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Abilities are what champions use on the Field of Justice. The unique nature of a champion's abilities set them apart from the other champions. A champion's abilities also determine the champion's role in his or her team, how the champion should be played, and what items, runes, and masteries should be gotten to maximize effectiveness. Summoner spells are not abilities.

Baron Nashor Monster Baron Nashor and link={{{champion}}} [[{{{champion}}}|Vilemaw]] are the only non-champions to utilize abilities.

Archetypes Bearbeiten

Every champion has at least five unique abilities. Four of these abilities are learned over the course of a battle using ability points, and the fifth is an innate ability. One ability point is granted to every champion at the start of a game, and another point is earned by each champion every time they level up. A champion can level up individual abilities by spending subsequent ability points in those abilities which they have already learned.

Basic ability: All champions feature three basic abilities, which are available from level 1 to a maximum of five ranks. Basic abilities cannot be ranked higher than half the level of the champion (rounded up), meaning a new rank is available every odd single-digit level, and requiring level 9 to max any individual skill.

  • Jayce StandardSquare Jayce's basic abilities and Ryze StandardSquare Ryzes 20px Overload can be ranked six times.
  • Udyr StandardSquare Udyr has no ultimate ability, featuring only four basic abilities.
  • Elise StandardSquare Elise , Gnar StandardSquare Gnar , Jayce StandardSquare Jayce , Lee Sin StandardSquare Lee Sin , Rek'Sai StandardSquare Rek'Sai and Rengar StandardSquare Rengar each have six basic abilities.
    • Kha'Zix StandardSquare Kha'Zix and Viktor StandardSquare Viktor have a total of six basic abilities including their upgraded forms, but the upgrade is permanent and replaces the standard ability.

Innate: A champion’s innate ability (commonly referred to as passive) passively affects the champion for the entire match. Every champion has one, and these abilities cannot be improved with ability points gained on level-up, although they may scale with level. Some innate abilities are constant (e.g. Nasus StandardSquare Nasus' 20px Soul Eater), while others require action to be taken and may also have a cooldown (e.g. Anivia StandardSquare Anivias 20px Rebirth).

Ultimate: A champion's fourth and feature ability is their ultimate. Summoners cannot invest skill points into their ultimates until at least level 6 and cannot again until levels 11 and 16, to a maximum of three ranks.

  • Jayce StandardSquare Jayce , Nocturne StandardSquare Nocturne , Quinn StandardSquare Quinn , Riven StandardSquare Riven , and Twisted Fate StandardSquare Twisted Fate each have two ultimate abilities.
    • Including their upgraded forms, Kha'Zix StandardSquare Kha'Zix  and Viktor StandardSquare Viktor  also have two ultimate abilities. However, as previously mentioned, these will replace the standard forms permanently.
  • Heimerdinger StandardSquare Heimerdinger , Karma StandardSquare Karma and Nidalee StandardSquare Nidalee each have three ultimate abilities (four if you include the toggle, but in all cases this skill otherwise does nothing by itself).
  • Elise StandardSquare Elise , Jayce StandardSquare Jayce , Karma StandardSquare Karma , and Nidalee StandardSquare Nidalee are the only champions with access to their ultimate abilities at level one. Each, except Jayce, may invest skill points into their ultimates at levels 6, 11 and 16, allowing it to reach rank 4.
  • Jayce StandardSquare Jayces 20px Transform 20px Transform: Mercury Cannon cannot be ranked past its innate first rank, and Ryze StandardSquare Ryzes 20px Realm Warp can only be ranked twice, at levels 6 and 11.

Gnar StandardSquare Gnar , Jayce StandardSquare Jayce and Quinn StandardSquare Quinn , with two ultimates and six basic abilities each, hold the record for the most abilities on a single champion.

Ability types Bearbeiten

  • Passive ability: These abilities are passive abilities that have persistent effects, and do not need to be activated per se. However, some passive abilities are unavailable under specific conditions, such as while the ability is on cooldown (e.g. Blitzcrank StandardSquare Blitzcranks 20px Static Field) or upon taking damage (e.g. Teemo StandardSquare Teemos 20px Move Quick). The ability will be activated again as soon as the specific condition has passed, i.e. the ability is off cooldown, or no damage has been taken for a certain amount of time. These are often compared to innate abilities. Some active abilities may have a passive component, whether or not it is related to the active component (e.g. Sivir StandardSquare Sivirs 20px On The Hunt has unrelated passive and active components).

Attributes Bearbeiten

Abilities have certain attributes that determine how they are used in game. These attributes include area, cooldown, cost, effect, and range.

  • Cast time: Abilities with a cast time prevent the caster from taking any other action while the ability is cast. Casting cannot be cancelled by the player, and can only be cancelled by death or certain forms of crowd control.
  • Channel: Unlike cast time, channeled abilities can be interrupted, either by the caster or by most forms of crowd control. The player can cancel channels through movement, casting another ability, or recasting the ability. The cancelled ability will either have a reduced effect or none at all. The cost will not be refunded and the ability will go on full or reduced cooldown. Some targeted abilities will go on a very short cooldown if the target dies or becomes untargetable during the channel.
  • Cooldown: All abilities have a cooldown, a length of time after the use of the ability in which the ability cannot be used again. Cooldown reduction reduces this time, to a maximum of 40% reduction (45% with Intelligence Intelligence) of the ability's initial cooldown.
    • Shared cooldowns: These are active abilities of a champion that share a shorter cooldown in addition to their individual cooldowns (counting down simultaneously). None of the abilities involved can be cast until the shared cooldown is over. Shared cooldowns cannot be reduced by cooldown reduction.
    • Some champions have abilities that refresh/reduce the cooldown period of itself and/or another ability.
    • 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.
      • Sona StandardSquare Sona's basic abilities are auras. Each aura proves an area of effect buff to nearby allies that persists for longer than the active effect. Activating an aura will replace another if one is active. They have a shared cooldown of 0,5 seconds.
      • Udyr StandardSquare Udyr's active abilities are stances. Each stance provides an effect that lasts as long as the stance is active, as well as an effect on activation. They have a shared cooldown of 2 seconds.
      • Similarly, Rammus StandardSquare Rammus' 20px Defensive Ball Curl and 20px Powerball cannot be active at the same time, and casting one will cancel the other after one second.
  • Cost: Most 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. Some toggle abilities continuously consume a resource, and will automatically toggle off when that resource runs out. Some champions do not use a resource, and as such, all their abilities have no cost.
  • Range: The range of an ability determines how far away a target can be and still take the effect of the ability. This range generally does not appear on in-game tooltips, but placing one's cursor over the ability will display the range and targeting for that ability. Some abilities have global range, meaning their range includes the entire map.
  • Targeting: All 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: 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 StandardSquare Dianas 20px Crescent Strike and Aatrox StandardSquare Aatroxs 20px Blades of Torment, may have completely unique areas of effect.
    • Skillshots: 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

Effects Bearbeiten

Vorlage:Hatnote Every ability has one or more effects. These effects vary widely, but can generally be broken down as follows:

  • Buff: Increases one or more units' statistics while active. Innate and toggle abilities are most likely to have this type of effect. Active abilities which give buffs usually have higher bonuses than passives or toggles due to their limited duration. Some champions provide area of effect buffs to nearby allies, referred to as auras.
  • Debuff: Negative status effect given to one or more units that negatively impacts their combat performance in some way. Debuffs can reduce the target's statistics, cause damage over time, delayed damage, or trigger status effects and/or damage (e.g. Leona StandardSquare Leonas 20px Sunlight debuffs an enemy champion and is triggered if an allied champion damages the target).
  • Crowd control: This category includes all effects that reduce the fighting ability of enemy units. The page includes a table with information on each.
  • Crowd control immunity: Prevents certain types of crowd control from affecting the target.
  • Damage: Offensive abilities that deal damage. This damage can be either physical, magic, or true, and generally applies spell vamp, unless it applies on-hit effects. Most damage-dealing abilities scale with a champion's attack damage and/or ability power. A few scale with other stats, such as current or maximum mana and current or maximum health. Some abilities deal damage over time.
  • Damage reduction: Reduces 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.
  • Gold: Gives champions more gold than the base rate, either over time or on kill.
  • Healing: Heals 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.
  • Invulnerability: The target cannot be damaged for the duration. The effect is related to but not the same as untargetability. Currently, invulnerability is only provided by:
  • Movement: Moves the champion or the champion's target from place to place. This can be a dash or a blink. Many of these abilities allow a champion to move through otherwise solid obstacles/terrain in a similar manner to the summoner spell 20px Flash.
  • Resurrection: Brings target back to life if reduced to below 0 health, though other conditions may apply.
  • Shield: Absorbs a certain amount of damage for the target, in place of losing health.
  • Stealth: Target becomes unseen and untargetable until revealed or duration expires. The page contains further information, including means of detecting stealthed champions.
  • untargetable: The champion cannot be targeted by basic attacks or abilities for the duration, but can still take damage from existing damage over time or delayed damage debuffs. Champions in Ungültiger Parameter, siehe hier für Hilfe! stasis are both untargetable and invulnerable.