General Guide by suckmybaron
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
I DID NOT WRITE THIS GUIDE.
After three years of playing league of legends I realized that I still haven't learned everything about league of legends and these little details were really important for me. So I wanted to share them with you.
Damage is classified into many types. To know more about your play style or what suits you the most you need to know what type of damage your champion deals. Some champions come with one type of damage and other champions come with a variety of them.
Types of Damage
- Udyr has no ultimate ability, only four basic abilities.
- Elise, Jayce, Lee Sin, Quinn and Rengar each have six basic abilities.
- Including their evolved forms, Syndra, Kha'Zix, Karma and Viktor also have six basic abilities.
- Syndra features an innate ability with four different features.
- Vladimir and Akali feature two effects each.
- Nidalee's Aspect Of The Cougar replaces her basic abilities with a set of ultimate abilities. As such, Nidalee has access to four ultimate abilities; the most of any champion.
While active, Nidalee has access to no basic abilities.
- Elise, Jayce and Karma are the only champions with access to their ultimate abilities at level one. Each may invest skill points into their ultimates at levels 6, 11 and 16, allowing it to reach rank 4.
Types of Abilities
Active AbilityThis is the most abundant type of ability, having a one-time use effect, and are subject to a cool down before they are available for use again.
On-hit EffectOn-hit effects will trigger on a champion's auto attacks, but also some abilities.
Apply on-hit effectsThese abilities are classified as auto attacks, and will apply on-hit effects instead of on-ability effects. To emphasize: these abilities do not apply spell vamp or Rylai's Crystal Scepter.
- Ezreal's Mystic Shot.
- Fiora's Blade Waltz (up to 5 times).
- Fizz's Urchin Strike (apply on-ability effects too) Seastone Trident.
- Gangplank's Parrrley (can critically strike, classified as a melee attack).
- Irelia's Bladesurge.
- Master Yi's Double Strike (two times).
- Miss Fortune's Double Up (both hits).
- Renekton's Ruthless Predator (two or three times, according to his Fury).
- Shyvana's Twin Bite (two times, and to all targets hit in dragon form).
- Twitch's Spray and Pray (on every target hit, can critically strike).
- Warwick's Infinite Duress (up to 5 times, applies life steal despite being magic damage).
Barrage abilityA type of ability that can be cast several times and without mana cost before going on full cool down. There is brief cool down between multiple casts (generally 0.2-0.5 seconds, 2) and if too much time is wasted the additional casts are lost.
- Ahri's Spirit Rush can be cast 3 times.
- Darius's Noxian Guillotine can be cast again for 20 seconds after killing the target, can be cast multiple times.
- Fiora's Lunge can be cast 2 times.
- Irelia's Transcendent Blades can be cast 4 times.
- Kha'Zix's Void Assault can be cast 2 times or 3 times if he has chosen to evolve this ability.
- Riven's Broken Wings can be cast 3 times.
- Rumble's Electro-Harpoon can be cast 2 times.
- Xerath's Arcane Barrage can be cast 3 times.
Self-BuffsThese are abilities that grant passive effects once activated. These effects last either a fixed amount of time, such as Kog'Maw's Bio-Arcane Barrage, or last until a one-off component has been used, such as Rammus's Powerball.
StockedThese abilities have a extremely low cool down but rely on "stock" to use. Stock is generated over time and there is a capacity unique to each skill to how many stocks can be stocked. When the ability is used, it uses up 1 Stock. Cool down reduction affects the time at which stock is generated.
Passive abilityThese abilities are passive abilities that have persistent effects, and do not need to be activated per second. However, some passive abilities are unavailable under specific conditions, such as while the ability is on cool down ( Blitzcrank's Static Field) or upon taking damage ( Teemo's Move Quick). The ability will be activated again as soon as the specific condition has passed, i.e. the ability is off cool down, or no damage has been taken for a certain amount of time. These are often compared to innate abilities.
Toggle abilityThese abilities are used by activating them and remain active with persistent effects until they are deactivated. The toggling of an ability is not considered an activation, for the purposes of Sheen or Force Pulse, but mana consumption of toggled abilities will stack Tear of the Goddess.
- Aatrox's Blood Thirst and Blood Price
- Amumu's Despair
- Ashe's Frost Shot
- Cho'Gath's Vorpal Spikes
- [[Dr. Mundo's Burning Agony
- Jinx's Switcheroo!
- Karthus's Defile
- Singed's Poison Trail
- Sion's Enrage
- Swain's Ravenous Flock
Special toggles: These abilities are listed as being toggles, but have their own set of conditions: these abilities do count as activating an ability, and will toggle-off automatically if the champion moves too far away.
Stance abilityA type of ability currently unique to Udyr and Sona. Each stance has an individual cool down and a shared global cool down. Every stance provides an effect that lasts as long as the stance is active as well as an activation effect.
- Rammus's Defensive Ball Curl and Powerball are described as stances in their ability descriptions, and function like stances in that only one can be active simultaneously.
- Baron Nashor 's Voracious Corrosion and Wrath of the Ancients use a stance system.
Abilities have certain attributes that determine how they are used in game. These attributes include area, cool down, cost, effect, and range.
- Cool down All abilities have a cool down, a length of time after the use of the ability in which the ability cannot be used again. Cool down reduction reduces this time, to a maximum of 40% reduction of the ability's initial cool down.
- Some champions have abilities that refresh/reduce the cooldown period.
- Some abilities have a secondary active function. The ability goes on cooldown after the secondary function has been triggered or the window for triggering it expires.
CostMost abilities, but not all, have a specific cost associated with them. Generally abilities cost mana, though some champions use health, energy , or other resource mechanics. When the ability is used, the champion loses the cost of the ability. If the champion has less than the cost of the ability, the ability cannot be used and its HUD icon changes color.
TargetingAll abilities which affect a unit other than the champion casting it are targeted in some way. If an ability has a specific target it will hit, it is referred to as targeted. Other forms of targeting are referred to by their type:
- Area of Effect (AoE) abilities can affect more than one target in an area. The affected area is generally circular, but conic or linear areas are also possible. Certain abilities, such as Diana's Crescent Strike, may have completely unique areas of effect.
- Skill shots are projectile-based abilities, generally cast in a line away from the champions location, which only affect targets the projectile collides with.
- Click-on abilities require a target and vision of it to cast. Most of these abilities are to either apply a buff or to use a strong projectile to assault the target. A simple click is all that is needed to start casting a Click-on at a target
Cast timeWhile most abilities have either an instant cast time or a slightly delayed instant cast of 0.5 seconds, there are several which prevent the caster from taking any other action while the ability is cast. Most of those, called channeled abilities, can be interrupted, either by the caster or by any form of Crowd Control (excluding Slows, Snares, and Blinds) applied by an enemy unit.
Every ability has an effect. These effects vary widely, but can generally be broken down as follows:
BuffsIncrease the target's statistics while active. Passive and Toggle abilities are most likely to have this type of effect. Active abilities which give buffs have higher bonuses than Passives or Toggles due to their limited duration. Some champions have AoE buffs for nearby allies, referred to as auras.
Crowd ControlThis category includes all effects that reduce the fighting ability of enemy units. The page includes a table with notes on each.
DamageOffensive abilities that deal damage. This damage can be either physical, magic, or true, and generally procs spell vamp, unless the description states it applies on-hit effects. Most damage-dealing abilities scale with a champion's attack damage, ability power, or both. Some abilities deal damage over time.
Damage ReductionReduces damage dealt to the target for the duration. This damage reduction does not apply to true damage and applies before reduction from armor or magic resistance.
GoldGives champions more gold than the base rate, either over time or on kill.
HealingHeals a target. Healing generally scales with ability power. Support champions are most likely to have healing abilities, and are the only ones to have healing abilities which target a champion other than themselves. Several non-support champions have abilities that heal only themselves.
ImmunityPrevents certain types of crowd control from affecting the target, which is usually the champion using the ability.
InvulnerabilityThe target cannot be damaged for the duration. Currently only Kayle's Intervention provides a temporary invulnerability. Certain abilities also make units untargetable, such as Fizz's Playful / Trickster.
MovementMoves the champion or the champion's target from place to place. This can be a dash, a blink, or a Teleport. Many of these abilities allow a champion to move through otherwise solid obstacles/terrain in a similar manner to the summoner spell Flash.
ResurrectionBrings target back to life if reduced to below 0 health, though other conditions may apply.
ShieldAbsorbs a certain amount of damage for the target, in place of losing health.
StealthTarget becomes unseen and untargetable until revealed or duration expires. The page contains further information, including means of detecting stealthed champions.