Description
Bonus Attack Speed makes a unit attack more often per second, which means more auto-attack damage and faster mana generation toward the next ability cast. Some carries scale beyond that — their ability itself fires more hits when they have more Attack Speed (e.g., the number of swipes in Aphelios's onslaught). Stacking AS items and traits on these units compounds: faster autos, faster casts, and bigger casts.
Listed in: Buffs
Items (43)
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- +20 Armor
- +10% AD
- +15% AS
- +10% AP
At 60% Health, briefly become untargetable, shed negative effects, and heal 20% missing health.
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- +15% AD
- +15% AS
- +15% AP
- +15% Damage Amp
Gain 15% additional Damage Amp against Tanks.
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- +10% AS
- +10% AP
Gain 7% stacking Attack Speed every second.
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- +20 MR
- +10% AD
- +10% AS
Attacks grant 3.5% stacking Attack Damage, up to 15 attacks. After 15 attacks, gain 15% Attack Speed.
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- +15% AD
- +20% AS
- +20% Crit
Attacks and Ability damage 30% Sunders the target for 3 seconds. This effect does not stack. Sunder: Reduce Armor
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- +150 HP
- +10% AS
- +15% AP
- +20% Crit
Attacks grant 2 bonus Mana, increased to 4 if they critically strike.
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- +20 MR
- +15% AS
- +20% Crit
Combat Start: Unstoppable for 18 seconds. Gain 3% stacking Attack Speed every second.
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- +45% AS
- +3% Damage Amp
Attacks and Abilities 1% Burn and 33% Wound enemies for 5 seconds. Burn: Deals a percent of the target’s max Health as true damage every second. Wound: Reduces healing received.
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- +150 HP
- +10% AS
- +10% Damage Amp
- +20% Crit
Critical Strikes grant 5% Damage Amp for 5 seconds, stacking up to 4 times.
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- +20 Armor
- +10% AS
Gain 2% Attack Damage and Ability Power when attacking or taking damage, stacking up to 25 times. At full stacks, gain 10% Damage Amp and become Unstoppable.
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- +15% AS
- +35% AP
- +1 Mana Regen
Attacks and Ability damage 30% Shred the target for 5 seconds. This effect does not stack. Shred: Reduce Magic Resist
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- +10% AS
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- +40 Armor
- +30% AD
- +30% AS
- +30% AP
At 60% Health, briefly become untargetable, shed negative effects, and heal all missing health.
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- +30% AD
- +30% AS
- +30% AP
- +30% Damage Amp
Gain 30% additional Damage Amp against Tanks.
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- +25% AS
- +20% AP
Gain 16% stacking Attack Speed every second.
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- +40 MR
- +20% AD
- +20% AS
Attacks grant 7% stacking Attack Damage, up to 15 attacks. After 15 attacks, gain 30% Attack Speed.
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- +45% AD
- +40% AS
- +40% Crit
Attacks and Ability damage 30% Sunders the target for the rest of combat. This effect does not stack. Sunder: Reduce Armor
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- +300 HP
- +20% AS
- +30% AP
- +40% Crit
Attacks grant 4 bonus Mana, increased to 6 if they critically strike.
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- +40 MR
- +40% AS
- +40% Crit
Combat Start: Unstoppable for 45 seconds. Gain 6% stacking Attack Speed every second.
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- +80% AS
- +6% Damage Amp
Attacks and Abilities 2% Burn and 33% Wound enemies for 5 seconds. Burn: Deals a percent of the target’s max Health as true damage every second. Wound: Reduces healing received.
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- +300 HP
- +20% AS
- +20% Damage Amp
- +40% Crit
Critical Strikes grant 10% Damage Amp for 5 seconds, stacking up to 4 times.
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- +40 Armor
- +20% AS
Gain 4% Attack Damage and 4% Ability Power when attacking or taking damage, stacking up to 25 times. At full stacks, gain 20% Damage Amp and Unstoppable.
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- +30% AS
- +75% AP
- +2 Mana Regen
Attacks and Ability damage 30% Shred the target for the rest of combat. This effect does not stack. Shred: Reduce Magic Resist
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- +25% AD
- +25% AS
- +25% AP
The holder dons a Hat on each takedown. The holder gains 1% Attack Damage and Ability Power per Hat. On death lose 20% of all Hats.
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- +25% AD
- +25% AS
The holder's attacks target random enemies. Gain +2 Attack Range.
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- +20% AS
- +10% AP
Attacks grant 5% stacking Attack Speed. Every 3 attacks also grant 2% Attack Damage and 2% Ability Power.
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- +55% AS
Grant 1% bonus Attack Speed per gold in your bank (up to 30 gold). Each attack has a 6% chance to drop 1 gold. Unique - only 1 per champion
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- +400 HP
- +20% Omnivamp
Attacks deal 3% of the holder's max Health as bonus physical damage. For every 1% missing Health, gain 1.5% Attack Speed.
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- +300 HP
- +30 Armor
- +30 MR
- +30% AD
- +30% AS
- +30% AP
Tons of EVERYTHING!
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- +10% AS
- +55% AP
The holder’s first attack after each Ability cast deals a Stage-scaled amount bonus magic damage. Damage increases based on Stage.
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- +65% AS
- +15% Damage Amp
Shrinks the holder, granting them increased movement speed and immunity to Slow, Burn, and Wound.
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- +55% AS
- +5% Damage Amp
Gain +1 Attack Range, increased by 1 whenever the holder kills an enemy.
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- +30 Armor
- +30 MR
- +125% AD
- +30% Omnivamp
Grants immunity to Stuns and the holder's attacks Stun the target for 0.8 seconds. The holder’s Attack Speed is locked at 0.5.
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- +40% AS
- +15% AP
Every 3rd attack deals 15 + 35% of the holder's Ability Power as additional magic damage to 6 enemies.
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- +300 HP
- +20% AD
- +20% AS
Attacks deal 2% of the holder's max Health plus 4% of their Attack Damage as bonus physical damage to the target and adjacent enemies.
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- +300 HP
- +20 Armor
- +20 MR
- +25% AS
Attacks deal a Stage-scaled amount bonus magic damage. Heals the holder for 25% of all magic damage dealt. Damage increases based on Stage.
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- +30 Armor
- +30 MR
The holder gains the Defender trait. Combat Start: Gain 6% Attack Speed for every ally that starts in the front row.
Your team gains 12 Armor and Magic Resist. Defenders gain more.
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- 25
- 4
- 60
- 6
- 120
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- +35 Armor
- +35 MR
- +25% AS
The holder gains the Elderwood trait.
Gain placeable Elderwood plants.
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- A Stonebark Tree and a Lifebloom
- 5
- A second Stonebark Tree and Stonebark Trees gain 200 Health
- 7
- and the Deepwood Protector
- 9
- Plants star up to 2-star
- 11
- Plants star up to 3-star and the forest comes to life
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- +40% AS
The holder gains the Inferno trait.
Inferno damage Burns and Wounds enemies for 4 seconds. Inferno Burns stack with other Burns.
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- 1% Burn, 33% Wound
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- After combat, 1 of your shop slots without an Inferno champion ignites, rolling a champion one tier higher
- 5
- Ignite 2 shop slots, 2% Burn
- 7
- Ignite 4 shop slots, 3% Burn
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- +20% AS
- +3 Mana Regen
The holder gains the Lunar trait.
Lunar champions and adjacent allies gain Attack Speed and Ability Power. Lunar champions gain 100% more.
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- 7% , 7%
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- 10% , 10%
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- 14% , 14%
- 5
- 18% , 18%
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- +250 HP
- +25% AS
- +20% Crit
The holder gains the Primal trait.
Choose one of four Primal Blessings.
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- —
- 4
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- +20% AS
The holder gains the Rapidfire trait. Attacks deal 1% of the target's max Health as true damage.
Your team gains 10% Attack Speed. Rapidfire champions gain more on every attack, up to 10 stacks.
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- +3% per Attack
- 3
- +5% per Attack
- 4
- +9% per Attack
- 5
- +15% per Attack
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- +20 Armor
- +20 MR
- +10% AS
The holder gains the Sprykin trait. If the holder is riding the BFF, gain an additional 30% 20 20
Gain the Big Furry Friend. Drop a Sprykin on the BFF to pick its Rider.
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- The Rider gains 15% and 15%
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- 40% 35% , and 50% of the BFF's Ability applies to your Sprykin champions.
- 7
- 45% 45% , and 100% of the BFF's Ability applies to your Sprykin champions.
Augments (15)
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Comeback Story Prismatic Your team gains 4 Health and 0.4% Attack Speed per missing player Health.
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Coronation Prismatic Gain a Tactician's Crown. Tactician's Crown, Cape, and Shield grant the holder 20% Attack Speed, 25% Attack Damage, and 30% Ability Power.
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Sword Overflow Prismatic Gain 4 BF Swords. Your BF Swords grant +4% Attack Speed.
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TONS of Stats! Prismatic Your team gains 88 Health, 8% Attack Damage, 8% Ability Power, 8 Armor, 8 Magic Resist, 8% Attack Speed, and 8 Mana.
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Wand Overflow Prismatic Gain 4 Needlessly Large Rods. Your Needlessly Large Rods grant +5% Attack Speed.
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We Stick Together Prismatic Gain a random Emblem and a completed item anvil. Allies that share a trait with that Emblem gain 30% Attack Speed. 0 0 Into The Arcane Tactician's Crown, 2025
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Challenger's Grace Gold At the start of combat, allies gain 25% Attack Speed for 3 seconds. On takedown, allies dash to their next target and gain this bonus again.
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Your team gains 10% Attack Speed every 3 seconds in combat.
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It's Me, Baby Gold Gain a spotlight in the bottom right corner. The champion in it gains 15% Damage Amp and 15% Attack Speed, and drops 1 gold every 5 takedowns. Lore & Legends Tactician's Crown, 2026
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Late Game Scaling Gold Gain 2 XP at the start of player combat rounds. Your 5-cost champions gain 12% Health and 12% Attack Speed. Cyber City Tactician's Crown, 2025
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Legion Of Threes Gold Gain a random Emblem. Your 3-cost champions and all allies equipped with an Emblem gain 150 Health and 12% Attack Speed. Reckoning Championship, 2021
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Nature's Shelter Gold Champions that start combat adjacent to an Elderwood plant gain 15% Attack Speed and heal 2% of their maximum Health every 2 seconds. Gain an Alistar, an Ornn, and a Xayah.
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Tons of Stats! Gold Your team gains 44 Health, 4% Attack Damage, 4% Ability Power, 4 Armor, 4 Magic Resist, 4% Attack Speed, and 4 Mana.
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U.R.F Gold Gain a Spatula. Champions holding Spatula or Frying Pan items gain 20% Attack Speed and 3 Mana Regen.
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Flame On Silver The Inferno champion that dealt the most damage last combat is On Fire, gaining 55% Attack Speed. Gain a Varus and an Akali.
Champions (15)
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Entrancing Dance Gain 270 / 320 / 415 Shield for 4 seconds. Then grant the ally who has dealt the most damage this combat 90 / 100 / 130% decaying Attack Speed for 4 seconds.
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Deadly Plumage Gain 50% Attack Speed for the next 5 attacks. These attacks are replaced with feathers that deal 68 / 102 / 155 physical damage and reduce Armor by 2 .
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Spider Queen Transform into a spider and gain 375 / 475 / 725 max Health. Attacks while in Spider Form deal 35 / 50 / 80 bonus magic damage and heal for 55 / 90 / 170 . Subsequent casts grant 175% decaying Attack Speed for 4 seconds.
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Rending Claws Leap to the lowest Health enemy within 3 Hexes and deal 500 / 1050 / 2250 physical damage. The next 2 attacks gain 175% Attack Speed and deal 60 / 90 / 135 bonus physical damage. Grey Buff: Gain Precision and 25% Critical Strike Chance, increased up to 75% based on missing Health.
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Ki Barrier Grant 325 / 400 / 500 Shield to Shen and 200 / 275 / 375 Shield to a nearby damaged ally for 4 seconds. Both of their next 3 attacks gain 40% Attack Speed and deal 35 / 55 / 80 bonus magic damage.
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Jaws of The Beast Bite the current target, dealing 215 / 325 / 500 physical damage and healing for 20% of the damage dealt. Gain 20% Attack Speed for the rest of combat.
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Arise! Gain 150% Attack Speed and summon 2 soldiers for the next 6 attacks. These attacks are replaced by commands which direct each soldier to deal 40 / 60 / 96 magic damage per attack. -
Wuju Style Passive: Every third attack is a Double Strike. On takedown, gain a burst of movement speed. Adaptor : Double Strikes grant 15% stacking Attack Speed. Adaptor : Double Strikes deal bonus damage and heal. -
Explosive Charge Attach an explosive charge to the target that lasts 4 seconds. While active, gain infinite range and 60% Attack Speed. After the duration, the charge explodes and splits damage between all enemies within 2 hexes, dealing 160 / 240 / 385 physical damage + 10 / 15 / 25 for each attack while casting. If an enemy with an explosive charge on them dies, it attaches to Tristana's new target.
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Furious Fists Passive: On attack, restore 22 / 40 / 71 Health. Active: Unleash a primal roar, restoring 200 / 265 / 360 Health. Then gain 85 / 100 / 125% Attack Speed, 15% Durability, and is Unstoppable for 3 seconds. -
Moonlight's Onslaught Equip Severum and swipe the target 5 times over 2 seconds, each dealing 70 / 105 / 850 physical damage. After the onslaught finishes, fire a blast that deals 490 / 735 / 5225 physical damage split among all enemies in a 2 Hex radius.
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Forest's Flurry Blink away from the current target, deal 235 / 355 / 1200 physical damage to them, and gain 30 / 30 / 100% Attack Speed. Every 4th cast consumes the Attack Speed granted from Nature's Wrath and fires a blast through the largest group of enemies that deals 385 / 580 / 2500 physical damage, reduced by 25% for each enemy it passes through (minimum 50%).
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Javelin Toss Adaptor : Gain 150% Attack Speed for the next 3 attacks. These attacks are replaced with javelins that deal 170 / 255 / 2000 magic damage. The 3rd attack instead targets the furthest enemy with the least items and deals 285 / 425 / 3000 magic damage. Adaptor : Transform into a Melee cougar Assassin that swipes enemies.
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Triggerseed Passive: Shields from this Ability can critically strike with Precision. Active: Grant 2 / 2 / 10 allies 165 / 300 / 3000 Shield and 10 / 15 / 100% Damage Amp for 6 seconds. Then deal 140 / 210 / 2000 magic damage to enemies adjacent to them. After casting 6 times, also grant 100% stacking Attack Speed to targets.
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Final Spark Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana. Active: Fire a laser towards the most enemies in a line that deals 330 / 520 / 5000 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Primal Bonus: Gain 60% Attack Speed for 6 seconds after cast.
Traits (4)
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Lunar champions and adjacent allies gain Attack Speed and Ability Power. Lunar champions gain 100% more.
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Your team gains 10% Attack Speed. Rapidfire champions gain more on every attack, up to 10 stacks.
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Your champions gain a 5% max Health shield and deal 7% bonus magic damage. Gain additional bonuses for each unique 3-star champion: 1 : Increase shield and magic damage by 1.5% for each 3-star. 3 : 18% and 15 5 : Convert 50% of the bonus magic damage to true damage. 8 : Every 4 seconds of combat, a 3-star champion ascends to 4-star.
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Gain the Big Furry Friend. Drop a Sprykin on the BFF to pick its Rider.
What counters Attack Speed
Frequently asked questions
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What does Attack Speed actually do, and how is the final value calculated?
Attack Speed is the number of basic attacks a unit fires per second. Every champion has a Base Attack Speed (a flat value, often around 0.7-0.9 attacks/sec on carries) and any in-combat number is computed as Base × (1 + Bonus AS%). All bonus AS from items, traits, augments, and abilities pours into that single percentage bucket — so 50% from one source plus 50% from another acts like 100% bonus, doubling the unit's autos relative to its base. Higher AS also speeds up the attack wind-up animation, not just the cooldown between swings.
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Does bonus Attack Speed stack additively or multiplicatively?
Sources of bonus Attack Speed stack additively with each other inside the bonus bucket — three +30% effects sum to +90%, not 1.3×1.3×1.3. That whole bonus pool is then applied once, multiplicatively, against the unit's base AS via Base × (1 + total Bonus%). So the percentage points combine additively, but the resulting bonus combines multiplicatively with base — that's the common confusion. Attack-speed slows (Chill and similar debuffs) reduce the unit's total AS by a percentage and stack multiplicatively among themselves.
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Is there still a 5.00 Attack Speed cap, and what happens once a unit hits it?
Yes — the hard cap on a unit's effective Attack Speed is still 5.00 attacks per second. Bonus AS that would push the total past 5.00 is clipped: extra stacks above the cap become dead stat for the auto-attack rate itself. The cap can be exceeded only by special, narrow trait procs where the buff is granted as an exception to the rule for a short window. Outside those exceptions, stacking AS past the cap on a single unit is a wasted investment for raw attack rate.
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Does more Attack Speed mean more Mana?
Yes — every basic attack grants a fixed amount of Mana based on the attacker's Role (typically 10 for Marksmen / Assassins / Fighters, 7 for Casters, 5 for Tanks), and that per-attack value does not change with Attack Speed. But because more AS means more attacks per second, you generate that fixed chunk of Mana more often, so AS effectively converts into faster ability casts on every non-Tank Role. For most carries, stacking AS is a primary lever for casting faster, not just for hitting harder with autos.
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Do permanent "on-attack, gain Attack Speed" effects carry over between rounds?
By default, no — combat-stacking buffs that read as "gain X% Attack Speed for the rest of combat" reset between rounds, because each round is a fresh combat instance. The only AS gains that persist round-to-round are the ones that explicitly say so: certain consumables, Power-Ups, anomalies, and a small number of trait or item passives that grant a permanent stat bump on takedown or per-round. If a description doesn't say "permanent" or "for the rest of the game," assume the AS evaporates when the round ends.
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AS or Attack Damage — which gives more DPS?
For a unit with no on-hit effects and no AS-scaling ability, AS and AD multiply into auto-attack DPS symmetrically: doubling either roughly doubles auto DPS, and balanced investment usually beats lopsided stacking. AS pulls ahead when the carry has on-hit procs (each attack rolls a separate effect), gains stacking buffs per attack, or has an ability that fires more sub-shots at higher AS. AD pulls ahead on burst champions whose ability damage scales heavily off AD and who only auto a few times per fight. The 5.00 AS cap also makes raw AS lose value once you're near it.
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Does Slow / Chill actually reduce my unit's Attack Speed?
Yes — "Chill" is the in-game keyword for a unit-level Attack Speed reduction debuff, applied by some abilities, items, and trait passives. While chilled, the unit's effective AS is reduced by a percentage for the duration, which directly slows both autos and Mana generation. The exact reduction depends on the source applying it (and tunes patch to patch); it's not a single fixed number. Standard movement-only slows do NOT reduce attack speed — only effects that explicitly mention attack speed or apply Chill do.
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Does Attack Speed shorten the wind-up animation, or only the cooldown between attacks?
Both. A unit's attack timer has two phases — the wind-up (the swing animation that has to play before the projectile or hit lands) and the cooldown (the wait until the next attack can begin). Both phases scale together with Attack Speed: doubling AS roughly halves total time per attack, including the wind-up. That's why very high AS lets units empty their bar faster than the animation appears to suggest, and why frame-perfect attack-resets on slow auto-attackers don't gain meaningful value in TFT — there's no manual control of the timer to exploit.