A tether is an effect that creates a link between the source and the target(s) whose power can be dependent on the effective range and/or time linked. The link is broken beyond maximum range (unless there is no range limit) and if either the source or the target(s) dies. Some hostile tethers have the ability to reveal stealthed targets. A visible tether can sometimes be used to indicate targeting rather than a mechanical tether. Tethers persist through untargetability and cannot be removed by cleansing effects. Spell shields can prevent the application of tethers but not their after effects (this varies). Resurrection and post-death events, (i.e - , ) will always break tethers. The transition into the can interrupt any existing tethers on differing targets.
Tethers
Hostile
- Champions
- and
- and
Friendly
- Champions
- Items
Mechanical
- Champions