General Guide by xRavenEyex
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Champion Build Guide
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 your stats. Attack speed accelerates AA animation, which allows you to spend less time standing still while attacking and also lets you attack more frequently in between the movements. Movement speed increases the distance you can travel in between the consecutive 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 ~ another item with great stats, energized attacks have increased range, great for poke and lets you start attacking from further
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 ~ a charged energized attack slows your target which is useful for defensive and offensive applications
Phage ~ brief movement speed bursts after attacks are ideal for orb-walking, but it's only bought on marksmen that build it into either Black Cleaver or Trinity Force
Frozen Mallet ~ slowing the target with AAs makes it easier for you to maneuver around the opponent, it is nevertheless one of the weaker options for a defensive marksman purchase
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, your 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 scenarios might have devastating consequences on many occasions. Fortunately the use of advanced command methods solves these issues.
Rightclick is not used to command your champion to attack at all. It's exclusively used to click on the ground in order to command your champion to move to the location without attacking anything. Any command that involves attacking under various conditions will be executed by the attack move button. Here are the ways this method can be used to manipulate your champion with higher complexity.
Directly target the opponent:
It acts identical to a rightclick on the target opponent, prioritising attacking the chosen target above all other actions. If the target is not yet in range, your champion will first prioritise moving toward the target until it enters the attack range.
Opponent in range:
Nearby with 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 or spawns in the attack range.
Far away while noone in 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 allows you to clear it before the ward enters stealth, considering you have sufficient attack speed or some help from a teammate. 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. Furthermore, if you get attacked along your long way to the the desired destination and you're caught off guard with your camera elsewhere, you can simply press space bar to focus the camera on yourself, while your champion has already reacted at least somewhat proactivelly.
It can be achieved by the rightclick swiping which of course has the previously described weaknesses compared to the better method that is using attack-move. You simply place the mouse 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 to 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.
|The rift scuttler is a special exception since it never fights back and is consequently not recognised as a foe. In comparison, other neutral monsters become foes the moment they're provoked and turn hostile. As the scuttler only tries to flee, using attack-move on the ground will result in moving, not attacking it. In order to orb-walk while hitting the crab, you are required to specifically click on the crab to order an attack.|
|Kalista is very unique due to her passive Martial Poise which makes her AAs locked and unable to be cancelled almost right after the animation begins. Only after a javelin is thrown, she dashes in the direction of a well-timed movement order.|
|Using attack-move makes it extremely easy to use her passive properly. You basically don't need rigthclick at all, except when you specifically want to order movement and exclude any attacking whatsoever under any circumstances. It does take some practise in timing but you only have to attack-move click the location you want Kalista to jump to around the time she is casting the AA.|
|Draven players also benefit greatly from using attack-move as long as there are hostiles in range, which eases the Spinning Axe mechanic. Being able to catch the axes rewards you with more damage, reduced mana consumption and higher gold rewards for the kills.|
|Rightclick is used to reach the axe mark and then attack-move is used upon reaching it. As soon as you catch the axe and throw a new one, you move in your desired direction using rightclick. A well-timed orb-walk will force the axe to be bounced in the direction of the initiated movement, meaning your movement directs the axe landing spots instead of the other way around.|