Dash

Description

Dash is a repositioning movement that breaks normal movement.

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It comes in two shapes.

  • A telegraphed dash across hexes.
  • An instant blink or teleport to a new position.

Units use it for three things.

  • To close on a target.
  • To reposition onto a new one.
  • To escape.

Listed in: Buffs, Team buffs

Champions with Dash effects (9)

9 champions · paste in the game's Team Planner

  • Rending Claws
    Leap to the lowest Health enemy within 3 Hexes and deal 500 / 1050 / 2250 Attack DamageAbility Power physical damage. The next 2 attacks gain 175% Attack Speed and deal 65 / 100 / 160 Attack Damage bonus physical damage.
    
    Grey Buff: Gain Precision and 25% Critical Strike Chance, increased up to 75% based on missing Health.
  • Cultivation of Spirit
    Dash, then launch an orb at the current target that deals 170 / 255 / 395 Attack DamageAbility Power physical damage and splits, dealing 60 / 89 / 138 Attack DamageAbility Power physical damage to 2 nearby enemies.
  • Taste Their Fear
    Leap to the farthest enemy within 3 Hexes, dealing 265 / 370 / 535 Ability Power magic damage. If they have no adjacent allies, deal 285 / 410 / 605 Ability Power magic damage instead and gain 10 mana.
  • Rock and Roll
    Passive: On death, split into two Kruglettes with 182 / 338 / 608  Health which immediately taunt, forcing enemies to attack them.
    
    Active: Gain 175 / 225 / 325 Ability Power max Health, then roll into the target, dealing 223 / 358 / 620 Attack DamageMax Health damage.
    
    Slate Buff: On death, Krug and Kruglettes Shield allies for 8% max Health.
  • Savagery
    Jump to the lowest percent Health enemy within 3 hexes and stab them, dealing 255 / 385 / 650 Attack Damage physical damage. Then heal for 60 / 90 / 90 Ability Power, increased to up to 120 / 180 / 180 Ability Power based on their missing Health.
  • Crimson Fury
    Passive: When the target dies, leap at the next target, dealing 135 / 205 / 1000 Attack Damage physical damage.
    
    Active: Gain 100 / 100 / 300% Attack Damage for 8 seconds. During this time ignore 45 / 45 / 90% Ability Power Armor.
    
    Red Buff: Attacks 1% Burn enemies and heal Brambleback for 4% max Health.
  • Forest's Flurry
    Blink away from the current target, deal 270 / 405 / 1200 Attack Damage physical damage to them, and gain 30 / 30 / 100% Ability Power Attack Speed. 
    
    Every 4th cast consumes the Attack Speed granted from Forest's Flurry and fires a blast through the largest group of enemies that deals 385 / 580 / 2500 Attack Damage physical damage, reduced by 25% for each enemy it passes through (minimum 50%).
  • Rage Gene
    Passive: Gain 5 / 5 / 50 Rage per second and 5 / 5 / 20 Rage per attack. 
    
    Active: Transform into Mega Gnar and leap into the largest group of enemies within 3 hexes. Then, deal 100 / 150 / 2000 Attack Damage physical damage to enemies within 2 / 2 / 10 hexes, reduce their Armor and Magic Resist by 15 / 20 / 250 Ability Power, and Stun them for 1 / 1 / 15 second. Mega Gnar gains 400 / 600 / 15000 Health, and replaces his Ability with Grab n' Throw.
    
    Grab n' Throw: Throw the target at the farthest enemy, dealing 380 / 570 / 9000 Attack Damage physical damage to them and 135 / 205 / 4500 Attack Damage physical damage to enemies they pass through. If there's only 1 enemy left, throw them off the battlefield instead.
  • Firestorm
    Charge up, gaining 15% Ability Power per Burning enemy. Then, gain 230 / 300 / 3000 Ability Power Shield for 2.5 seconds and rush through a nearby group of enemies, dealing 80 / 120 / 1500 Ability Power magic damage to each. 
    
    After rushing, unleash a 2 Hex firestorm that deals a total of 475 / 715 / 5000 Ability Power magic damage split among all enemies hit over 2 seconds.

Augments with Dash effects (1)

  • At the start of combat, allies gain 25% Attack Speed for 4 seconds. On takedown, allies dash to their next target and gain this bonus again.

What counters Dash

See also

Frequently asked questions