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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 [[skillshot]]s and alike.
 
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 [[skillshot]]s and alike.
   
With some exceptions ({{cai|Venomous Bite|Elise}}, {{cai|Justice Punch|Galio}}, {{cai|Jousting|Kled}} (first cast), {{cai|Searing Charge|Ornn}}, the first two casts of {{cai|Broken Wings|Riven}} and {{ai|Valor|Riven}}, {{cai|Tumble|Vayne}}, {{cai|Disdain|Urgot}} and an item active of {{ii|Hextech Protobelt-01}}), dashes can be used to pass through otherwise impassable terrain. Most dashes require their end point to be within walkable terrain for this to be possible, but certain spells (such as {{cai|Relentless Pursuit|Lucian}}) 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.
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With some exceptions ({{cai|Venomous Bite|Elise}}, {{cai|Justice Punch|Galio}}, {{cai|Jousting|Kled}} (first cast), {{cai|Searing Charge|Ornn}} and {{ai|Call of the Forge God 2|Ornn|Call of the Forge God}}, the first two casts of {{cai|Broken Wings|Riven}} and {{ai|Valor|Riven}}, {{cai|Tumble|Vayne}}, {{cai|Disdain|Urgot}} and an item active of {{ii|Hextech Protobelt-01}}), dashes can be used to pass through otherwise impassable terrain. Most dashes require their end point to be within walkable terrain for this to be possible, but certain spells (such as {{cai|Relentless Pursuit|Lucian}}) 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.
   
 
Also, it should be noted that abilities with a {{tip|knockdown}} effect (such as {{cai|Event Horizon|Veigar}} or {{cai|Flame Chompers!|Jinx}}) will stop units mid-dash (unless they were dashing {{tip|unstoppable|unstoppably}}). Other displacements can also stop dashes before they finish, if timed properly.
 
Also, it should be noted that abilities with a {{tip|knockdown}} effect (such as {{cai|Event Horizon|Veigar}} or {{cai|Flame Chompers!|Jinx}}) will stop units mid-dash (unless they were dashing {{tip|unstoppable|unstoppably}}). Other displacements can also stop dashes before they finish, if timed properly.

Revision as of 11:04, 6 April 2020

Not to be confused with the summoner spell Dash Dash
Dash screenshot

Sejuani Sejuani using Arctic Assault Arctic Assault

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.

With some exceptions (Elise's Elise's Venomous Bite Venomous Bite, Galio's Galio's Justice Punch Justice Punch, Kled's Kled's Jousting Jousting (first cast), Ornn's Ornn's Searing Charge Searing Charge and Call of the Forge God Call of the Forge God, the first two casts of Riven's Riven's Broken Wings Broken Wings and Valor Valor, Vayne's Vayne's Tumble Tumble, Urgot's Urgot's Disdain Disdain and an item active of Hextech Protobelt-01 Hextech Protobelt-01), dashes can be used to pass through otherwise impassable terrain. Most dashes require their end point to be within walkable terrain for this to be possible, but certain spells (such as Lucian's Lucian's Relentless Pursuit Relentless Pursuit) 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.

Also, it should be noted that abilities with a Knockdown icon knockdown effect (such as Veigar's Veigar's Event Horizon Event Horizon or Jinx's Jinx's Flame Chompers! Flame Chompers!) will stop units mid-dash (unless they were dashing Unstoppable icon unstoppably). Other displacements can also stop dashes before they finish, if timed properly.

Dashes should not be confused with knockbacks and pulls, which are usually sourced from enemy units (and are classified as crowd control).

Auto-targeted dashes

Direction-targeted dashes

Ground-targeted Dashes

Unit-targeted Dashes

Terrain-targeted Dashes

Dash cancels

Bear Stance Lunge