- Not to be confused with the summoner spell

using .
A dash is a type of champion ability in League of Legends that causes the caster to move to a location or in a direction while traversing the intervening distance. This is distinct from blinks, which describe instantaneous movement from one location to another.
All abilities that involve changing the location of the user via direct transit are classified as dashes, even ones that visually appear to be 'jumps', or utilize movement through the air - the game engine does not take into account the height of a unit so jumping units are considered to be on the ground for the purposes of skillshots and alike.
Most dashes can be used to pass through otherwise impassable terrain, which require their end point to be within walkable terrain for this to be possible, but certain spells (such as
) have a small overhead where the crossing will succeed where it otherwise would not if a wall is just slightly too wide for it. Attempts made to cross terrain with a dash that does not fulfill this criteria will simply result in the champion stopping short.Dash abilities cannot be cast while under the effect of ground or
root, unless otherwise stated.
Abilities with knockdown effects (such as or ) will stop units mid-dash (unless they were
displacement immune,
crowd control immune, protected by
spell shield, or
untargetable).
Airborne and
suspension effects will also override and effectively interrupt dashes.
Dashes should not be confused with displacements, which are usually sourced from enemies (and are classified as
crowd control).
Contents
Auto-targeted dashes
- (when hitting a unit)
- (when clicked)
- (second cast)
- (when clicking a rooted target)
- (when colliding with a )
- (second cast) and (second dash)
- (when hitting a unit)
- (when hitting a unit)
- and (when clicked)
- (when held)
- (second cast)
Direction-targeted dashes
- (reverse-targeted in first cast) and (second cast)
- (reverse-targeted)
- and (reverse-targeted)
- and
- and and its
- (reverse-targeted) and (first cast)
- and (recast)
- and
- and
- (second cast while channeling)
- and (first cast)
- ( )
- ( )
Location-targeted Dashes
- and
- and
- and
- and
- and
- ( )
Unit-targeted Dashes
- (first cast)
- (only after using )
- (first cast)
- and
- ( )
Terrain-targeted Dashes
Knockdowns
Dashes that can't bypass terrain
- (first cast)
- and (second cast)
- The first two casts of and
- ( )
- ( )
- ( )
Lunge
A lunge refers to the movement of a champion during an ability's cast animation (such as short-ranged abilities) or an empowered attack's animation (such as empowerments that grant bonus range), in order to place the champion in range for a follow-up attack.
- Lunges do not gain the
Dash buff, and thereby do not trigger , or .
The following abilities use a lunge:
- (backwards windup)
- (before holding down the key)
Targeting Types | Auto (Passive · Self) · Direction · Location · Unit · Proximity · Vector (Collision · Radius) |
---|---|
Unit types | Champion · Minion · Monster · Pets · Structures (Turret · Inhibitor · Nexus) |
Effect types | Ability effects · Attack effects (On-hit) · Area of effect · Damage over time · Heal · Multi-hit · Redirected damage · Shield · Single-targeted |
Ability types | Aura · Blink · Buff · Combat status · Crowd control · Damage (Ability · Basic · Magic · Physical · True · Nexus Obelisk · Execution) · Dash · Debuff · Invulnerability · Pet · Sight · Spell shield · Untargetability · Ward |