Attack Range

Description

Attack Range is how far a unit can reach with its auto-attacks, measured in hexes.

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Every champion carries it as a plain number:

  • Most melee champions reach one hex.
  • Ranged champions reach several.

Range decides who a unit can hit at all. Extra range helps a carry in three ways:

  • It can stand further back.
  • It starts attacking earlier in the fight.
  • It keeps hitting enemies that cannot reach back.

Almost nothing hands out extra range. That makes the few sources worth knowing:

  • Artifacts that add hexes to whoever holds them. One of them grows again every time its holder gets a kill.
  • A wisp that lends a row of your units an extra hex for one fight.
  • Champions whose own ability makes their range endless for a while, so they can hit anything on the board.

Note: This is not the same as an ability's reach. A blast radius or a leap distance is counted in hexes too, but that is the ability's own number, not this stat.

What benefits from Attack Range (5)

Champions that benefit from Attack Range (2)

2 champions · paste in the game's Team Planner

  • Solar Judgement
    Passive: Kayle ascends based on her star level, granting her stacking bonuses. 
    
    1st Ascension: Attacks deal 65 / 97 / 110 Ability Power bonus magic damage.
    2nd Ascension: Attacks 20% Shred enemies hit for 2 seconds. 
    3rd Ascension: Attacks fire waves, dealing 35 Ability Power magic damage to all other units hit.
    4th Ascension: Gain infinite range. Every 3rd wave is much larger.
    
    Shred: Reduce Magic Resist
  • Explosive Charge
    Attach an explosive charge to the target that lasts 4 seconds. While active, gain infinite range and 60% Ability Power Attack Speed. After the duration, the charge explodes and splits damage between all enemies within 2 hexes, dealing 175 / 265 / 420 Attack Damage physical damage + 10 / 15 / 25 Attack Damage for each attack while casting.
    
    If an enemy with an explosive charge on them dies, it attaches to Tristana's new target.

Artifacts that benefit from Attack Range (2)

    • +25% AD
    • +25% AS

    The holder's attacks target random enemies. Gain +2 Attack Range.

    • +55% AS
    • +5% Damage Amp

    Gain +1 Attack Range, increased by 1 whenever the holder kills an enemy.

Wisps that benefit from Attack Range (1)

See also

Frequently asked questions

  • Why is my champion attacking from way back there instead of walking in?

    Nothing is broken. Attack range is a stat measured in whole hexes.

    • A unit with 1 range can only hit enemies in adjacent hexes.
    • Ranged units have 2 or more.

    A unit attacks only once its target sits inside that many hexes. So more reach means it walks less and starts hitting sooner.

    Note: An ability can grant infinite range. After that, every enemy on the board is reachable.

  • Is attack range the same as my champion's ability range?

    No. Attack range governs basic attacks only.

    An ability's own reach is a separate number, printed in that ability's text. Examples are a blast radius, a leap distance, or a "within so many hexes" clause. Abilities also carry their own target rules. Units with 1 attack range routinely leap several hexes.

    Effects that grant attack range raise that stat alone. None of the current ones extend an ability's reach.

    Note: Read the wording to see which number a line means.

  • Does giving a champion extra attack range break its ability?

    Extra hexes never shrink an ability's reach. But they do change where the unit stands.

    A unit stops closing once its target is in range, so added range keeps it further back. An ability with a limited reach of its own then catches fewer enemies. So does one that needs enemies clustered around the caster. Basic attacks still land.

    Nothing in this set sorts units into melee or ranged groups, so no trait bonus is lost.

    Note: Check the ability's reach first.

  • My unit got bonus range and now it just stands still. Is that a bug?

    Usually not. Standing still is what long reach looks like.

    A unit that already has an enemy in range has no reason to close. So it attacks from where you placed it. It is attacking, not idle.

    What it will not do is walk into the enemy line for you. So anything that wants it in the middle stops happening.

    Note: It can still shift. If its target leaves range, it chases one hex, then switches to the closest enemy.

  • If two things give attack range, do the hexes add up — and is there a cap?

    Treat stacking as unconfirmed. No public source documents a cap, a rounding rule, or how two separate bonuses combine.

    Bonuses are written as flat whole-hex amounts:

    • One source grants +1, and grows another hex on each kill by its holder.
    • Another source grants +2.

    Note: Infinite range is not a number, and nothing adds to it. While it is on, every enemy is already reachable.

  • Does more attack range make my unit hit harder?

    No. Range is its own stat: how far basic attacks reach. It is not a damage, attack-speed or crit term.

    What it changes is timing and safety:

    • A unit that reaches further walks less and lands more attacks.
    • Those extra attacks add up, since each attack gives mana by the unit's role rather than by distance, so its ability arrives sooner.
    • It can also hit enemies whose own reach cannot answer back.

    Note: Hitting enemies that cannot answer back is the real payoff on a short-reaching carry.

  • Does endless range let my carry pick off the enemy backline?

    Mostly no. Reach decides who a unit may hit, not who it picks.

    The default target is the closest enemy. If that one leaves range, the unit chases a single hex, then takes the next closest. Endless range only means nothing is ever out of reach.

    Note: A few effects make attacks target random enemies instead. With long reach, those attacks scatter across the board. They are still not aimed, just no longer nearest-only.

  • Is extra attack range ever a trap?

    Sometimes. The stat governs basic attacks only, so it does not extend an ability's own hex limit. A leap capped at three hexes stays capped.

    On a short-reaching carry, extra hexes are excellent:

    • Less walking.
    • More attacks.
    • More distance from enemies.

    Note: On some units the same hexes do nothing or pull the unit out of position. That happens on a unit whose payoff needs enemies clustered around it, or one that already reaches what it needs.

  • Does a bonus to attack range last after the round ends?

    It depends on the source.

    • A shop buff bought for the fight is temporary, and most last a single round.
    • Range printed on an item is part of that item, so it lasts while the unit holds it.

    Note: One artifact also grows its range each time the holder gets a kill. No public source states whether that growth carries into later rounds. Treat it as unconfirmed rather than assuming it resets.

  • My long-range unit lets enemies walk right up to it. Why doesn't it back away?

    Because nothing tells a unit to retreat. Units are not directly controllable once the fight starts.

    There is no kiting. Reach buys the opening seconds and a safer starting hex, not the ability to hold distance.

    Where you set units down before the fight is your control. So a long-reaching carry still wants a front line.

    Note: There is one real exception. An ability can move its own caster, blinking it away from the target it is hitting.