Description
Repositioning movement that breaks normal movement — either a telegraphed dash across hexes or an instant blink/teleport to a new position. In Set 17, the Challenger trait dashes its champions to a new target when their current one dies, and several abilities blink or teleport behind enemies for setup or escape.
Listed in: Buffs
Items (5)
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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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- +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.
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On takedown, dash to the next target and attack 40% faster for 2 attacks.
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On takedown, dash to the next target and attack 40% faster for 3 attacks.
Augments (2)
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The Big Bang Gold Gain a Meepsie. Your strongest Meepsie becomes a Magic Fighter that leaps to a nearby hex to deal damage in a large radius.
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Shieldmaiden Silver Gain a Leona. Your strongest Leona becomes an Attack Fighter that dashes through enemies to deal physical damage, stunning the first target hit.
Champions (6)
Refine list…
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Diviner's Judgment Stab the target, causing them to bleed for 460 / 690 / 1235 physical damage over 18 seconds. After the attack, leap to the highest percent Health enemy within 3 hexes. -
Dance n' Dice 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 / 410 magic damage to the target and 75 / 110 / 215 magic damage to enemies in a cone. If this kills, dash and snip again at 65% damage!
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Marked for Death 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. -
Meep Bait 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 . -
Time Warp 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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Perfect Bladework Passive: Every 2 attacks, reveal a Vital on the target. If a Vital exists, dash to attack it dealing 37 / 56 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.
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.