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., Bel'Veth's slash count, Jinx's rocket count). Stacking AS items and traits on these units compounds: faster autos, faster casts, and bigger casts.
Listed in: Buffs
Items (74)
Refine list…
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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
Damage from attacks and Abilities 30% Sunder 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: Gain immunity to crowd control for 18 seconds. Gain 3% stacking Attack Speed every second.
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- +45% AS
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
- +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 2% Ability Power when attacking or taking damage, stacking up to 25 times. At full stacks, gain 10% Damage Amp and gain immunity to crowd control.
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- +15% AS
- +35 AP
- +1 Mana Regen
Damage from attacks and Abilities 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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- +50% AD
- +30% AS
- +50 AP
Behold, the righteous flame!
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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
Damage from attacks and Abilities 30% Sunder 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: Gain immunity to crowd control for 45 seconds. Gain 6% stacking Attack Speed every second.
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- +80% AS
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
- +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 gain immunity to crowd control.
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- +30% AS
- +75 AP
- +2 Mana Regen
Damage from attacks and Abilities 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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- +60% AS
Attacks deal an additional 60% Attack Damage as physical damage and heal the holder for the damage dealt. The holder cannot cast their Ability or gain Mana.
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- +40 Armor
- +25% AD
- +15% AS
- +25% Omnivamp
50% of the damage the holder receives is instead dealt over 4 seconds as non-lethal damage. [Unique - only 1 per champion]
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- +200 HP
- +20 Armor
Enemies who damage the holder are 20% Chilled for 1.5 seconds. After 7 Chills from this item, the attacker is Stunned instead (Cooldown: 15 seconds). [Unique - only 1 per champion] Chill: reduce Attack Speed Stun: cannot move, attack, or cast Abilities
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- +10% AD
- +40% AS
- +10 AP
- +15% Omnivamp
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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- +50% AD
- +50% AS
The holder's attacks target random enemies.
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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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- +150 HP
- +20% AD
- +20% Omnivamp
Attacks deal 3% of the holder's max Health as bonus physical damage. For every 1% missing Health, gain 1% 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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- +100 HP
- +10 Armor
- +10 MR
- +10% AD
- +10% AS
- +10 AP
Share 15% of the holder's bonus Attack Damage, Ability Power, Attack Speed, Armor, Magic Resist, and Health with other Mirrored Persona holders. Can't be Reforged Unique: one per champion
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- +10% AS
- +55 AP
The holder's first attack after each Ability cast deals 250–700 (by Stage) bonus magic damage. Damage increases based on Stage.
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- +15% AD
- +15% AS
- +10 AP
- +1 Mana Regen
After casting the first time in combat, gain 100 Mana over 5 seconds. [Unique - only 1 per champion]
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- +100 HP
- +10 Armor
- +10 MR
- +10% AD
- +10% AS
- +10 AP
Every 6 player combats gain a lesser copy of Mirrored Persona ( /6). Share 15% of the holder's bonus Attack Damage, Ability Power, Attack Speed, Armor, Magic Resist, and Health with other Mirrored Persona holders. Can't be Reforged, Lesser copies do not produce copies. Unique: one per champion
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- +65% AS
Shrinks the holder, granting them increased movement speed and immunity to Slow, Burn, and Wound.
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- +65% AS
Gain +1 Attack Range, increased by 1 whenever the holder kills an enemy.
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- +10 Armor
- +10 MR
- +10% AS
Spawn a clone that copies the holder's items. The clone has 60% max Health and deals 40% damage. [Unique - only 1 per champion]
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- +80 Armor
- +80 MR
- +140% AD
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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- +20% AD
- +20% AS
- +20 AP
- +3 Mana Regen
Gain 40% Damage Amp against targets 4 or more hexes away.
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- +50% AS
- +15 AP
Every 3rd attack deals 30 + 50% of the holder's Ability Power as additional magic damage to 4 enemies.
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- +100 HP
- +15% AS
Once per combat at 60% Health, the holder splits into 3 copies of themself each with 33% of their max Health. [Unique - only 1 per champion]
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- +300 HP
- +20% AD
- +20% AS
Attacks deal 4% of the holder's max Health plus 6% of their Attack Damage as bonus physical damage to the target and adjacent enemies.
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- +10 Armor
- +10 MR
- +10% AS
- +15% Crit
Summon a clone with 70% base Health and +10% max Mana. You cannot equip items to the clone. The clone benefits from active traits [Unique - only 1 per champion]
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- +400 HP
- +20 Armor
- +20 MR
- +25% AS
Attacks deal 30–100 (by Stage) bonus magic damage. Heals the holder for 30% of all magic damage dealt. Damage increases based on Stage.
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- +30% AD
- +20% AS
Every 3 seconds, your next attack is a double attack.
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- +150 HP
- +10% AD
When combat begins, the holder reduces the Attack Speed of all allies within 1 hexes in the same row by 20%. The holder then gains 60% Attack Speed for each affected ally.
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- +20 Armor
- +20 MR
- +30% AS
The holder gains the Arbiter trait.
Scribe a unique divine law, allowing you to choose an effect to apply to Arbiters when a chosen cause occurs.
- 2
- Choose a cause and effect for your law
- 3
- Effects are stronger.
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- +30 Armor
- +30 MR
The holder gains the Bastion trait. After the first 10 seconds of combat, the holder gains 70% Attack Speed.
Your team gains 15 Armor and Magic Resist. Bastions gain more, and the value doubles in the first 10 seconds of combat.
- 2
- 16
- 4
- 40
- 6
- 60
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- +30% AS
The holder gains the Challenger trait. On takedown, the holder's next 3 attacks each heal for 5% of max health.
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%
- 3
- 28%
- 4
- 42%
- 5
- 55%
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- +200 HP
- +20% Crit
The holder gains the N.O.V.A. trait. N.O.V.A. Strike: Gain 25% Attack Speed and 10 Armor and Magic Resist. Other allies gain 10% Attack Speed and 10 Armor and Magic Resist.
Aatrox: Ally Damage 30% Shred and Sunders enemies Caitlyn: Grant allies 20% Attack Speed Akali: Allies gain Precision Maokai: Allies heal 12% max Health Kindred: Shield the strongest Tank for 800 Emblem: Allies deal 10% stacking bonus true damage
- 2
- 6 seconds into combat, N.O.V.A. grant a power surge to allies based on champions.
- 5
- Gain a Striker selector. The chosen N.O.V.A. activates their Strike during the power surge.
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- +300 HP
- +20% AD
- +20% AS
- +20 AP
The holder gains the Psionic trait.
Gain Psionic items that can be equipped to any ally.
- 2
- Activates at higher tier.
- 4
- —
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- +20% AS
The holder gains the Sniper trait and +1 Attack Range.
Snipers gain Damage Amp, increased against targets farther away.
- 2
- 18%; +2% per hex
- 3
- 25%; +3% per hex
- 4
- 35%; +4% per hex
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- +200 HP
- +15% AS
The holder gains the Timebreaker trait.
- 2
- Allies gain 15% Attack Speed.
- 3
- AND When you lose, gain free rerolls. When you win, store XP in a Temporal Core (scales with stage).
- 4
- AND Timebreakers gain an additional 50% Attack Speed
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- +20% AD
- +20 AP
The holder gains the Voyager trait. Combat Start: The holder and allies within 1 hex in the same row gain a bonus based on the holder's role. - Tanks: 10 Armor and Magic Resist - Fighters/Assassins: 10% Omnivamp - Other Roles: 10% Attack Speed
Combat Start: Your Tanks gain a Shield for 15 seconds. Your other allies gain Damage Amp. Voyagers gain double.
- 2
- 175 Shield; 9%
- 3
- 250 Shield; 15%
- 4
- 350 Shield; 18%
- 5
- 500 Shield; 22%
- 6
- 700 Shield; 27%
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- +20% AD
- +25% AS
- +35% Crit
Gain Precision. Every 4 critical strikes, fire 5 piercing arrows that can critically strike towards the target. Each deals 80% physical damage. Precision Max 3 stacks per Ability cast. Recommended Roles: Attack Marksman or Fighter
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- +30% AD
- +50% AS
- +50% Crit
Gain Precision. Every 3 critical strikes, fire 6 piercing arrows that can critically strike towards the target. Each deals 100% physical damage. On takedown, fire a burst of 12 arrows from the target. Precision Max 3 stacks per Ability cast. Recommended Roles: Attack Marksman or Fighter
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- +30% AD
- +20% AS
Every 3 attacks, fire 10 batblades split between the 3 nearest enemies. Each blade deals 50% physical damage. Recommended Role: Attack Marksman
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- +10000 HP
- +100 Armor
- +100 MR
- +100% AD
- +100% AS
- +100 AP
- +75% Crit
- +100% Omnivamp
- +10 Mana Regen
The pinnacle of Anima technology.
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- +35% AD
- +75% AS
Every attack, fire 9 laser blasts random targets in range, dealing 40% of the holder's Attack Damage as physical damage. Recommended Roles: Attack Marksman
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- +10% AD
Every 4 seconds, gain 30% Attack Speed for 4 seconds.
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- +30% AD
- +45% AS
Every attack, fire 3 laser blasts random targets in range, dealing 40% of the holder's Attack Damage as physical damage. Recommended Role: Attack Marksman
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- +30% AD
- +50% AS
Every 5 attacks, fire 30 chromablades split between all enemies. Each blade deals 50% physical damage. Recommended Role: Attack Marksman
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- +15% AS
- +10% Omnivamp
Attack Champion: Dealing physical damage to an enemy reduces the target's Armor by 2. Magic Champion: Dealing magic damage to an enemy reduces the target's Magic Resist by 2. At (4): If the holder is Psionic, every 3rd attack cleaves, dealing 75 physical damage to nearby enemies. Recommended users: Master Yi and Pyke. Ability Damage Cooldown: 0.75 seconds.
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- +15% AS
- +10% Omnivamp
Attack Champion: Dealing physical damage to an enemy reduces the target's Armor by 2. Magic Champion: Dealing magic damage to an enemy reduces the target's Magic Resist by 2. Recommended users: Master Yi and Pyke. Ability Damage Cooldown: 0.75 seconds.
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- +15% AS
- +10% Damage Amp
- +2 Mana Regen
Every 5 seconds, gain: Magic Champions: 1 Mana Regen. Attack Champions: 15% Attack Speed. Recommended users: Sona and Viktor.
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- +20% AS
- +10% Damage Amp
- +3 Mana Regen
Every 5 seconds, gain: Magic Champions: 1 Mana Regen. Attack Champions: 15% Attack Speed. At (4): If the holder is Psionic, their abilities deal 25% of their ability damage as true damage instead. Recommended users: Sona and Viktor.
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- +10% AD
- +20% AS
- +10 AP
When the holder damages each enemy for the first time each combat, gain: Attack Champions: 9% Attack Damage Magic Champions: 7% Ability Power Recommended users: Pyke and Master Yi
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- +20% AD
- +30% AS
- +20 AP
When the holder damages each enemy for the first time each combat, gain: Attack Champions: 9% Attack Damage Magic Champions: 7% Ability Power At (4): If the holder is Psionic, they heal 20% of their max Health whenever their target dies. Recommended users: Pyke and Master Yi
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Gain 8% Attack Speed for each attack against the same target, up to 80%.
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Gain 15% Attack Speed for each attack against the same target, up to 150%.
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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Sword Overflow Prismatic Gain 4 B.F. Swords. Your B.F. Swords grant +4% Attack Speed.
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Trifecta II Prismatic Gain 3 3-cost champions. Allies gain 5% Attack Speed. Combat Start: 3 random 3-cost champions gain 300 Health and 25% Attack Speed.
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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. Into The Arcane Tactician's Crown, 2025
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Your team gains 10% Attack Speed every 3 seconds in combat.
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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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Mace's Will Gold Gain a Sparring Gloves. Your team gains 25% Critical Strike Chance.
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Your 4-cost champions and Jhin gain 144 Health and 14% Attack Speed. Gain a Jhin.
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Reach for the Stars Gold Gain a Jax. Your strongest Jax becomes a Magic Fighter that deal bonus magic damage on attack and gains stacking Attack Speed on cast.
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Thresh's Boon Gold Each round, roll a die. Get a bonus based on that roll. Health: Attack Speed:
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Timestream Gold Your team gains 100 Health. Timebreakers gain 7 Health and 0.3% Attack Speed every time you reroll (including free rerolls). Gain an Ezreal and a Pantheon.
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Trifecta I Gold Gain 2 3-cost champions. Combat Start: 3 random 3-cost champions gain 220 Health and 20% Attack Speed.
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Yasuo's Golden Hex Silver Paint a Golden Hex. The unit in the hex gains 250 health, 25% attack speed, and drops 1 gold on kill.
Champions (15)
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Fish Frenzy Passive: For every 1% missing Health, gain 2 / 2 / 2.5% Attack Speed Active: Deal 130 / 195 / 310 physical damage to the target, increased by 50% if they're a tank.
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Fish Frenzy Passive: For every 1% missing Health, gain 2 / 2 / 2.5% Attack Speed Active: Deal 130 / 195 / 310 physical damage to the target, increased by 50% if they're a tank.
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Double Time Passive: Attacks deal 30 / 45 / 100 bonus magic damage and an additional 70 / 105 / 190 stacking magic damage over 6 seconds. While an enemy has 5 or more stacks, Teemo is in The Groove. Active: Gain 150% Attack Speed for 3 attacks.
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Double Time Passive: Attacks deal 30 / 45 / 100 bonus magic damage and an additional 70 / 105 / 190 stacking magic damage over 6 seconds. While an enemy has 5 or more stacks, Teemo is in The Groove. Active: Gain 150% Attack Speed for 3 attacks.
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Tidal Slashes Unleash a flurry of 12 slashes at the current target over 2 seconds, dealing 25 / 38 / 57 physical damage each. -
Slingshot Maneuver Passive: Every 5th attack, launch a returning boomerang at the target that travels two hexes past the first enemy it hits. It deals 245 / 370 / 605 physical damage, reduced by 75% per hit. Meep Bonus: ? Meeps attack alongside Gnar, dealing physical damage per second.
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Explosive Attitude Fire a barrage of 16 rockets in a cone, each dealing 32 / 49 / 77 physical damage to the first target hit. -
Pale Cascade Passive: Attacks deal 52 / 78 / 135 bonus magic damage. Active: Gain 275 / 325 / 475 Shield and summon 3 encircling orbs for 3 seconds. Orbs deal magic damage to enemies they pass through, and rotate faster based on Attack Speed.
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Psi Strikes Passive: Every third attack is a doubleslash that deals 70 / 105 / 550 bonus physical damage. Active: After brief meditation, enter a Psi-State for 5 seconds, gaining 10% Omnivamp, 70% Attack Speed, and increased movement speed. Twice a second, fire a psychic projection at a random nearby enemy that deals 70 / 105 / 800 physical damage
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Psi Strikes Passive: Every third attack is a doubleslash that deals 70 / 105 / 550 bonus physical damage. Active: After brief meditation, enter a Psi-State for 5 seconds, gaining 10% Omnivamp, 70% Attack Speed, and increased movement speed. Twice a second, fire a psychic projection at a random nearby enemy that deals 70 / 105 / 800 physical damage
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Stellar Ricochet Passive: Attacks bounce to strike 3 / 3 / 5 times, dealing 60 / 60 / 30% reduced damage per target hit and leaving a Feather behind the final target. Active: Gain 75% Attack Speed for the next 6 attacks. At the end, recall all Feathers split between the closest 3 enemies, dealing 51 / 77 / 960 physical damage each. Xayah's current target takes 25 / 40 / 200 additional physical damage per feather.
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Stellar Ricochet Passive: Attacks bounce to strike 3 / 3 / 5 times, dealing 60 / 60 / 30% reduced damage per target hit and leaving a Feather behind the final target. Active: Gain 75% Attack Speed for the next 6 attacks. At the end, recall all Feathers split between the closest 3 enemies, dealing 51 / 77 / 960 physical damage each. Xayah's current target takes 25 / 40 / 200 additional physical damage per feather.
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Space Opera Passive: Jhin has a fixed attack speed of 0.9 / 0.9 / 1.4 and converts every 1% of bonus Attack Speed into 0.75 bonus Attack Damage. Active: Summon 4 spectral hands that fire alongside Jhin for the next 4 attacks. Each hand deals 45 / 68 / 688 physical damage per shot. The final shots deal 244% more damage and pierce through the most enemies in a line, dealing 44% reduced damage per target hit. -
Reality Tear Passive: On cast, attacks gain stacking bonus magic damage. Starting from the third cast, gain true damage instead. Active: Gain 200 / 250 / 3456 Shield for 3 seconds, then slice open a rift on the largest group of champions dealing the Passive's bonus damage to all enemies within. Enemies have their Attack Speed slowed by 50 / 50 / 99% while allies within gain 80 / 80 / 999% Attack Speed, both rapidly decaying over 3 seconds. Shen always gains his rift's full bonus for this duration.
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Reality Tear Passive: On cast, attacks gain stacking bonus magic damage. Starting from the third cast, gain true damage instead. Active: Gain 200 / 250 / 3456 Shield for 3 seconds, then slice open a rift on the largest group of champions dealing the Passive's bonus damage to all enemies within. Enemies have their Attack Speed slowed by 50 / 50 / 99% while allies within gain 80 / 80 / 999% Attack Speed, both rapidly decaying over 3 seconds. Shen always gains his rift's full bonus for this duration.
Traits (9)
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Summon a placeable relic. At the start of combat, it grants adjacent allies a 10% max Health shield and 10% Attack Speed.
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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.
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Aatrox: Ally Damage 30% Shred and Sunders enemies Caitlyn: Grant allies 20% Attack Speed Akali: Allies gain Precision Maokai: Allies heal 12% max Health Kindred: Shield the strongest Tank for 800 Emblem: Allies deal 10% stacking bonus true damage
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The Groove: ,
- The Groove
- ,
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Stargazers chart a different constellation every game. This game: The Huntress. Combat Start: Mark the highest Health enemies. Allies in empowered hexes gain 15% Attack Speed. Stargazers in empowered hexes gain more and heal for 15% of their max Health when a marked enemy dies. More hexes reveal at each player level
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Stargazers chart a different constellation every game. This game: The Altar. More hexes reveal at each player level
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Stargazers chart a different constellation every game. This game: The Mountain Every 5 player combats, gain a Stargazer Emblem. Stargazers in empowered hexes gain various bonuses. More hexes reveal at each player level
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 (the Set 12 Multistriker proc was the canonical example) 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.