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− | * {{sbc|Bug Fix:}} Fixed interactions between the {{si|Flash}} lockout on {{ |
+ | * {{sbc|Bug Fix:}} Fixed interactions between the {{si|Flash}} lockout on {{cai|Impale|Skarner}} and {{cai|Crowstorm|Fiddlesticks}} and the '''Hextech Flashtraption''' and {{ri|Unsealed Spellbook}} runes, which could cause them to lose access to {{si|Flash}} and {{si|Hexflash}}. |
* {{sbc|Bug Fix:}} {{ci|Rengar}} can no longer extend his leap range from brush via '''Hextech Flashtraption'''. |
* {{sbc|Bug Fix:}} {{ci|Rengar}} can no longer extend his leap range from brush via '''Hextech Flashtraption'''. |
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Revision as of 10:13, 27 April 2020
Hextech Flashtraption is a rune in League of Legends.
Hexflash
Hexflash is a ground-targeted summoner spell that, after channeling, causes your champion to blink a short distance in the direction of the cursor.
Strategy
- Hexflash can be used to cancel certain champions' ability animations for snappier combos.
- When jungling, the short cooldown can be used to blink over walls for quicker jungle navigation and repeated ganks.
- Engage champions such as fog of war. and can use it for an element of surprise when engaging, especially effective when done from the
- Quickly tapping Hexflash (and thus not completing a successful channel) still activates .
Notes
- No substitutions are made if you do not have .
- When is used, Hexflash starts on cooldown.
- Hexflash's cooldown (and halved cooldown for entering combat) is reduced by summoner spell cooldown reduction.
Patch History
- Bug Fix: Fixed interactions between the lockout on and and the Hextech Flashtraption and runes, which could cause them to lose access to and .
- Bug Fix: can no longer extend his leap range from brush via Hextech Flashtraption.
- Bug Fix: In combat cooldown is now affected by summoner spell cooldown reduction.
- Bug Fix: Taking the rune no longer prevents you from buffering inputs when casting your normal .
- V7.22 Added
- Inspiration Slot 1 rune.
- Passive: While is on cooldown, it is replaced by Hexflash.
- First Cast: You begin channeling, increasing Hexflash's range over the next 2.5 seconds. After at least 1 second, you can reactive the ability. Releasing the button earlier than 1 second or entering combat with a champion will put Hexflash on cooldown for 10 seconds.
- Second Cast: You blink to the target location within range.
- Uses Quick Casting by default, which requires the First Cast to be held and the Second Cast occurs on release.
- Cooldown: 20 seconds.
- Range: Error: Parameter '3' is not accepted.