Targeting

Description

Targeting is how a unit chooses what to attack or hit with an ability.

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By default a champion attacks the closest enemy by hex distance. It keeps hitting that enemy until it dies or moves out of range. Then it retargets to the next-closest enemy.

That default is why frontline placement matters. A tank parked up front soaks the enemy carry's attacks. Your own backline carry is left alone.

Some abilities override the default with a special selector that picks a different enemy:

  • The lowest-Health target. Rengar leaps at the lowest percent-Health enemy nearby. Murkwolf leaps at the lowest current-Health enemy nearby.
  • The furthest enemy. Kha'Zix leaps at the farthest enemy in range.
  • The highest-Health enemy.
  • The largest clump of enemies. Gnar jumps into the largest group.

Note: Untargetable removes a unit from the pool of valid targets entirely.

What benefits from Targeting (1)

Radiant items that benefit from Targeting (1)

What enables Targeting (52)

Champions that change Targeting (33)

33 shown · a team holds 10 — filter to 10 or fewer

  • Entrancing Dance
    Gain 290 / 340 / 435 Ability Power Shield for 4 seconds. Then grant the ally who has dealt the most damage this combat 90 / 100 / 130% Ability Power decaying Attack Speed for 4 seconds. 
  • Piercing Arrow
    Wind up, then fire an arrow at the most enemies in line with the target. It deals 445 / 670 / 1070 Attack DamageAbility Power physical damage to enemies hit, reduced by 40% for each enemy it passes through (minimum 40%).
  • Triumphant Roar
    Roar, restoring 306 / 437 / 646 Ability Power Health, cleansing disables, and healing the two lowest percent Health allies for 80 / 105 / 130 Ability Power. Then slam the current target, dealing 180 / 270 / 420 Ability Power magic damage and Stunning them for 1.5 seconds.
  • 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.
  • Fungus Among Us
    Throw 2 clusters of mushrooms that deal 55 / 82 / 155 Ability Power magic damage to the 3 nearest enemies. Then hurl a giant mushroom that deals 135 / 200 / 310 Ability Power magic damage to the target.
    
    Each cast has a 10 / 12 / 15% chance to forage an extra mushroom that can be collected for bonus effects.
    
    Red: 1 Reroll
    Green: 1 Tactician Health
    Yellow: 2 XP
  • Noxious Blast
    Poison the target and the nearest non-poisoned enemy, dealing 425 / 630 / 1020 Ability Power magic damage over 15 seconds. Poisons stack.
  • Harvest
    Reduce the Magic Resist of the 3 nearest enemies by 10. Then drain life from them over 2 seconds, healing for 410 / 485 / 850 Ability Power Health and dealing 70 / 105 / 170 Ability Power magic damage to each over the duration.
  • Spirit of Dread
    Gain 50 Armor and Magic Resist for 3 seconds and restore 375 / 475 / 685 Ability Power Health over the duration. Launch spectral riders at the 3 nearest enemies, dealing 80 / 120 / 195 Ability Power magic damage and Stunning them for 1.5 / 1.5 / 1.75 seconds.
  • 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.
  • Raining Artillery
    Adaptor Attack Damage: Launch acid at the target and the other nearest enemy, dealing 165 / 250 / 425 Attack DamageAbility Power physical damage. Enemies below 50% max Health take 231 / 350 / 595 Attack DamageAbility Power physical damage instead.
    
    AdaptorAbility Power: Damages enemies over time.
  • 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.
  • Spirit Bomb
    Launch a spirit bomb at the location within 4 hexes that has the most surrounding enemies. It deals 455 / 685 / 3500 Ability Power magic damage to enemies in a 3 hex radius, reduced by 21% per hex away from the epicenter.
  • 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%).
  • Javelin Toss
    Adaptor Ability Power: Gain 150% Attack Speed for the next 3 attacks. These attacks are replaced with javelins that deal 185 / 275 / 2000 Ability Power magic damage. The 3rd attack instead targets the furthest enemy with the least items and deals 330 / 500 / 3000 Ability Power magic damage.
    
    Adaptor Attack Damage: Transform into a Melee cougar Assassin that swipes enemies.
  • Azure Shockwave
    Gain 480 / 684 / 2421 Ability PowerMax Health Shield for 4 seconds. Slam the ground, sending a fissure in the direction of the most enemies. Enemies hit are briefly knocked up, take 100 / 150 / 3500 Ability Power magic damage, and are Mana Reaved for 10.
    
    Blue Buff: Each time Sentinel casts, allies gain 2 Mana Regen.
    
    Mana Reave: Increase the Mana cost of the next Ability cast.
  • Boomerang Blade
    Throw a large crossblade that deals 215 / 320 / 1150 Attack DamageAbility Power physical damage to the current target and bounces 8 times between nearby enemies, dealing 41 / 61 / 460 Attack DamageAbility Power physical damage each bounce. When this kills an enemy, bounce 3 / 3 / 6 additional times.
  • Rampant Growth
    Spawn 2 / 2 / 4 plants around the battlefield that attack the nearest enemy 10 times. Each attack deals 35 / 53 / 225 Ability Power magic damage. 
  • Moonfall
    Rain 9 moonshards split among the 3 nearest enemies, dealing 55 / 83 / 500 Ability Power magic damage each.
    
    If the moon is full, instead crash it onto the board, dealing 2350 / 3600 / 7500 Ability Power magic damage split among all enemies.
  • Spirit Rift
    Fire an arrow through the most enemies in a line that deals 465 / 700 / 1000 Attack Damage physical damage, reduced by 80 / 80 / 40% per enemy hit (minimum 20%). If no enemies are hit refund 70% of mana spent.
    
    The arrow leaves a trail for 3 / 3 / 20 seconds that deals 11 / 17 / 220 Attack DamageAbility Power + 1.5 / 1.5 / 10% max Health physical damage per second to enemies within and 20% Slows them.
    
    Slow: Reduce Attack Speed
  • Whirling Death
    Passive: Attacks target random enemies in range and apply a bleed that deals 150 / 225 / 3000 Attack Damage physical damage over 12 seconds. Every attack has a 12% Ability Power chance to deal 50 / 50 / 900% bonus physical damage and apply 2 bleeds instead.
    
    Active: Throw two giant axes towards the enemy with the most bleeds. Deal 100 / 150 / 400 Attack Damage physical damage to enemies hit and consume their bleed, instantly dealing the remaining damage. The axes then return, dealing 30 / 45 / 100 Attack Damage physical damage to enemies hit. If no enemies are hit refund 50% of mana spent.
  • Heat Without Equal
    Passive: Attacks deal 75 / 75 / 100% damage to enemies adjacent to the target.
    
    Active: Become invulnerable and fly into the air. On return, stun all enemies for 1.25 / 1.25 / 99 seconds, gain 15 / 15 / 100% Omnivamp, and Ignite them for 3 / 3 / 99 seconds. Ignited enemies take 2 / 2 / 20% max Health physical damage per second. Replace this ability with Flame Breath and immediately cast it.
    
    Flame Breath: Spew fire at the most enemies in a line through the target, dealing 305 / 465 / 7200 Attack DamageAbility Power physical damage, reduced by 20% for each enemy it passes through (minimum 20%.) Ignite those enemies for 3 / 3 / 99 seconds.
    
    Elder Dragon Buff: Damaging an enemy below 12% Health executes them.
  • 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.
  • Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the largest group of enemies that deals 375 / 565 / 6500 Ability Power magic damage, reduced by 25 / 25 / 10% for each enemy hit.
  • Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 Ability Power magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%).
    
    Blackthorn Bonus: Stuns targets hit for 1 second.
  • Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 Ability Power magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%).
    
    Blossom Bonus: The first target hit is dealt 10% bonus damage.
  • Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 Ability Power magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%).
    
    Coven Bonus: Reduces the Armor and Magic Resist of targets hit by 8 for the rest of combat.
  • Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 Ability Power magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%).
    
    Elderwood Bonus: Casts grant all allies 2.5% increased max Health for the rest of combat.
  • Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 Ability Power magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%).
    
    Fae Bonus: Heals the lowest percent Health ally for 18% of ability damage dealt.
  • Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 Ability Power magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%).
    
    Inferno Bonus: Restores 10 mana per takedown.
  • Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 Ability Power magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%).
    
    Lunar Bonus: Applies 8% Vulnerable to enemies hit for 4 seconds.
    
    Vulnerable: Increases damage taken
  • Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 Ability Power magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%).
    
    Primal Bonus: Gain 60% Attack Speed for 6 seconds after cast.
  • Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 Ability Power magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%).
    
    Solar Bonus: Deal 15% bonus damage. For each unique 3-star champion fielded, deal an additional 12% bonus damage.

Traits that change Targeting (3)

  • Hunters gain Attack Damage. If a Hunter hasn't swapped targets for 3 seconds, they gain 10% Damage Amp.
  • Monoliths gain 10 Armor and Magic Resist for each enemy targeting them.

Completed items that change Targeting (2)

    • +100 HP
    • +25 Armor
    • +25 MR

    Gain 10 Armor and 10 Magic Resist for each enemy targeting the holder.

    Chain VestNegatron Cloak
    • +20% AD
    • +20% AP
    • +15% Omnivamp
    • +1 Mana Regen

    Heal the lowest percent Health ally for 20% of damage dealt.

    B.F. SwordNeedlessly Large Rod

Radiant items that change Targeting (1)

    • +40% AD
    • +40% AP
    • +30% Omnivamp
    • +2 Mana Regen

    Heal the lowest percent Health ally for 40% of damage dealt.

Artifacts that change Targeting (4)

    • +35% AP
    • +1 Mana Regen

    Combat start: Form a pact with the highest Health allied champion, If they die, gain 10 Mana regen and 40% Ability Power. When the ally uses their ability, gain 10 Mana. Every 6 seconds, shield your ally for 200% of the holder's Ability Power.

    • +25% AD
    • +25% AS

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

    • +55 Armor
    • +55 MR

    Every 3 seconds, Shields the lowest percent Health ally for 70% of the holder’s combined Armor and Magic Resist for 5 seconds. On death grants this shield to all allies.

    • +55% AD
    • +55% AP

    100% of overkill damage plus 130 is dealt as magic damage to the two enemies nearest the target.

Augments that change Targeting (4)

Gold (2)

  • 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.
  • At the start of each turn, all allies holding a Frying Pan or Spatula item grant the nearest champion 60 permanent Health. Gain a Frying Pan.

Silver (2)

  • Flame On Silver
    Your 1 and 2-cost Inferno champions gain 0.2 Attack Damage and Ability Power. The one who did the most damage last combat gains double. Gain a Varus and an Akali.
  • Gain a giant Training Dummy. Every 4 seconds, it zaps the 3 nearest enemies dealing 5% max Health true damage.

Wisps that change Targeting (5)

  • Your highest Health unit grows, gaining 800 Health.
  • Your highest Health ally deals 2% max Health damage per second in an area.
  • Your highest Health champion gains 15 Armor and 15 Magic Resist.
  • Hugify Combat
    Your highest Health unit grows, gaining 350 Health.
  • Ironwood Combat
    Enemies attacking your highest health champion deal 14% less damage.

What counters Targeting

See also

Frequently asked questions