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'''Stealth''' is the mechanic that renders a unit invisible for a determined period of time. Stealth is divided into three categories: {{tip|Camouflage}} (or '''Strategic stealth'''), {{tip|Invisibility}} (or '''Tactical stealth''') and {{tip|stealthed trap|Stealthed traps}}.
 
'''Stealth''' is the mechanic that renders a unit invisible for a determined period of time. '''Stealth''' is divided into three categories: {{tip|Camouflage}} (or '''Strategic stealth'''), {{tip|Invisibility}} (or '''Tactical stealth''') and {{tip|stealthed trap|Stealthed traps}}.
 
 
[[File:Invisibility Shimmer.gif|thumb|400px|Units shimmer when attacked in stealth.]]
 
[[File:Invisibility Shimmer.gif|thumb|400px|Units shimmer when attacked in stealth.]]
   
 
== Notes ==
 
== Notes ==
* {{tip|Crowd control}} effects do not break '''stealth''' with the exception of {{tip|taunt}}, which forces the unit to attack.
+
* {{tip|Crowd control}} effects do not break stealth with the exception of {{tip|taunt}}, which forces the unit to attack.
** {{cai|Guerrilla Warfare|Teemo}} is a special case.
+
** Uniquely, the stealth from {{cai|Guerrilla Warfare|Teemo}} is broken if he is knocked {{tip|airborne}}.
* '''Stealth''' grants {{tip|ghosted|ghosting}} inherently, but being revealed will cause the unit to lose it and collide with other units again.
+
* Stealth grants {{tip|ghosted|ghosting}} inherently when ''not'' being revealed.
   
 
== Camouflage ==
 
== Camouflage ==
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<p style="text-align:center;">''Camouflage'' provides indicators that distinguish the state of the stealth effect.</p>
 
<p style="text-align:center;">''Camouflage'' provides indicators that distinguish the state of the stealth effect.</p>
   
<p style="text-align:center;">''(Only visible to the stealthed unit)''</p>
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<p style="text-align:center;">''(Only visible to the stealthed unit and enemy champions do not need to be {{tip|sight|visible}} for them to appear)''</p>
 
<center><gallery navigation=true id="noaccent" captionalign="center" widths="130" spacing="small">
 
<center><gallery navigation=true id="noaccent" captionalign="center" widths="130" spacing="small">
Camouflage 1.png|An enemy is within 300 units outside stealth radius.
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Camouflage 1.png|An enemy champion is within 300 units outside stealth radius.
Camouflage 2.png|An enemy is within stealth radius.
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Camouflage 2.png|An enemy champion is within stealth radius.
 
Camouflage 3.png|The user is being revealed.
 
Camouflage 3.png|The user is being revealed.
 
</gallery></center>
 
</gallery></center>
   
   
  +
;Champion abilities
;Champions
 
   
 
{{column|2|
 
{{column|2|
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  +
;Champion abilities
;Champions
 
   
 
{{column|2|
 
{{column|2|
 
* {{cai|Twilight Shroud|Akali}}
 
* {{cai|Twilight Shroud|Akali}}
* {{cai|Supercharge 2|Kai'Sa|Supercharge}}
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* {{cai|Supercharge 2|Kai'Sa|Evolved Supercharge}}
 
* {{cai|Void Assault|Kha'Zix}} and {{ai|Evolved Adaptive Cloaking|Kha'Zix|Evolved Void Assault}}
 
* {{cai|Void Assault|Kha'Zix}} and {{ai|Evolved Adaptive Cloaking|Kha'Zix|Evolved Void Assault}}
 
* {{cai|Mirror Image|LeBlanc}}
 
* {{cai|Mirror Image|LeBlanc}}
 
* {{cai|Shapesplitter|Neeko}}
 
* {{cai|Shapesplitter|Neeko}}
* {{cai|Edge of Ixtal Brush|Qiyana|Edge of Ixtal}} ({{sbc|{{as|Brush}}}})
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* {{cai|Edge of Ixtal Brush|Qiyana|Elemental Wrath}} ({{sbc|{{as|Brush}}}})
 
* {{cai|Deceive|Shaco}}
 
* {{cai|Deceive|Shaco}}
 
* {{cai|Shadow Assault|Talon}}
 
* {{cai|Shadow Assault|Talon}}
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  +
;Champion abilities
;Champions
 
   
 
{{column|2|
 
{{column|2|
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== Stealth detection ==
 
== Stealth detection ==
 
There are various ways for a [[champion]] to gain the ability to see stealth. {{tip|True sight}} is a form of vision that directly reveals stealth. All {{tip|turret|turrets}} have ''true sight'' reveal as well as some [[champion ability|champion abilities]]. {{tip|Obscured vision}} will reveal stealthed units through a partially translucent outline, but does not render them targetable. When a revealed stealthed unit leaves the revealed area that unit does not experience a fade time; the unit immediately turns stealthed again. The following is a list of possible ways to detect stealthed champions:
 
There are various ways for a [[champion]] to gain the ability to see stealth. {{tip|True sight}} is a form of vision that directly reveals stealth. All {{tip|turret|turrets}} have ''true sight'' reveal as well as some [[champion ability|champion abilities]]. {{tip|Obscured vision}} will reveal stealthed units through a partially translucent outline, but does not render them targetable. When a revealed stealthed unit leaves the revealed area that unit does not experience a fade time; the unit immediately turns stealthed again. The following is a list of possible ways to detect stealthed champions:
  +
{{Outdated|There are abilities with true sight that are missing in this section.}}
 
 
=== Champion Abilities ===
 
=== Champion Abilities ===
  +
{{Column|2|
The following champion abilities can reveal stealthed units for a period of time:
 
  +
* {{cai|Infernal Chains|Aatrox}}
 
* {{cai|Yordle Snap Trap|Caitlyn}} and {{ai|Ace in the Hole|Caitlyn}}
 
* {{cai|Yordle Snap Trap|Caitlyn}} and {{ai|Ace in the Hole|Caitlyn}}
  +
* {{cai|Bountiful Harvest|Fiddlesticks}}
 
* {{cai|Chum the Waters|Fizz}}
 
* {{cai|Chum the Waters|Fizz}}
  +
* {{cai|Demacian Justice|Garen}}
  +
* {{cai|Test of Spirit|Illaoi}}
  +
* {{cai|Void Seeker|Kai'Sa}}
 
* {{cai|Focused Resolve|Karma}} and {{ai|Renewal|Karma}}
 
* {{cai|Focused Resolve|Karma}} and {{ai|Renewal|Karma}}
* {{cai|Bear Trap on a Rope|Kled}}
+
* {{cai|Umbral Trespass|Kayn}}
  +
* {{cai|Bear Trap on a Rope|Kled}} and {{ai|Jousting|Kled}}
 
* {{cai|Ethereal Chains|LeBlanc}}
 
* {{cai|Ethereal Chains|LeBlanc}}
* {{cai|Sonic Wave|Lee Sin}}
+
* {{cai|Sonic Wave|Lee Sin}} and {{ai|Tempest|Lee Sin}}
 
* {{cai|Help, Pix!|Lulu}}
 
* {{cai|Help, Pix!|Lulu}}
 
* {{cai|Soul Shackles|Morgana}}
 
* {{cai|Soul Shackles|Morgana}}
 
* {{cai|Prowl|Nidalee|Hunt}}
 
* {{cai|Prowl|Nidalee|Hunt}}
 
* {{cai|Thrill of the Hunt|Rengar}}
 
* {{cai|Thrill of the Hunt|Rengar}}
  +
* {{cai|Impale|Skarner}}
  +
* {{cai|Death Sentence|Thresh}}
 
* {{cai|Destiny|Twisted Fate}}
 
* {{cai|Destiny|Twisted Fate}}
  +
* {{cai|Fear Beyond Death 2|Urgot|Mercy}}
  +
* {{cai|Assault and Battery|Vi}}
  +
* {{cai|Infinite Duress|Warwick}}
  +
* {{cai|Last Breath|Yasuo}}
  +
* {{cai|Stretching Strikes|Zac}}
 
* {{cai|Rampant Growth|Zyra}}
 
* {{cai|Rampant Growth|Zyra}}
  +
}}
  +
  +
=== Summoner Spells ===
 
* {{si|Mark}}
  +
=== Items ===
 
* {{ii|Oracle's Extract}}
  +
The following items only reveal traps and wards:
 
* {{ii|Control Ward}}
  +
* {{ii|Oracle Lens}}
  +
* {{ii|Scarecrow Effigy}}
  +
  +
=== Jungle Plants ===
  +
* {{ui|Scryer's Bloom}}
   
 
== Breaking stealth ==
 
== Breaking stealth ==
'''Stealth''' is lost immediately from [[basic attack]]ing and [[champion ability|ability]] casts, unless ''otherwise stated''. Using [[consumable item|consumables]] or [[trinket item|trinkets]] do not break '''stealth'''. Casting [[summoner spell]]s and [[Active ability items|item actives]] vary.
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Stealth is lost immediately when performing a [[basic attack]] or casting an [[champion ability|ability]], unless ''otherwise stated''. Using [[consumable item|consumables]] or [[trinket item|trinkets]] do not break stealth. Casting [[summoner spell]]s and [[Active ability items|item actives]] vary. Starting a {{si|Recall}} channel will always break stealth.
   
 
=== Summoner Spells ===
 
=== Summoner Spells ===
 
The following summoner spells '''will break''' stealth upon activation:
 
The following summoner spells '''will break''' stealth upon activation:
 
* {{si|Exhaust}}
 
* {{si|Exhaust}}
  +
* {{si|Hexflash}}
 
* {{si|Ignite}}
 
* {{si|Ignite}}
 
* {{si|Mark}} / {{si|Dash}}
 
* {{si|Mark}} / {{si|Dash}}
 
* {{si|Smite}}
 
* {{si|Smite}}
* {{si|Teleport}}
 
   
 
The following summoner spells '''will not break''' stealth upon activation:
 
The following summoner spells '''will not break''' stealth upon activation:
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* {{si|Ghost}}
 
* {{si|Ghost}}
 
* {{si|Heal}}
 
* {{si|Heal}}
  +
* {{si|Teleport}}
   
 
=== Items ===
 
=== Items ===
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* {{ii|Bilgewater Cutlass}}
 
* {{ii|Bilgewater Cutlass}}
 
* {{ii|Blade of the Ruined King}}
 
* {{ii|Blade of the Ruined King}}
* {{ii|Locket of the Iron Solari}}
 
 
* {{ii|Hextech GLP-800}}
 
* {{ii|Hextech GLP-800}}
 
* {{ii|Hextech Gunblade}}
 
* {{ii|Hextech Gunblade}}
 
* {{ii|Hextech Protobelt-01}}
 
* {{ii|Hextech Protobelt-01}}
* {{ii|Mikael's Crucible}}
 
 
* {{ii|Randuin's Omen}}
 
* {{ii|Randuin's Omen}}
 
* {{ii|Ravenous Hydra}}
 
* {{ii|Ravenous Hydra}}
 
* {{ii|Redemption}}
 
* {{ii|Redemption}}
* {{ii|Righteous Glory}}
 
 
* {{ii|Tiamat}}
 
* {{ii|Tiamat}}
 
* {{ii|Titanic Hydra}}
 
* {{ii|Titanic Hydra}}
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* {{ii|Harrowing Crescent}}
 
* {{ii|Harrowing Crescent}}
 
* {{ii|Knight's Vow}}
 
* {{ii|Knight's Vow}}
 
* {{ii|Locket of the Iron Solari}}
 
* {{ii|Mercurial Scimitar}}
 
* {{ii|Mercurial Scimitar}}
  +
* {{ii|Mikael's Crucible}}
 
* {{ii|Pauldrons of Whiterock}}
 
* {{ii|Pauldrons of Whiterock}}
 
* {{ri|Predator|Predator Boots}}
 
* {{ri|Predator|Predator Boots}}
 
* {{ii|Quicksilver Sash}}
 
* {{ii|Quicksilver Sash}}
  +
* {{ii|Righteous Glory}}
 
* {{ii|Runesteel Spaulders}}
 
* {{ii|Runesteel Spaulders}}
 
* {{ii|Seraph's Embrace}}
 
* {{ii|Seraph's Embrace}}
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{{Pending for test}}:
 
{{Pending for test}}:
 
* {{ii|Black Spear}}
 
* {{ii|Black Spear}}
 
   
   
 
== Presence detection without reveal ==
 
== Presence detection without reveal ==
{{tip|Unit-targeted}} effects cannot be cast on '''stealthed''' enemies, as they require {{tip|sight}} of targets. {{tip|Auto-targeted}} effects that do not require ''sight'' will indicate whether or not they can be cast, lighting up in the HUD and becoming available to use even if the target in range is not visible. The following abilities can inform the presence of a hidden unit:
+
{{tip|Unit-targeted}} effects cannot be cast on stealthed enemies, as they require {{tip|sight}} of targets. {{tip|Auto-targeted}} effects that do not require ''sight'' will indicate whether or not they can be cast, lighting up in the HUD and becoming available to use even if the target in range is not visible. The following abilities are examples of informing the presence of a hidden unit:
 
* {{cai|Spirit of Dread|Hecarim}} can indicate the position of stealthed champions due to the particle that it generates.
 
* {{cai|Spirit of Dread|Hecarim}} can indicate the position of stealthed champions due to the particle that it generates.
 
* {{cai|Hookshot|Camille}} can detect stealthed champions with the range indicator.
 
* {{cai|Hookshot|Camille}} can detect stealthed champions with the range indicator.
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* {{cai|Burrow|Rek'Sai|Tremor Senses}} will perceive the position of any moving unit regardless of stealth.
 
* {{cai|Burrow|Rek'Sai|Tremor Senses}} will perceive the position of any moving unit regardless of stealth.
 
* {{cai|Starcall|Soraka}} ''Rejuvenation'' indicates if it hits a champion.
 
* {{cai|Starcall|Soraka}} ''Rejuvenation'' indicates if it hits a champion.
* {{cai|Vision of Empire|Swain}} ''Soul Fragments'' indicates if it hits a champion.
+
* {{cai|Vision of Empire|Swain}} bringing ''Soul Fragments'' indicates if it hits a champion.
 
* {{cai|Blade's End|Talon}} trail will compromise the position of stealthed enemies.
 
* {{cai|Blade's End|Talon}} trail will compromise the position of stealthed enemies.
 
* {{cai|Noxious Trap|Teemo}} will explode but not reveal stealthed champions.
 
* {{cai|Noxious Trap|Teemo}} will explode but not reveal stealthed champions.
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* {{cai|Blood Hunt|Warwick}} trail will compromise the position of stealthed enemies.
 
* {{cai|Blood Hunt|Warwick}} trail will compromise the position of stealthed enemies.
 
* {{cai|Bountiful Harvest|Fiddlesticks}} can detect stealthed champions due to its required auto-targeting.
 
* {{cai|Bountiful Harvest|Fiddlesticks}} can detect stealthed champions due to its required auto-targeting.
  +
   
 
=== Skill shots ===
 
=== Skill shots ===
{{tip|Direction-targeted}} abilities, also known as ''skillshots'', will still hit enemies that are not visible, but does not grant {{tip|sight}} of them, even if the ability in question did ({{tip|True Sight}} exception). Note that the visible {{tip|projectile}} will stop short of its trajectory, meaning visual and audio effects (e.g. {{cai|Infected Cleaver|Dr. Mundo}} will make a splatter and show a small eruption of blood upon impact) indicating if a non-visible unit is hit. The following can [[Brush#Detecting enemies with skill shots|detect hidden enemies]] since they function the same as if they were unseen in {{tip|Brush}}.
+
{{tip|Direction-targeted}} abilities, also known as ''skillshots'', will still hit enemies that are not visible, but does not grant {{tip|sight}} of them unless the ability in question did. Note that the visible {{tip|projectile}} will stop short of its trajectory, meaning visual and audio effects (e.g. {{ai|Infected Cleaver|Dr. Mundo}} will make a splatter and show a small eruption of blood upon impact) indicating if a non-visible unit is hit, providing knowledge of their whereabouts. Examples of this are {{ai|Light Binding|Lux}} and {{ai|Grasping Roots|Zyra}}, which visibly entrap units hit even if they cannot be seen.
* {{cai|Light Binding|Lux}} will visibly entrap the stealthed champion without revealing the champion.
 
* {{cai|Dark Binding|Morgana}} will visibly entrap the stealthed champion without revealing the champion.
 
* {{cai|Chain of Corruption|Varus}} will visibly entrap the stealthed champion without revealing the champion.
 
* {{cai|Grasping Roots|Zyra}} will visibly entrap the stealthed champion without revealing the champion.
 
* Hook-type skillshots ({{cai|Dredge Line|Nautilus}}, {{cai|Rocket Grab|Blitzcrank}}, {{cai|Bandage Toss|Amumu}} and in some circumstances, {{cai|Zenith Blade|Leona}} and {{cai|Death Sentence|Thresh}}) will show the effect of the hook hitting without revealing the stealthed champion hit, revealing the champion's location.
 
* {{cai|Rising Spell Force|Ezreal}} will grant him a stack for each champion hit with his abilities, revealing if there are stealthed champions nearby.
 
   
 
{{Gameplay elements}}
 
{{Gameplay elements}}

Revision as of 23:09, 26 August 2020

Stealth is the mechanic that renders a unit invisible for a determined period of time. Stealth is divided into three categories: Ambush 2 Camouflage (or Strategic stealth), Twilight Shroud old2 Invisibility (or Tactical stealth) and Noxious Trap Stealthed traps.

Invisibility Shimmer

Units shimmer when attacked in stealth.

Notes

Camouflage

EditCamouflage is a form of stealth that renders a unit hidden from enemy Sight icon vision for a long period of time. It is usually activated preemptively in order to ambush an enemy or to bypass the surveillance of hostile Ward icon wards patrolling an area. It also grants Ghost ghosting.
  • Camouflaged units are revealed while being inside the line of sight (e.g. not in the fog of war, behind terrain, or blocked by Nearsight icon nearsight) of a nearby enemy Champion icon champion (with the range depending on the ability), when within the vision radius of an enemy Control Ward Control Ward (900 units), or from sources of True Sight icon True Sight.
  • Stealthed units shimmer their character model for 0.6 seconds whenever they take damage.
    • A unit will shimmer for every instance of damage they take, and shimmering does not make the unit targetable nor remove the stealth effect, but grants positional information to the enemy.
  • When a camouflaged unit can be seen, they will be warned by an exclamation mark above them indicating they have been spotted.

Camouflage provides indicators that distinguish the state of the stealth effect.

(Only visible to the stealthed unit and enemy champions do not need to be Sight icon visible for them to appear)


Champion abilities

Invisibility

EditInvisibility is a form of stealth that renders a unit hidden from enemy Sight icon vision for a short period of time. It can be utilized to sneak in on opponents as well as the ability to reposition in-combat or simply to flee from a skirmish. It also grants Ghost ghosting.
  • Invisible units can only be revealed by True Sight icon True Sight.
  • Stealthed units shimmer their character model for 0.6 seconds whenever they take damage.
    • A unit will shimmer for every instance of damage they take, and shimmering does not make the unit targetable nor remove the stealth effect, but grants positional information to the enemy.


Champion abilities

Stealthed traps and wards

EditStealthed traps are units that are hidden from enemy Sight icon vision for a set duration until triggered by an enemy. They can only be revealed by True Sight icon True Sight, Control Wards Control Wards, Oracle Lens Oracle Lens, and A Harmless Scarecrow A Harmless Scarecrow.


Champion abilities
Items

Stealth Ward icon Stealth Wards or Totem Ward icon Totem Wards from:

Stealth detection

There are various ways for a champion to gain the ability to see stealth. True Sight icon True sight is a form of vision that directly reveals stealth. All Turret icon turrets have true sight reveal as well as some champion abilities. Sweeper Drone icon Obscured vision will reveal stealthed units through a partially translucent outline, but does not render them targetable. When a revealed stealthed unit leaves the revealed area that unit does not experience a fade time; the unit immediately turns stealthed again. The following is a list of possible ways to detect stealthed champions:

Champion Abilities

Summoner Spells

Items

The following items only reveal traps and wards:

Jungle Plants

Breaking stealth

Stealth is lost immediately when performing a basic attack or casting an ability, unless otherwise stated. Using consumables or trinkets do not break stealth. Casting summoner spells and item actives vary. Starting a Recall Recall channel will always break stealth.

Summoner Spells

The following summoner spells will break stealth upon activation:

The following summoner spells will not break stealth upon activation:

Items

The following item actives will break stealth upon activation:

The following item actives will not break stealth upon activation:

Consumables
Trinkets

PENDING FOR TEST::


Presence detection without reveal

Leap Strike Unit-targeted effects cannot be cast on stealthed enemies, as they require Sight icon sight of targets. Electrical Surge Auto-targeted effects that do not require sight will indicate whether or not they can be cast, lighting up in the HUD and becoming available to use even if the target in range is not visible. The following abilities are examples of informing the presence of a hidden unit:


Skill shots

Sear Direction-targeted abilities, also known as skillshots, will still hit enemies that are not visible, but does not grant Sight icon sight of them unless the ability in question did. Note that the visible Projectile projectile will stop short of its trajectory, meaning visual and audio effects (e.g. Infected Cleaver Infected Cleaver will make a splatter and show a small eruption of blood upon impact) indicating if a non-visible unit is hit, providing knowledge of their whereabouts. Examples of this are Light Binding Light Binding and Grasping Roots Grasping Roots, which visibly entrap units hit even if they cannot be seen.