Description
Repositioning movement that breaks the normal walk-to-target pathing — either a telegraphed dash across hexes or an instant blink/teleport to a new position. Set-17 sources include Quicksilver shedding effects and dashing to the farthest target, the Challenger trait dashing to a new target on takedown, and ability blinks/teleports behind enemies.
Also known as: dashes, dashing, blink, blinks, leap, leaps, teleport
What enables Dash
Champions (6)
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Stab the target, causing them to bleed for 460 / 690 / 1090 physical damage over 18 seconds. After the attack, leap to the highest percent Health enemy within 3 hexes.
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Passive: Attacks deal magic damage. Gwen is in The Groove while targeting an enemy below 40% Health. Active: Dash to a nearby hex to snip the lowest percent Health enemy, dealing 145 / 220 / 380 magic damage to the target and 75 / 110 / 190 magic damage to enemies in a cone. If this kills, dash and snip again at 65% damage!
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Reposition up to one hex to throw a harpoon at the furthest enemy. The harpoon pulls the first enemy hit one hex forward and deals ? physical damage. Then, teleport behind them and cleave, dealing 210 / 315 / 720 physical damage to them and ? physical damage to nearby enemies.
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Dash through the current target, dealing ? magic damage. Every third cast also summons a Mega Meep after a delay, briefly knocking the target up and dealing ? magic damage. Adjacent enemies take 50% damage. Meep Bonus: Add ? Meep to the bait, increasing Mega Meep damage by ? .
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Passive: This Ability adapts to Attack Damage or Ability Power, whichever is higher. Attacks deal ? physical damage. Active: Dash to a nearby hex, gaining 100 / 150 / 1200 Shield for 2 seconds and slashing adjacent enemies for ? physical damage. Every third cast, leap into the air and launch a wave of energy that deals ? physical damage to enemies in a line.
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Passive: Every 2 attacks, reveal a Vital on the target. If a Vital exists, dash to attack it dealing 40 / 60 / 777 bonus true damage and heal for 15% of the damage dealt. Active: Reveal 6 Vitals on the target and quickly attack them all. If the target dies, remaining Vitals transfer to the nearest enemy. Upon striking the final Vital, create a two hex aura that heals allies within for ? over 5 seconds.
Traits (1)
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Your team gains 10% Attack Speed. Challengers gain bonus Attack Speed. When their target dies, Challengers dash to a new target and increase their Attack Speed bonus by 50% for 2.5 seconds. (2) 15% (2) 15% (2) 15% (2) 15%
Artifacts (3)
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- +10% AD
- +40% AS
- +10 AP
When switching targets, blink to the next target. Attacks and Abilities execute the holder's target below 12% of their Health. Kills grant the holder 50% Attack Speed decaying over 3 seconds.
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- +300 HP
- +35% AD
- +45% Crit
After killing a target, shed negative effects and dash to the farthest target within 4 hexes. The next 2 critical attacks deal 50% bonus Critical Strike Damage.
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- +300 HP
- +40% AD
- +20% Crit
Combat start: Teleport the holder to the mirrored hex on the enemy's side of the board. After 8 seconds, the holder returns to their original location.
Graves items (2)
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On takedown, dash to the next target and attack 70% faster for 2 attacks.
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On takedown, dash to the next target and attack 70% faster for 3 attacks.
Augments (1)
Gold (1)
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Gain a Meepsie. Your strongest Meepsie becomes a Magic Fighter that leaps to a nearby hex to deal damage in a large radius.