- Not to be confused with the summoner spell
A dash is a type of champion ability in League of Legends that causes the caster to move to a location or in a direction while traversing the intervening distance. This is distinct from blinks, which describe instantaneous movement from one location to another.
All abilities that involve changing the location of the user via direct transit are classified as dashes, even ones that visually appear to be 'jumps', or utilize movement through the air - the game engine does not take into account the height of a unit so jumping units are considered to be on the ground for the purposes of skillshots and alike.
Most dashes can be used to pass through otherwise impassable terrain, which require their end point to be within walkable terrain for this to be possible, but certain spells (such as
) have a small overhead where the crossing will succeed where it otherwise would not if a wall is just slightly too wide for it. Attempts made to cross terrain with a dash that does not fulfill this criteria will simply result in the champion stopping short., , , , and all interact with dashes.
Dash abilities cannot be cast while under the effect of ground or root, unless otherwise stated.
Abilities with knockdown effects (such as or ) will stop units mid-dash (unless they were displacement immune, crowd control immune, protected by spell shield, or untargetable). Airborne and suspension effects will also override and effectively interrupt dashes.
A select few dashes can also be interrupted by immobilizing and polymorphing effects.
Dashes should not be confused with displacements, which are usually sourced from enemies (and are classified as crowd control).
Auto-targeted dashes[]
- (second cast)
- (when hitting a unit)
- (when colliding with the border)
- (when clicked)
- (second cast)
- (when clicking a rooted target)
- (when colliding with a )
- (Oathsworn pull-in)
- , (second cast) and (second dash)
- (when hitting a unit)
- (when hitting a unit)
- and (when clicked)
- (second cast)
- (when held)
- (second cast)
- Gates (first dash)
Direction-targeted dashes[]
- (reverse-targeted in first cast) and (second cast)
- (second cast)
- , (reverse-targeted), and (initial cast)
- (reverse-targeted)
- (reverse-targeted)
- and
- (reverse-targeted) and (first cast)
- and (recast)
- and
- and
- and (first cast)
Location-targeted dashes[]
- (third cast)
- and
- and
- and
- (Oathsworn selected dash)
- and
- (second cast while channeling)
- Gates (second dash)
Unit-targeted dashes[]
- (first cast)
- (only after using )
- (first cast)
- (ally cast)
- and
Terrain-targeted dashes[]
Knockdowns[]
- Main article: Types of Crowd Control#Knockdown
Dash cancels[]
Dashes that are interruptible by CC[]
- Main article: Types_of_Crowd_Control/Summary
The following dashes are interrupted by immobilization or polymorph.
- and
Dashes that can't bypass terrain[]
- (second and third cast)
- (first cast)
- and (while not )
- and (second cast)
- (first two casts) and
Lunge[]
A lunge refers to the movement of a champion during an ability's cast animation (such as short-ranged abilities) or an empowered attack's animation (such as empowerments that grant bonus range), in order to place the champion in range for a follow-up attack.
Lunge is a movement distinct from dashes, primarily by not triggering effects that would otherwise interact with dashes, such as .
- (backwards windup)
- (before holding down the key)