Description
Repositioning movement that breaks normal movement — either a telegraphed dash across hexes or an instant blink/teleport to a new position, used to close on a target, reposition onto a new one, or escape.
Listed in: Buffs
Augments (1)
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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.
Champions (7)
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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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Cultivation of Spirit Dash, then launch an orb at the current target that deals 160 / 240 / 360 physical damage and splits, dealing 56 / 84 / 126 physical damage to 2 nearby enemies.
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Taste Their Fear Leap to the farthest enemy within 3 Hexes, dealing 285 / 400 / 580 magic damage. If they have no adjacent allies, deal 310 / 445 / 660 magic damage instead and gain 10 mana.{Augment.Variant.RivalsAugment.AbilityTooltip}
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Savagery Jump to the lowest percent Health enemy within 3 hexes and stab them, dealing 255 / 385 / 615 physical damage. Then heal for 60 / 90 / 90 , increased to up to 120 / 180 / 180 based on their missing Health.{Augment.Variant.RivalsAugment.AbilityTooltip}
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Crimson Fury Passive: When the target dies, leap at the next target, dealing 170 / 255 / 600 physical damage. Active: Gain 80 / 80 / 280% Attack Damage for 8 seconds. During this time ignore 40 / 40 / 60% Armor. Red Buff: Attacks 1% Burn enemies and heal Brambleback for 4% max Health.
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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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Rage Gene Passive: Gain 5 / 5 / 50 Rage per second and 5 Rage per attack. Active: Transform into Mega Gnar and leap into the largest group of enemies within 3 hexes. Then, deal 100 / 150 / 2000 physical damage to enemies within 2 / 2 / 10 hexes, reduce their Armor and Magic Resist by 15 / 20 / 100 , and Stun them for 1 / 1 / 15 second. Mega Gnar gains 400 / 600 / 10000 Health, and replaces his Ability with Grab n' Throw. Grab n' Throw: Throw the target at the farthest enemy, dealing 380 / 570 / 9000 physical damage to them and 135 / 205 / 4500 physical damage to enemies they pass through. If there's only 1 enemy left, throw them off the battlefield instead.
See also
What counters Dash
Frequently asked questions
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What is a dash in TFT?
A dash is a self-movement ability that carries a unit across hexes to a new position — typically as part of a champion's Special Ability or trait innate. The unit physically traverses the intervening space (unlike a blink, which is an instant location swap). Common patterns include dashing to the farthest enemy, dashing to the lowest-Health target within a few hexes, or dashing to a new target after the current one dies. Dashes ignore unit collision but resolve onto a valid hex.
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Is a dash the same as a blink, leap, or teleport?
Mechanically no — but TFT often uses the terms interchangeably in ability text. A dash traverses the space between start and end and can in principle be affected by things along the way; a blink is instantaneous point-to-point movement that bypasses terrain. A 'leap' is visually a jump but is treated as a dash by the game engine — units are considered on the ground for targeting purposes regardless of the animation's apparent height. 'Teleport' in TFT ability text is usually shorthand for a blink.
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Does crowd control stop a dash already in progress?
In base League, only Airborne (knock-ups), Knockdown, and Stasis interrupt an active dash — Stun and Root prevent a dash from being started but do not cancel one that is already moving. TFT's CC roster differs: Stun, Airborne, and Stasis are the standard pieces; Stasis additionally makes the target invulnerable and untargetable for its duration. Practically, if a dasher is already mid-flight, only knock-up-style or stasis effects reliably stop them; pre-emptive Stun is what keeps them on the ground.
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Does a dash make the unit untargetable while moving?
Not by default. Dash and untargetable are separate properties — a unit only becomes untargetable mid-dash if the specific ability says so. Some gap-closing abilities do bake untargetability into the dash window, but plenty of dashes leave the unit fully targetable while travelling. Always read the ability text rather than assuming.
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Why does my backline carry get bursted instantly — what's the dash-to-backline pattern?
Backline carries get deleted when an enemy repositions onto them: a unit with a gap-closing Special Ability dashes or leaps over your front line and lands next to the squishiest target. Whether a trait exists that grants a whole class an automatic round-start backline leap rotates set-to-set; even without one, individual champions' dash abilities can chain pressure deeper into a formation on their own — a common pattern is a trait whose units dash to a new target whenever their current target dies (sometimes with a bonus like extra Attack Speed), extending that pressure further into the back line as the fight goes on. Counter with positioning, frontline crowd control, or items that reset the dasher's position.
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How do I counter dash-to-backline pressure with positioning?
Two reliable shapes: bait corners or cluster the carry. Putting tanky decoys in the corners pulls dashers to the edges so your carry gets free attack-windows; clustering allies around the carry instead means the dasher lands next to multiple targets and gets focused down before the burst lands. Frontline knock-up or stasis-on-arrival items also work — anything that makes the dasher's first action interruptable. Because dashers usually pick the farthest enemy, deliberately changing who is 'farthest' is the main lever you control.
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How is dash different from pull?
Direction and agency. Dash is self-movement — the dasher chooses to move toward a target. Pull is a forced yank — an enemy effect drags a unit toward the source against its will. The pulled unit doesn't get a say; the dasher does. Both end with the two units close together, but only pull is classified as crowd control, while dash is a movement ability of the casting unit.