Description
How far a unit can reach with its auto-attacks, measured in hexes. Every champion carries it as a plain number: most melee champions reach one hex, and ranged ones reach several. Range decides who a unit can hit at all, so extra range lets a carry stand further back, start attacking earlier in the fight, and keep hitting enemies that cannot reach back. Almost nothing hands it out, which is what makes the few sources worth knowing: artifacts that add hexes to whoever holds them, one of them growing again every time its holder gets a kill; a wisp that lends a row of your units an extra hex for one fight; and champions whose own ability makes their range endless for a while, letting them hit anything on the board. 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 (2)
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Solar Judgement Passive: Kayle ascends based on her star level, granting her stacking bonuses. 1st Ascension: Attacks deal 56 / 84 / 98 bonus magic damage. 2nd Ascension: Attacks 20% Shred enemies hit for 2 seconds. 3rd Ascension: Attacks fire waves, dealing 40 magic damage to all other units hit. 4th Ascension: Gain infinite range. Every 3rd wave is much larger. Shred: Reduce Magic Resist
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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.
Artifacts (2)
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- +25% AD
- +25% AS
The holder's attacks target random enemies. Gain +2 Attack Range.
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- +55% AS
- +5% Damage Amp
Gain +1 Attack Range, increased by 1 whenever the holder kills an enemy.
Wisps (1)
- Improved Reach Combat
Your Fighters gain 1 range.