that will affect their basic attacks in some way or form. Such abilities are treated like basic attacks, which means they may trigger on-hit effects and/or ability effects.

Minions

Minions will automatically attack their closest target by default, but may change targets in a similar manner to turrets.

Monsters

The majority of monsters only use basic attacks that deal physical damage, the exceptions are:

Turrets

Turrets have armor penetration, and when hitting a Champion icon champion, they additionally deal more damage to any champion for each consecutive attack for each consecutive attack, up to a cap.

The behavior of turrets as well as their basic attacks' damage are described on the corresponding page.

The only exception to the above is the Nexus Obelisk (also called the Fountain Laser) that deals Fear Beyond Death 2 a special type of true damage which ignores all kinds of damage reduction, untargetability and damage immunity effects and its attack does not have a missile travel speed.

Structures

Structures can normally only be damaged by basic attacks. However, some abilities that function like basic attacks (e.g. Fiora's Fiora's Lunge Lunge, Trundle's Trundle's Chomp Chomp, Senna's Senna's Piercing Darkness Piercing Darkness, etc.) and certain effects such as Tristana's Tristana's Explosive Charge Explosive Charge and Ziggs' Ziggs' Satchel Charge Satchel Charge are special-cased to be able to target and deal damage to turrets.

Vision

Basic attacking while hiding in brush or in fog of war will reveal the attacking unit. If in brush, attacking will reveal all allies within to the enemy.

Damage

Basic attacks always deal physical damage, with some exceptions.

The following will modify the attack's total damage to magic damage:

Finally, Corki's Corki's Hextech Munitions Hextech Munitions and Yone's Yone's Way of the Hunter Way of the Hunter can modify the attack's total damage to part physical and part magic damage, and Camille's Camille's Empowered Precision Protocol Empowered Precision Protocol will modify the attack's total damage to part physical and part true damage.

Barring the exceptions above, certain items, buffs, and abilities may cause the attacker to deal additional damage of any subtype on top of their base physical damage. The physical damage dealt by basic attacks benefits from the attacker's Attack damage icon attack damage stat and is reduced by the target's Armor icon armor.

When basic attacking a turret, Champion icon champion attacks deal 100% base AD (+ 100% bonus AD) (+ 60% AP):

  • Physical damage, if 100% bonus AD > 60% AP
  • Magic damage, if 100% bonus AD < 60% AP

Attack speed

See also: List of champions/Basic attacks

The rate at which a champion attacks is called Attack speed icon attack speed and is by default capped at 2.5 attacks per second, though certain abilities and runes can modify this value.

Attack timer

Attack timer = 1 ÷ total attack speed

Like abilities, basic attacks have an uptime when a basic attack is available, and a downtime when the basic attack is on-cooldown.

Attacks follow a two-phase period called the attack timer, which consists of:

  1. The windup, during which an attacker executes a basic attack.
  2. The cooldown, during which an attacker cannot execute a basic attack.

Starting a windup also starts counting the attack timer.

  • When the windup is interrupted by any means, the attack timer stops counting and resets to zero. A basic attack has not been launched and a new windup may begin whenever allowed/possible.
  • When the windup completes and a basic attack has been launched, the attack timer continues on to incur its cooldown phase.
  • When the cooldown completes, the attack timer also ends, allowing a new windup to begin.

Optimizing movement commands after launching an attack is known as stutter-stepping.

Windup

A unit's attack windup is the portion of their attack which must be completed in order to launch it. The attacker must be standing in place, in order to complete the windup.

  • Upon the windup completing for non-projectile attacks, the attack simultaneously launches and hits the target.
  • Upon the windup completing for projectile attacks, launching the attack creates a projectile, which follows and hits the target shortly after.

The windup and therefore the attack is canceled by issuing a different command at any point before the moment of launching. After launching the attack, commands may be freely input without penalty.

Normally, a champion's windup time scales the same as their attack's total time, proportionally to their attack speed given both bonuses and Cripple icon cripples. For champions that are given a windup modifier (a value different from the default 1) by the game rules, the actual duration of their windup is scaled against the expected value by that amount. Base windup time refers to the champion's windup time at level 1 and with no attack speed bonuses.

All champions are implicitly given a windup percent by the game rules, the percentage of the attack's total time that the windup takes up. There are currently two different ways of determining the windup percent — most newer champions use an independent formula while all others utilize a constant. This difference does not affect gameplay.

The original way of calculating the windup percent is  where:

attackOffset is a given positive or negative decimal value.

The updated way of calculating the windup percent is  where:

attackCastTime is a given positive decimal value in seconds
attackTotalTime is a given positive decimal value in seconds, larger than attackCastTime

Champions' windup time generally makes up around 15–30% of their attack's total time, different for each champion.

Assuming:

  • All attack speed values are in decimal form.
  • WindupPercent = the statistic as a decimal
  • WindupModifier = the statistic as a decimal, defaults to 1
  • currentAttackTotalTime = 1 ÷ total attack speed
  • baseWindupTime = WindupPercent ÷ base attack speed

Then to calculate a champion's current windup time, use the following formulas:

  1. General form:
    baseWindupTime + WindupModifier  ×  { currentAttackTotalTime  ×  WindupPercentbaseWindupTime }
  2. If the champion's base attack speed and attack speed ratio are equal, the formula can be adjusted to:
    currentAttackTotalTime  ×  WindupPercent  ×  { 1 + bonus attack speed  ×  (1 - WindupModifier) }
  3. If the champion has no windup modifier and their base attack speed and attack speed ratio are equal, the formula can be simplified to:
    currentAttackTotalTime  ×  WindupPercent
    or
    baseWindupTime  ÷  {bonus attack speed + 1}

Resets

The cast of certain abilities and item actives will (forcibly) reset the attack timer to zero. Depending on which phase of the attack the player casts them in, this effect may be detrimental or beneficial to the player:

  • Resetting during the windup means that the current attack is canceled, thus delaying the windup and launch of the next attack.
  • Resetting during the cooldown means that the remaining cooldown is negated, thus allowing a new windup to begin faster than normal.

Hail of Blades Hail of Blades does not consume a stack from launched attacks that have been reset.

Attack_Resets

Attack Resets

The following abilities will reset the basic attack timer after use:

Special Cases

Bel'Veth's Bel'Veth's Void Surge Void Surge, Kai'Sa's Kai'Sa's Killer Instinct Killer Instinct, K'Sante's K'Sante's Ntofo Strikes Ntofo Strikes and Footwork Footwork, Gwen's Gwen's Skip 'n Slash Skip 'n Slash, Rell's Rell's Ferromancy: Mount Up Ferromancy: Mount Up, Riven's Riven's Broken Wings Broken Wings, Hextech Rocketbelt Hextech Rocketbelt (Upgraded Aeropack Upgraded Aeropack)*, and Titanic Hydra Titanic Hydra cause the next basic attack to occur more quickly. This is not considered a basic attack reset for Hail of Blades Hail of Blades.

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.

Uncancellable Windup

A basic attack that is not Silence icon interruptible is classified as having an Relentless Force 2 uncancellable windup. Basic attacks with uncancellable windups are only stopped by Death death, Silence icon polymorph, Quinn's Quinn's Vault Vault, and in some cases, Untargetable icon untargetability and range. These include:

Untargetability interactions

The following table features uncancellable windups that will be cancelled by the target becoming Untargetable icon untargetable during the windup and those that will complete the windup regardless of the target being targetable or not.

Range interactions

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.

Empowered Basic Attack

To see the items and runes that deal bonus damage with basic attacks, see attack effects.

Modified Damage

The following champion abilities have their basic attack dealing modified damage:

Bonus Damage

The following champion abilities will empower their basic attack to deal bonus damage:

Damage over Time

The following champion abilities will empower their basic attack to deal additional damage over time:

Others

The following champion abilities do not do additional/modified damage to their target but will empower their basic attacks to give another bonus:

Trivia

  • Each unit that can perform basic attacks has a unique firing and recovery animation for their attack's windup and winddown which represents the physical action of drawing into and away from an attack.
    • A champion's basic attack animation may be modified by skins.
    • Turrets only display their acquired target and the fired attack, for game clarity purposes (also, turrets are thematically stationary).
  • Hostile turrets are the only units in the game that visually and unambiguously mark an acquired target, specifically with a line from their apex to their target.
  • In the initial iteration, the icon used to denote basic attacks is reused from an alpha item with unknown effects called Long Staff 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 Unbreakable Unbreakable 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.


References