Champion ability

* It has been suggested that this article or section be merged with *[[::Innate ability|Innate ability]]*, *[[::Ultimate Ability|Ultimate Ability]]* and *[[::Stance Ability|Stance Ability]]*. If you wish to discuss this, please explain why here.

**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 and ไฟล์:VilemawSquare.png Vilemaw are the only non-champions to utilize abilities.

## Archetypes

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.

* ไฟล์:JayceSquare.png Jayce's basic abilities and ไฟล์:RyzeSquare.png Ryze's Overload Overload can be ranked six times.
* ไฟล์:UdyrSquare.png Udyr has no ultimate ability, featuring only four basic abilities.
* ไฟล์:EliseSquare.png Elise, ไฟล์:GnarSquare.png Gnar, ไฟล์:JayceSquare.png Jayce, ไฟล์:Lee SinSquare.png Lee Sin,  Rek'Sai and ไฟล์:RengarSquare.png Rengar each have six basic abilities.
	+ ไฟล์:Kha'ZixSquare.png Kha'Zix and ไฟล์:ViktorSquare.png Viktor have a total of six basic abilities including their upgraded forms, but the upgrade is permanent and replaces the standard ability.

**Innate Ability**: A champion’s innate ability (commonly referred to as a **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. ไฟล์:NasusSquare.png Nasus' Soul Eater Soul Eater), while others require action to be taken and may also have a cooldown (e.g. ไฟล์:AniviaSquare.png Anivia's Rebirth Rebirth).

* Some innate abilities have multiple effects, with ไฟล์:SyndraSquare.png Syndra's Transcendent Transcendent holding the record at four.

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

* ไฟล์:JayceSquare.png Jayce, ไฟล์:JhinSquare.png Jhin, ไฟล์:NocturneSquare.png Nocturne, ไฟล์:QuinnSquare.png Quinn, ไฟล์:RivenSquare.png Riven, ไฟล์:Twisted FateSquare.png Twisted Fate and ไฟล์:XerathSquare.png Xerath each have two ultimate abilities.
	+ Including their upgraded forms, ไฟล์:Kha'ZixSquare.png Kha'Zix and ไฟล์:ViktorSquare.png Viktor also have two ultimate abilities. However, as previously mentioned, these will replace the standard forms permanently.
* ไฟล์:HeimerdingerSquare.png Heimerdinger, ไฟล์:KarmaSquare.png Karma and ไฟล์:NidaleeSquare.png Nidalee each have three ultimate abilities (four if you include the toggle, but in all cases this skill otherwise does nothing by itself).
* ไฟล์:EliseSquare.png Elise, ไฟล์:JayceSquare.png Jayce, ไฟล์:KarmaSquare.png Karma, and ไฟล์:NidaleeSquare.png 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.
* ไฟล์:JayceSquare.png Jayce's Transform Transform ไฟล์:Transform- Mercury Cannon.png  cannot be ranked past its innate first rank, and ไฟล์:RyzeSquare.png Ryze's Realm Warp Realm Warp can only be ranked twice, at levels 6 and 11.

ไฟล์:GnarSquare.png Gnar, ไฟล์:JayceSquare.png Jayce and ไฟล์:QuinnSquare.png Quinn, with two ultimates and six basic abilities each, hold the record for the most abilities on a single champion.

## Ability types

* **Active ability:** This is the most abundant type of ability, having a one-time use effect, and are subject to a cooldown before they are available for use again.
	+ **On-hit effect:** On-hit effects will trigger on a champion's autoattacks, but also some abilities.
	+ **Apply on-hit effects:** These abilities are classified as autoattacks, 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 Rylai's.
		- ไฟล์:EvelynnSquare.png Evelynn's Ravage Ravage
		- ไฟล์:EzrealSquare.png Ezreal's Mystic Shot Mystic Shot
		- ไฟล์:FizzSquare.png Fizz's Urchin Strike Urchin Strike (apply on-ability effects too)
		- ไฟล์:GangplankSquare.png Gangplank's Parrrley Parrrley (can critically strike, classified as a melee attack)
		- ไฟล์:IreliaSquare.png Irelia's Bladesurge Bladesurge
		- ไฟล์:Master YiSquare.png Master Yi's Double Strike Double Strike (two times)
		- ไฟล์:Miss FortuneSquare.png Miss Fortune's Double Up Double Up (both hits)
		- ไฟล์:RenektonSquare.png Renekton's Ruthless Predator Ruthless Predator (two or three times, according to his Fury)
		- ไฟล์:ShyvanaSquare.png Shyvana's Twin Bite Twin Bite (two times, and to all targets hit in dragon form)
		- ไฟล์:TwitchSquare.png Twitch's Rat-Ta-Tat-Tat Rat-Ta-Tat-Tat (on every target hit, can critically strike)
		- ไฟล์:WarwickSquare.png Warwick's Infinite Duress Infinite Duress (up to 5 times, applies life steal despite being magic damage)
		- ไฟล์:YasuoSquare.png Yasuo's Steel Tempest Steel Tempest (on-hit effects are applied to the first enemy hit)
	+ Barrage ability: A type of ability that can be cast several times and without mana cost before going on full cooldown. There is brief cooldown between multiple casts (generally {{#vardefine:n|0.2}}0.2-{{#vardefine:n|0.5}}0.5 seconds, 2 for ไฟล์:Kha'ZixSquare.png Kha'Zix) and if too much time is waited the additional casts are lost.
		- ไฟล์:AhriSquare.png Ahri's Spirit Rush Spirit Rush can be cast 3 times.
		- ไฟล์:DariusSquare.png Darius' Noxian Guillotine Noxian Guillotine can be cast again for 20 seconds after killing the target, can be cast multiple times.
		- ไฟล์:IreliaSquare.png Irelia's Transcendent Blades Transcendent Blades can be cast 4 times.
		- ไฟล์:JhinSquare.png Jhin's Curtain Call Curtain Call can be cast 4 times.
		- ไฟล์:Kha'ZixSquare.png Kha'Zix's Void Assault Void Assault can be cast 2 times or 3 times if he has chosen to evolve this ability.
		- ไฟล์:RivenSquare.png Riven's Broken Wings Broken Wings can be cast 3 times.
		- ไฟล์:XerathSquare.png Xerath's Rite of the Arcane Rite of the Arcane can be cast 3-5 times, with an additional shot per rank.
	+ **Self-Buffs:** These are abilities that grant passive effects once activated. These effects last either a fixed amount of time, such as ไฟล์:Kog'MawSquare.png Kog'Maw's Bio-Arcane Barrage Bio-Arcane Barrage, or last until a one-off component has been used, such as ไฟล์:RammusSquare.png Rammus' Powerball Powerball.
	+ **Stocked:** These abilities have an extremely low cooldown 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. Cooldown reduction affects the time at which stock is generated.
		- ไฟล์:AkaliSquare.png Akali's Shadow Dance Shadow Dance holds up to 3 charges.
		- ไฟล์:AzirSquare.png Azir's Arise! Arise! holds up to 2 charges.
		- ไฟล์:CaitlynSquare.png Caitlyn's Yordle Snap Trap Yordle Snap Trap holds up to 3-5 charges, depending on rank.
		- ไฟล์:CorkiSquare.png Corki's Missile Barrage Missile Barrage holds up to 7 charges.
		- ไฟล์:GangplankSquare.png Gangplank's Powder Keg Powder Keg holds up to 3 charges.
		- ไฟล์:HeimerdingerSquare.png Heimerdinger's H-28G Evolution Turret H-28G Evolution Turret holds up to 1-3 charges, depending on rank.
		- ไฟล์:TeemoSquare.png Teemo's Noxious Trap Noxious Trap holds up to 3 charges.
		- ไฟล์:Vel'KozSquare.png Vel'Koz's Void Rift Void Rift holds up to 2 charges.
		- ไฟล์:ViSquare.png Vi's Excessive Force Excessive Force holds up to 2 charges.
		- ไฟล์:ZyraSquare.png Zyra's Rampant Growth Rampant Growth holds up to 2 charges.

* **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. ไฟล์:BlitzcrankSquare.png Blitzcrank's Static Field Static Field) or upon taking damage (e.g. ไฟล์:TeemoSquare.png Teemo's Move Quick 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. ไฟล์:SivirSquare.png Sivir's On The Hunt On The Hunt has unrelated passive and active components).

* **Toggle ability:** These 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 Sheen or Force Pulse Force Pulse, but mana consumption of toggled abilities will stack Tear of the Goddess Tear of the Goddess.
	+ ไฟล์:AatroxSquare.png Aatrox's Blood Thirst / Blood Price Blood Thirst / Blood Price
	+ ไฟล์:AmumuSquare.png Amumu's Despair Despair
	+ ไฟล์:Aurelion SolSquare.png Aurelion Sol's Celestial Expansion Celestial Expansion
	+ ไฟล์:Cho'GathSquare.png Cho'Gath's Vorpal Spikes Vorpal Spikes
	+ ไฟล์:Dr. MundoSquare.png Dr. Mundo's Burning Agony Burning Agony
	+ ไฟล์:EliseSquare.png Elise's Spider Form / Human Form Spider Form / Human Form
	+ ไฟล์:JayceSquare.png Jayce's Transform Transform ไฟล์:Transform- Mercury Cannon.png
	+ ไฟล์:JinxSquare.png Jinx's Switcheroo! Switcheroo!
	+ ไฟล์:KarthusSquare.png Karthus' Defile Defile
	+ ไฟล์:MaokaiSquare.png Maokai's Vengeful Maelstrom Vengeful Maelstrom
	+ ไฟล์:SingedSquare.png Singed's Poison Trail Poison Trail
	+ Swain's Ravenous Flock Ravenous Flock
	+ ไฟล์:WarwickSquare.png Warwick's Blood Scent Blood Scent
	+ 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.
		- ไฟล์:AniviaSquare.png Anivia's Glacial Storm Glacial Storm (will also toggle-off if she's disrupted)
* **Stance ability:** A type of ability currently unique to ไฟล์:UdyrSquare.png Udyr. Each stance has an individual cooldown and a shared global cooldown. Every stance provides an effect that lasts as long as the stance is active as well as an activation effect.
	+ ไฟล์:RammusSquare.png Rammus' Defensive Ball Curl Defensive Ball Curl and Powerball Powerball are described as stances in their ability descriptions, and function like stances in that only one can be active simultaneously.
	+ Sona has a global cooldown on her basic abilities, and activating an aura will replace another if one is active.
	+ Baron Nashor's Voracious Corrosion Voracious Corrosion and Wrath of the Ancients Wrath of the Ancients use a stance system.

## Attributes

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

* 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.
	+ 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.
* 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 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 (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 ไฟล์:DianaSquare.png Diana's Crescent Strike Crescent Strike and Aatrox's 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
* Cast time: While most abilities have either an instant cast time or a slightly delayed instant cast of {{#vardefine:n|0.5}}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.

## Effects

*See Category:Advanced attributes#Abilities*
Every ability has an effect. These effects vary widely, but can generally be broken down as follows:

* Buffs: Increase 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 area of effect buffs for nearby allies, referred to as auras.
* Debuff: Negative status effect given to a champion, minion or monster that negatively impacts their combat performance in some way. Debuffs can reduce the target's statistics, cause damage over time or trigger status effects and/or damage (e.g. ไฟล์:LeonaSquare.png Leona's Sunlight 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 notes on each.
* Damage: Offensive 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. 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.
* Immunity: Prevents certain types of crowd control from affecting the target, which is usually the champion using the ability.
* Invulnerability: The target cannot be damaged for the duration. Currently, only ไฟล์:KayleSquare.png Kayle's Intervention Intervention, ไฟล์:TaricSquare.png Taric's Cosmic Radiance Cosmic Radiance, and  effects provide invulnerability.
* 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 Flash 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 abilities for the duration, but existing damage over time will still be applied. Champions in  are both untargetable and invulnerable.

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