General Guide by xRavenEyex
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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.
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.
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.
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.|
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.