Stealth is the mechanic that renders a unit invisible for a determined period of time. Stealth is divided into three categories: Camouflage (or Strategic stealth), Invisibility (or Tactical stealth) and Stealthed traps.
Notes[]
- This icon indicates that the unit is being revealed, although it does not necessarily mean the unit will be revealed through stealth, as both sources of true sight reveal and standard sight reveal use the same icon.
- Units that are stealthed will have their silhouette shimmer with a visual and ▶️ audio indicator, if they are damaged while they are stealthed.
- Crowd control effects do not break stealth with the exception of taunt, which forces the unit to attack.
- Uniquely, the stealth from airborne. is broken if he is knocked
- Stealth grants ghosting inherently when not being revealed.
- will still grant the Wraith Form buff to allies that have stealth of their own. They can still be seen as a Wraith even with their own stealth active.
- A unit with multiple sources of camouflage is revealed based on the radius of the smallest detection radius.
- A unit with camouflage and invisibility will have their camouflage reveal radius be removed for the duration of the invisibility.
- Camouflaged units will also be revealed while inside the line of sight of nearby enemy clones.
- and interact with stealth.
Camouflage[]
- Camouflaged units are revealed while being inside the line of sight (e.g. not in the fog of war, behind terrain, or blocked by nearsight) of a nearby enemy champion (with the range depending on the ability), when within the vision radius of an enemy (900 units), or from sources of True Sight.
- Stealthed units shimmer their character model for 0.6 seconds whenever they take damage.
- A unit will shimmer for every instance of damage they take, and shimmering does not make the unit targetable nor remove the stealth effect, but grants positional information to the enemy.
- When a camouflaged unit can be seen, they will be warned by an exclamation mark above them indicating they have been spotted.
Camouflage provides indicators that distinguish the state of the stealth effect.
(Only visible to the stealthed unit and their allies and enemy champions do not need to be visible for them to appear)
- Champion abilities
- (800 unit detection radius)
- (700 unit detection radius)
- (600 unit detection radius)
- (710 unit detection radius)
- (400 unit detection radius)
- (500 unit detection radius)
- (450 unit detection radius)
Invisibility[]
- Invisible units can only be revealed by True Sight.
- Stealthed units shimmer their character model for 0.6 seconds whenever they take damage.
- A unit will shimmer for every instance of damage they take, and shimmering does not make the unit targetable nor remove the stealth effect, but grants positional information to the enemy.
- Champion abilities
- and
- Brush) (
Stealthed traps and wards[]
- Champion abilities
- Items
Stealth Wards or Totem Wards from:
Stealth detection[]
There are various ways for a champion to gain the ability to see stealth. True sight is a form of vision that directly reveals stealth. All turrets have true sight reveal as well as some champion abilities. Obscured vision will reveal stealthed units through a partially translucent outline, but does not render them targetable. When a revealed stealthed unit leaves the revealed area that unit does not experience a fade time; the unit immediately turns stealthed again. The following is a list of possible ways to detect stealthed champions:
Champion Abilities[]
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Summoner Spells[]
Items[]
The following items only reveal traps and wards:
Jungle Plants[]
Breaking stealth[]
Stealth is lost immediately when starting or completing the attack windup of a basic attack or casting an ability, unless otherwise stated. Using consumables or trinkets do not break stealth. Casting summoner spells and item actives vary. Starting a channel will always break stealth.
Summoner Spells[]
The following summoner spells will break stealth upon activation:
- /
The following summoner spells will not break stealth upon activation:
- The visual effects are not hidden.
Items[]
The following item actives will break stealth upon activation:
The following item actives will not break stealth upon activation:
- Consumables
- Trinkets
Presence detection without reveal[]
Unit-targeted effects cannot be cast on stealthed enemies, as they require sight of targets. Auto-targeted effects that do not require sight will indicate whether or not they can be cast, lighting up in the HUD and becoming available to use even if the target in range is not visible. The following abilities are examples of informing the presence of a hidden unit:
- can detect stealthed champions with the range indicator.
- can detect stealthed champions due to its required auto-targeting.
- can indicate the position of stealthed champions due to the particle that it generates.
- can detect stealthed champions due to its required auto-targeting.
- can detect stealthed champions due to the particle effect pointing in their direction.
- can detect stealthed champions due to its required auto-targeting.
- will repeat if it hits an enemy champion.
- trail will compromise the position of stealthed enemies.
- will perceive the position of any moving unit regardless of stealth.
- Rejuvenation indicates if it hits a champion.
- bringing Soul Fragments indicates if it hits a champion.
- trail will compromise the position of stealthed enemies.
- will explode but not reveal stealthed champions.
- can detect stealthed champions due to its required auto-targeting.
- will focus a stealthed enemy. The stealthed champion will not be revealed.
- can detect stealthed champions due to the particle effect flying in their direction.
- trail will compromise the position of stealthed enemies.
Skill shots[]
Direction-targeted abilities, also known as skillshots, will still hit enemies that are not visible, but does not grant sight of them unless the ability in question did. Note that the visible projectile will stop short of its trajectory, meaning visual and audio effects (e.g. will make a splatter and show a small eruption of blood upon impact) indicating if a non-visible unit is hit, providing knowledge of their whereabouts. Examples of this are and , which visibly entrap units hit even if they cannot be seen.