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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. |
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− | 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. |
+ | 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
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 (
, , (first cast), and , the first two casts of and , , and an item active of ), 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 ) 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 effect (such as or ) will stop units mid-dash (unless they were dashing 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
- (when hitting a unit)
- (when clicked)
- Dash
- (2nd 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)
Direction-targeted dashes
- (reverse-targeted in first cast) and (second cast)
- (reverse-targeted)
- and (reverse-targeted)
- and
- and (second cast)
- (reverse-targeted) and (first cast)
- and (second cast)
- and
- and
- (second cast while channeling)
Ground-targeted Dashes
- and
- and
- and
- and
- and
Unit-targeted Dashes
- (first cast)
- (only after using )
- (first cast)