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General Guide by xRavenEyex

Kiting (orb-walking) and Attack-move

By xRavenEyex | Updated on February 8, 2019
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Introduction

This is a guide for all those low level marskman players that are looking for a clear step to improve their level of mechanical skills. I decided to make the guide as I some day found myself at that point where I thought it was time to start learning how to orb walk and trying to find useful information about it. Doing so, I had to invest quite a lot of effort into the research and the results were still very insufficient and scattered. So here we go, the orb-walk and attack-move guide, all at one place. It covers all from the very basics and explanations to how-to and practical applications.
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Basics of Orb-walking

How the autoattacks (AA) work is with repetition of a specific champion animation and after one is finalised, the new one begins. The actual damage or the attack however is applied in the middle of that animation, not the end, and finishing the animation has no impact on dealing damage. This means you can command a movement as soon as you see the missile in the air which enables you to act much more efficiently. Either way, new AA animation will be able to start exactly the same time the previous one would have ended. This speed cannot be affected unless you increase attack speed or use an ability that resets it. The act of using the window between the shot missile and shooting the next one in order to move is called orb-walking and looks like shoot and move shoot and move.

Such actions enable catching up when chasing, increasing the distance when retreating, more efficient pushing or wave clearing and dodging abilities or being unpredictable all while dealing damage that is ideally equal to the damage you would have dealt while standing still. Aside from that, stacks of the chargeable bonuses are gained by both attacking and moving. This means orb-walking results in more frequent effect procs of Fleet Footwork, Kircheis Shard and of course the items it builds into, namelly Stormrazor, Statikk Shiv and the Rapid Firecannon. Depending on which of those you've picked, the reward comes in a form of more damage, sustain, mobility, wave-clear or objective control.
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How to Orb-walk

Considering the level of your probable mechanical skill at the moment, the simplest way you can command a champion to orb-walk is by right-clicking the target to order attack and then as soon as you see the missile shot, rightclicking the ground in the direction you want to move to. After the time passes the enables new attack according to your current attack speed, rightclick your target again to order attack and repeat these commands. There are more advanced methods to execute the same actions that are easier to use and more efficient once you get used to them that will be covered later on in the guide.

Efficiency of orb-walking can be improved passively by increasing stats. Attack speed accelerates AA animation, which allows you to spend less time standing still while attacking and also lets you to attack more frequently in between movements. Movement speed increases the distance you can travel in between the consequent attacks.

Here are some items that significantly improve your champion's ability to orb-walk, although that doesn't necessarily make them all viable marksman picks:















Berserker's Greaves ~ these obviously provide a huge buff by greatly increasing your movement speed and decently your attack speed which is the core upgrade to orb-walking stats

Zeal ~ basic marksman item that increases attack and movement speed, all of the upgrades enhance the effect even further

Phantom Dancer ~ apart from the increased stats it allows you to ignore minion collision after attacking and grants you a shield when low

Rapid Firecannon ~ this one also clearly has the perfect stats to help you orb-walk, but it also increases the rate at which charged effects charge, which works great in combination with Fleet Footwork, starting attacks with higher range also gives you a larger room for error

Blade of the Ruined King ~ aside from the perfect marksman stats provided, the active let's you steal a champion's movement speed for 3 sec, ideal for kiting or chasing

Stormrazor ~ the energized attack slows your target and this item also increases the other energized effects you have, like the Fleet Footwork

Phage ~ brief movement speed bursts after attacks are ideal for orb-walking, but it's only bought on marksmen that build it into either The Black Cleaver or Trinity Force

Frozen Mallet ~ slowing the target with AAs makes it easier for you to maneuver around the opponent, it's one of the weaker options for the defensive item

Aside from the gained pros of using this method, there are also some cons compared to more advanced methods. You obviously aren't perfect with counting in the attack speed and will deal slightly less damage than you would have by standing still, depending on your skill and execution. Although this holds true, note that the priority of a marskman is always to survive while dealing decent damage compared to maximizing your damage by risking your life. Overall you will always deal more damage altogether if you are able to live as long as possible. Not to mention as a marksman, you are your team's essential tool for taking objectives after the fights.

Using this method also requires really fast mouse movements and precise targeting to differentiate the attack and move commands. If you make a mistake and miss the attack target and click on the ground, champion will start moving towards the target you wanted to attack and if you miss the ground and click another target your champion will stop and attack instead of moving. Both of these result in odd champion behavior that might have devastating consequences on many occasions. Fortunately the use of advanced command methods solves these issues.
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Attack-move mechanics

There are multiple additional buttons for more advanced commands such as hold position (H) and attack-move (A). The most useful one is the attack move click which can replace all the others, depending on the way you use it. Because of its convenience I recommend using this one and will describe how the command is used. I recommend using a mouse with an additional button you can use with your thumb for example and binding the attack move click to that button. Now you will never use the rightclick to attack ever again, it's specifically used to click on the ground and results in your champion moving toward the spot without doing anything else. Basically any order that includes AA will be commanded by the attack move button.

On the target opponent:
It acts completely the same as rightclick, prioritising attacking the chosen target above all other actions.

On the ground while opponent in range:
It acts as the attack move button, champion will start attacking the closest opponent in range. If there are multiple targets and you click the ground near them, it will somewhat prioritise the target nearest to the click and not necessarily closest to your champion. If there are targets not in your exact attack range but barely out of it, your champion will make that extra effort to make a step or two

On the ground near while noone in range:
If the champion reaches the ground you clicked on without attacking anyone it acts as the hold position button, standing still and attacking as soon as any opponent enters the attack range

On the ground far away while noone in range:
Champion will start moving toward the targeted ground but will stop to attack any opponent that enters attacks range, if not interrupted hold position at the destination.
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Attack-move Applications

For an average lower player that is used to rightclicking it takes some time to adapt to using a new button for all the attacking but once it becomes automatic, it eases many manouvers and solves the problems other techniques have. The most obvious one is that when the desired target is isolated or clearly the nearest, the player no longer has to swipe the mouse all over the screen, instead you simply have the mouse in the direction you want to move to and keep clicking the attack-move and rightclick one after the other in the right AA rhythm. Additionally if you want to attack a specific target and you happen to miss and click the ground, with a rightclick the consequences could be devastating, moving your champion right into danger. By using attack move, champion will simply attack any target as soon as it is in range on the way to the target location, possibly even the desired opponent since the click was near. This prevents walking into harass in lane or towards a CC and damage from the opponents you were kiting or poking from a safe range.

Since the champion can also be ordered to hold position or attack as soon as possible, the command is useful when chasing into a bush to prevent any jukes by a change of direction compared to trying to click the champion with the right button. Similar applies to preparing to execute the untargetable foe after Stopwatch, Zhonya's Hourglass, Guardian Angel, and some abilities. If you are hiding in a bush with the last order being attack move and the opponent places a Warding Totem the first AA will have landed before you would have rightclicked it otherwise which helps you clear it before it enters stealth. You will never miss a wave or put an effort into targeting when moving to clear a wave later in the game and never miss a pink while roaming the map.

Kalista is very unique due to her passive Martial Poise and using attack move makes it extremely easy to use. You basically don't need rigthclick at all, except when you specifically want to order movement and exclude any attacking whatsoever no matter what. It does take some practise in timing but you only have to attack move click the location u want Kalista to jump to around the time she is casting the AA.


Draven players also benefit greatly from using attack move which eases the Spinning Axe mechanic. As long as there are targets to attack nearby you simply rightclick on the axe mark to catch it and once you are on it just use the attack move. As soon as you catch the axe and throw the new one, you can move towards the desired direction again, using the rightclick. A well-timed orb-walk will force the axe to be bounced towards the location you started to move to. As soon as you see the mark, just rightclick exactly on it and repeat the process.


The rift scuttler is a special example since it never fights back and is consequently not recognised as an opponent and using attack-move on the ground will result in moving, not attacking the scuttler. In order to orb-walk while hitting the crab, you are required to specifically click on the crab to order an attack.
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Kiting

This is the most famous and probably the most spectacular way of orb-walking, hence it's own segment in the guide. Idea of kiting is basically orb-walking in the direction away from the chasing opponent while keeping the distance of the attack range and preventing the foe from retaliating. The ideal goal is to receive no damage or crowd-control while dealing maximum amount of damage. If there are things to be juked or dodged, they obviously require a change of direction at a cost of the distance from the opponent.

It can be achieved by the rightclick swiping which has of course has the previously described weaknesses compared to the better method that is using attack-move. You simple place the mouuse in the direction you want to move to and interchangibly click the attack-move and move command. If the opponent is closing in the distance, marksman has to adjust the rhythm and put more time into moving. Fortunately, marksmen have tools the ease their kiting such as their items, mobility, crowd-control and a rightful claim to the crest of cinders , not to mention the help from the teammates.
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Conclusion

That was my brief orb-walking and attack-move overlook, I hope it was as helpful as I intended it to be. Feel free to continue the discussion or ask further questions in the commment section. Now go work on your game knowledge, positioning, decision making, map awareness, practice farming and improve your mechanics! Embrace your role as the carry of your team!
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Kiting (orb-walking) and Attack-move