Basic attack 基础攻击

A basic attack (also called a standard, normal, or auto attack) is the default means by which a unit deals damage. The player orders their champion to perform a basic attack when they right-click on an enemy, or when the "attack-move" command is used (default A); idle champions may also automatically chase and attack targets that venture too close to them, if the option to "auto-attack" is enabled.
基础攻击(也称为标准攻击、普通攻击或自动攻击)是单位造成伤害的默认方式。当玩家右键点击敌人或使用"攻击-移动"命令(默认为 A 键)时,会命令英雄执行基础攻击;如果启用了"自动攻击"选项,闲置的英雄也会自动追逐并攻击靠近的目标。
Turrets, minions, and most monsters perform basic attacks as their only method of dealing damage.
防御塔、小兵和大多数怪物只能通过基础攻击来造成伤害。
A basic attack under normal circumstances deals
100% AD physical damage. A unit's attack timer determines the time it takes to fire a basic attack and wait for a new one to be available; it is reduced by attack speed and reset by basic attack resets.
在正常情况下,基础攻击会造成 100%物理 AD 伤害。单位的攻击计时器决定发动基础攻击和等待下一次攻击的时间间隔;攻击速度会缩短这个间隔,而基础攻击重置可以立即重置攻击计时器。
Acquisition[edit | edit source]
获取目标编辑 | 编辑源
In order for an attacker to initiate an attack, they must first acquire a target. Acquisition occurs when an attacker is ordered to attack a valid target, as a result of an attack command, automatic target acquisition, or the forced action effects
taunt or
berserk. The attacker will attempt to attack the unit if it is within their
attack range, or attempt to move toward it until their attack range meets its
gameplay radius, and then stop moving and attempt to attack the target. Acquisition of the target will continue until the attacker is given a new target, attacking is canceled by any means, or the target becomes invalid (e.g. they
die or become
untargetable).
为了发起攻击,攻击者必须首先获取目标。当攻击者被命令攻击有效目标时,就会发生目标获取,这可能是由攻击命令、自动目标获取或强制行动效果
嘲讽或
狂暴触发。如果目标处于攻击者的
攻击范围内,攻击者将尝试攻击该单位;否则将尝试移动至目标,直到攻击范围触及目标的
游戏半径,然后停止移动并尝试攻击目标。目标获取将持续进行,直到攻击者被赋予新目标、攻击被任何方式取消,或目标变为无效(例如
死亡或变为
不可选定)。
Auto-attacking[edit | edit source]
自动攻击编辑 | 编辑源
By default, when champions are idle they automatically acquire the nearest enemy unit within their
acquisition range as their target. This feature is called automatic target acquisition or simply auto-attacking and can be toggled from the Settings > 'Game' tab.
默认情况下,当英雄处于空闲状态时,会自动获取
获取范围内最近的敌方单位作为目标。这一功能称为自动目标获取或简称自动攻击,可以在"设置">"游戏"选项卡中切换。
Auto-attacking can be temporarily disabled by holding down the "hold position" key (default J), or by issuing a stop command (default S), which stops all orders including auto-attacking until a new order is manually provided by the player.
自动攻击可以通过按住"保持位置"键(默认为 J),或通过发出停止命令(默认为 S)来临时禁用,这将停止所有命令(包括自动攻击),直到玩家手动提供新的命令。
Attack-move[edit | edit source]
攻击移动编辑 | 编辑源代码
Attack-move commands allow a champion to move toward a given destination location while scanning for a valid hostile within
acquisition range. Attack-move has two modes:
攻击移动命令允许英雄在移动到指定目标位置的同时,在
获取范围内搜索有效的敌对目标。攻击移动有两种模式:
- When using regular attack-move (default A), the player's
attack range indicator becomes visible and they may select either a location or a target by left-clicking. Selecting a location scans to acquire the nearest target to the champion's position. Selecting a target directly acquires it without scanning, like a normal attack order.
使用常规攻击移动(默认 A)时,玩家的
攻击范围指示器将变为可见,并且可以通过左键点击选择一个位置或目标。选择位置将扫描以获取距离英雄最近的目标。直接选择目标则会直接锁定目标,类似于普通的攻击命令。 - When using attack-move click (default Shift + Right Click), the champion performs the above, but without the player having to select separately. The position of the player's cursor when issuing the command is assumed to be the selection position. The range indicator is not visible when using attack-move click.
当使用攻击移动点击(默认为 SHIFT + 右键单击)时,英雄将执行上述操作,但无需玩家单独选择目标。玩家发出命令时光标的位置被视为选择位置。使用攻击移动点击时,范围指示器不可见。
The "Attack move on cursor" option changes the targeting behavior of attack-move commands. It can be toggled from the Settings > 'Game' tab.
"光标上攻击移动"选项可改变攻击移动命令的目标选择行为。可以在"设置">"游戏"选项卡中切换。
- If this option is enabled: the champion may also scan to acquire the nearest target in a circle around the cursor's position within or near attack range.
如果启用此选项:英雄可以在光标周围的圆形区域内扫描并选择攻击范围内或附近的最近目标。 - If this option is disabled, or a target cannot be found using the cursor's position within or near attack range: attack-move commands use the default behavior of the champion's position.
如果禁用此选项,或在光标位置附近无法找到目标:攻击移动命令将使用英雄位置的默认行为。
Behavior[edit | edit source]
行为编辑 | 编辑源代码
General[edit | edit source]
常规编辑 | 编辑源代码
A basic attack cannot be avoided under normal circumstances once the attacker has begun their attack; it also cannot lose its target and it may hit them despite any subsequent changes in position. The following are exceptions to this rule and will cause basic attacks to fail:
基础攻击一旦攻击者开始攻击,在正常情况下就无法避免;它也不会丢失目标,即使目标的位置发生后续变化,攻击仍然可以命中。以下是这一规则的例外情况,会导致基础攻击失败:
- Parrying effects, which negate the attack's effects entirely:
格挡效果,可完全抵消攻击的效果: - Attacking becomes disabled, rendering basic attacks unable to be declared. This includes (this lists those that have the capability to do so):
攻击被禁用,导致无法发起普通攻击。这包括以下情况:
Crowd control (specifically
disarming crowd control)
控制效果(具体是指
缴械类控制效果)
Channeling
引导技能
Lockout
锁定状态- Cast time 施法时间
- The attack's windup is interrupted, if the:
如果出现以下情况,攻击的蓄力动作将被打断:- Attacker is issued a different command
攻击者被下达了不同的指令 - Attacker or the target
dies
攻击者或目标死亡 - Target becomes
untargetable
目标变为
不可选定 - Target moves too far away
目标移动得太远 - Target is no longer in
sight
目标不再在
视野内
- Attacker is issued a different command
Certain basic attacks can be physically dodged (by using mobility spells or quickly moving out of the way) as they do not follow their target after being fired, though they travel fast enough that they are unlikely to be dodged. These are: and .
某些基础攻击可以被物理躲避(通过使用移动技能或快速移开),因为它们在发射后不会追随目标,尽管它们的飞行速度足够快,使得躲避极为困难。这些攻击包括:
格雷福斯的
新命运和
图奇的
喷毒射击。
Champion[edit | edit source]
冠军编辑 | 编辑源代码
When a champion loses
sight of an acquired target while pathing to them, they will continue moving toward the last location the target was visible in. If the movement order has not completed and the target re-enters sight, the champion will be ordered to path to the target's location again and attack them. The target's new location after re-gaining sight of them may be the same as when the attacker lost sight or a different one.
当一个英雄在追逐目标的过程中失去了目标的视野时,他们将继续朝着目标最后一次可见的位置移动。如果移动命令尚未完成,并且目标重新进入视野,英雄将再次被命令移动到目标的位置并攻击他们。重新获得视野后,目标的新位置可能与攻击者失去视野时相同,也可能不同。
When a champion is ordered to attack a valid moving target and acquisition of them continues without manual input from the player, delays in pathing and attacking may emerge. These delays are caused by checks for a potential target, which may be especially evident when the target moves within or out of attack range in a short amount of time. The champion may also not perfectly stop to attack the target at attack range, but may finish their movement at a slightly closer distance before attacking.
当英雄被命令攻击一个有效的移动目标,并且在没有玩家手动输入的情况下继续锁定目标时,路径和攻击可能会出现延迟。这些延迟是由对潜在目标的检查引起的,当目标在短时间内移入或移出攻击范围时,这种延迟可能特别明显。英雄可能不会完全停止以攻击目标,而是可能在略微更近的距离完成移动后再发起攻击。
- Due to this behavior, manual cycling of issued movement and attack commands is faster and more precise than automatic orders (also see: "kiting").
由于这种行为,手动切换移动和攻击命令比自动命令更快速、更精确(另请参见:"走 A")。
Many champions have abilities that will affect their basic attacks in some way or form. Such abilities may be treated like basic attacks and/or abilities, meaning trigger on-hit effects and/or ability effects.
许多英雄拥有能够以某种方式影响其普通攻击的技能。这些技能可能会被视为普通攻击和/或技能,意味着它们可以触发特定效果(如被动效果)和/或技能效果。
There exists a grace period of one game-tick (0.033 seconds) before a champion's attack windup completes, during which the attack becomes inherently uncancellable by the player through movement commands and/or the hold or stop commands. This is a strictly unchanging implementation: at incredibly high attack speeds, it may cause any given attack windup to be uncancellable for its entirety, since it would last less than or equal to this grace period. After firing the attack, another grace period of one game-tick locks the player out of inputting new commands.
存在一个为期一个游戏帧(0.033 秒)的宽限期,在攻击前摇完成之前,玩家无法通过移动命令和/或停止或暂停命令取消攻击。这是一个严格不变的机制:在极高的攻击速度下,这可能导致任何给定的攻击前摇都无法被取消,因为其持续时间小于或等于这个宽限期。攻击出手后,又有一个为期一个游戏帧的宽限期,在此期间玩家无法输入新的命令。
Minions[edit | edit source]
小兵编辑 | 编辑源代码
- Main article: Minion 主条目:小兵Minions will automatically attack their closest target by default, but may change targets in a similar manner to turrets.
小兵默认会攻击最近的目标,但可以以类似防御塔的方式改变攻击目标。
Monsters[edit | edit source]
野怪编辑 | 编辑源代码
The majority of monsters only use basic attacks that deal physical damage, the exceptions are:
大多数野怪只使用造成物理伤害的基础攻击,例外情况是:
- who also casts abilities.
男爵纳什,他还会施放技能。 - who also casts abilities.
先知先觉的峡谷先锋也会施放技能。 - who also casts abilities.
阿特卡汗也会施放技能。 - whose basic attacks deal magic damage.
青蛙营地的普通攻击会造成魔法伤害。 - which does not attack at all.
河蟹完全不会发起攻击。
Turrets[edit | edit source]
炮塔编辑 | 编辑源代码
- Main article: Turret 主要条目:炮塔
Turrets have armor penetration, and when hitting a
champion, they additionally deal more damage to any champion , up to a cap.
炮塔具有穿甲能力,当攻击一个
英雄时,它们会对任何
英雄额外造成更多伤害,并且随着连续攻击增加,直至达到上限。
The behavior of turrets as well as their basic attacks' damage are described on the corresponding page.
炮塔的行为以及其基础攻击的伤害在相应的页面中有详细描述。
The only exception to the above is the Nexus Obelisk (also called the Fountain Laser) that deals
a special type of true damage which ignores all kinds of damage reduction, untargetability and damage immunity effects and its attack does not have a missile travel speed.
上述规则的唯一例外是能量方尖碑(也称为泉水激光)会造成一种特殊的真实伤害,它无视所有伤害减免、无法选定和伤害免疫效果,并且其攻击没有弹道飞行速度。
Structures[edit | edit source]
结构编辑 | 编辑源代码
Structures can normally only be damaged by basic attacks. However, some abilities that function like basic attacks (e.g. , , , etc.) and certain effects such as and are special-cased to be able to target and deal damage to turrets.
建筑物通常只能被基础攻击伤害。然而,一些类似基础攻击的技能(例如
菲奥拉的
突袭,
特朗德的
啃咬,
赛娜的
穿透黑暗等)以及某些特殊效果,如
特瑞萨的
爆炸充能和
吉格斯的
引爆炸弹,都被特殊处理可以攻击和对防御塔造成伤害。
Vision[edit | edit source] 视野编辑 | 编辑源代码
Basic attacking while hiding in brush or in Fog of War will reveal a 300-unit radius centered at the attacker for 2 seconds after the attack completes.
在草丛或战争迷雾中进行普通攻击,将在攻击完成后以攻击者为中心的 300 单位半径内显示单位 2 秒钟。
Damage[edit | edit source] 伤害编辑 | 编辑来源
Basic attacks always deal physical damage, with some exceptions.
普通攻击始终造成物理伤害,但有一些例外情况。
The following will modify the attack's total damage to magic damage:
以下情况将使攻击的总伤害转变为魔法伤害:
Finally, can modify the attack's total damage to part physical and part magic damage, and will modify the attack's total damage to part physical and part true damage.
最后,亚恩的"猎人之道"可以将攻击的总伤害修改为部分物理伤害和部分魔法伤害,而凯蜜儿的"强化精准协议"则将攻击的总伤害修改为部分物理伤害和部分真实伤害。
Barring the exceptions above, certain items, buffs, and abilities may cause the attacker to deal additional damage of any subtype on top of their base physical damage. The physical damage dealt by basic attacks benefits from the attacker's
attack damage stat and is reduced by the target's
armor.
除上述特例外,某些物品、增益效果和技能可能会使攻击者在基础物理伤害之外造成任何子类型的额外伤害。基础攻击造成的物理伤害受攻击者的攻击伤害属性加成,并会被目标的护甲削减。
When basic attacking a turret,
champion attacks deal 100% base AD (+ 100% bonus AD) (+ 60% AP):
对攻击防御塔时,英雄攻击会造成 100%基础攻击伤害(+100%额外攻击伤害)(+60%法强):
- Physical damage, if 100% bonus AD > 60% AP
物理伤害,如果 100%额外攻击伤害 > 60%法术强度 - Magic damage, if 100% bonus AD < 60% AP
魔法伤害,如果 100%额外攻击伤害 < 60%法术强度
Attack speed[edit | edit source]
攻击速度编辑 | 编辑源代码
- Main article: Attack speed
主条目:攻击速度 - See also: List of champions/Basic attacks and List of champions/Attack speed
另请参见:英雄列表/基础攻击和英雄列表/攻击速度
The rate at which a champion attacks is called
attack speed and is by default capped at 3.003 attacks per second, though certain abilities and runes can modify this value.
英雄攻击的速率被称为
,默认情况下限制为每秒 3.003 次攻击,尽管某些技能和符文可以修改这个数值。
Attack reset[edit | edit source]
攻击重置编辑 | 编辑源代码
The cast of certain abilities and item actives will (forcibly) reset the attack timer to zero. Depending on the phase of the attack that the player casts them in, this effect may be detrimental or beneficial to them:
某些技能和物品主动效果会(强制)将攻击计时器重置为零。根据玩家施放这些技能的攻击阶段,这种效果可能对他们有利或不利:
- Resetting the attack timer during the windup means that the current attack is canceled, thus delaying the windup and launch of the next attack.
在蓄力阶段重置攻击计时器意味着当前攻击被取消,从而延迟了下一次攻击的蓄力和发起时间。 - Resetting the attack timer during the cooldown means that the remaining cooldown is negated, thus allowing a new windup to begin faster than normal.
在冷却阶段重置攻击计时器意味着剩余的冷却时间被取消,从而允许新的蓄力阶段比正常情况下更快开始。
generates an additional stack when the user's attack timer is reset.
『风暴之矛』会在用户的攻击计时器被重置时生成一个额外的层数。
The following abilities will reset the basic attack timer after use:
以下能力将在使用后重置基础攻击计时器:
- , , and
布莱尔的
冲头、
血腥狂暴和
快速突袭 - *
艾克的
* - *
尘与影的
* - *
鲁锡安的不懈追击* - *
潘森的
强化盾牌跃击* - *
奎因的
跃击* - *
瑟庄妮的
- recast
抽卡的重新释放
- *
翻滚*
- *
维格奥的
幽灵之颚* - *
泽丽的
电火飙升
The following item actives will reset the basic attack timer after use:
以下物品主动效果可在使用后重置基础攻击计时器:
- Titanic Crescent
提坦钢铁曲刃的巨型新月
Special Cases[edit | edit source]
特殊情况编辑 | 编辑源
, , , , , , and , and * reset the caster's attack timer, but they are not considered attack resets for .
贝尔薇丝的
虚空冲击、凯萨的
杀戮本能、克萨特的
恩托弗打击、格温的
跳跃斩、蕾尔的
铁魔:骑乘、瑞文的
破碎之翼、优娜拉的
精神培育和不可触碰之影,以及
海克斯科技火箭腰带会重置施法者的攻击计时器,但它们不被视为
乱刃的攻击重置。
The special attacks from and reset the caster's attack timer and do not place the user's attack timer on cooldown after casting them. This results in a double attack reset.
露娜的
daybreak 之盾和沃利贝尔的
雷霆重击会重置施法者的攻击计时器,且在施法后不会使用户的攻击计时器进入冷却状态。这会导致双重攻击重置。
Certain abilities that involve
dashes which grant attack resets may cause the caster to dash for a longer duration than their attack's cooldown. This means the caster may not be able to follow up with another basic attack as quickly, because of the time spent performing the dash. In order to bypass this lockout time, the caster may try to end the dash prematurely, such as dashing into a wall or dashing in place, if the ability permits this behavior. Since less time will be spent dashing, the amount of time they are required to wait is reduced.
某些涉及
冲刺且会重置攻击的技能可能会使施法者的冲刺持续时间长于其攻击的冷却时间。这意味着由于花费在冲刺上的时间,施法者可能无法快速跟上另一次普通攻击。为了绕过这个锁定时间,施法者可能会尝试提前结束冲刺,比如冲向墙壁或原地冲刺(如果技能允许这种行为)。由于冲刺所花费的时间减少,他们所需等待的时间也随之缩短。
Uncancellable Windup[edit | edit source]
未取消的蓄力攻击编辑 | 编辑源代码
A basic attack that is not
interruptible is classified as having an
uncancellable windup. Basic attacks with uncancellable windups are only stopped by
death,
polymorph, , and in some cases,
untargetability and range. These include:
不可被打断的基础攻击被归类为具有
不可取消的蓄力。不可取消蓄力的基础攻击只能被
死亡、
变形、
奎因的
飞跃和某些情况下的
无法成为目标和射程打断。这些包括:
Untargetability interactions[edit | edit source]
无法选择目标状态交互编辑 | 编辑源代码
The following table features uncancellable windups that will be cancelled by the target becoming
untargetable during the windup and those that will complete the windup regardless of the target being targetable or not.
下表列出了无法取消的预备动作,这些动作在目标变得
不可选取时会被取消,以及那些无论目标是否可选取都会完成预备动作的情况。
| Cancelled 取消 | Not cancelled 未被取消 |
|---|---|
| (no effect)
| |
| (no effect for leap)
| |
| (no effect)
| |
| (no effect)
| |
| in |
|
Range interactions[edit | edit source]
范围交互编辑 | 编辑源
The following table features uncancellable windups that will cancel from the target moving too far away during the windup and those that will complete regardless of the target's location.
下表列出了无法取消的预备动作,这些动作会因目标移动得过远而被取消,以及那些无论目标位置如何都会完成的预备动作。
| Cancelled 取消 | Not cancelled 未取消 |
|---|---|
| (both close range and leap)
| |
| in |
|
| (with and without lunge)
|
|
Empowered Basic Attack[edit | edit source]
强化普通攻击编辑 | 编辑源
To see the items and runes that deal bonus damage with basic attacks, see attack effects.
要查看对基础攻击造成额外伤害的物品和符文,请参见攻击效果。
Modified Damage[edit | edit source]
修改后的伤害编辑 | 编辑源
The following champion abilities have their basic attack dealing modified damage:
以下英雄能力会对基础攻击造成修改后的伤害:
- and
艾希的
寒霜射击和
游侠专注
Bonus Damage[edit | edit source]
额外伤害编辑 | 编辑源代码
The following champion abilities will empower their basic attack to deal bonus damage:
以下英雄技能可以强化基础攻击以造成额外伤害:
- and
亚菲利欧斯的
和
- and
布里茨的
动力拳与
静电力场 - and
精密协议
和
海克斯终极决断 - , , and
艾克的
Z 驱动共振、
平行收敛和
相位跃迁 - and
格温的
千刀万剐和
跳斩 - and
杰克斯的 强化 与 兵器大师 - and
凯尔的
神圣飞升和
星火咒刃 - (allies only) and
莱昂娜的
(仅对队友)和
- and
诺提勒斯的
和
- and
契约者的
和
- , and
雷尔的
打破模式,
铁元素操控:骑乘 和
全速前进 - and
坑斗勇气与压制
赛特的
和
- and
背刺与欺诈
沙柯的
和
- and
乌迪尔的
野性之爪和
翼灵风暴 - and
薇恩的
翻滚和
银色箭矢 - and
沃利贝尔的
和
- and
赵信的
和
- and
的
和
- ( only)
的
(仅限
状态) - and
的
和
Damage over Time[edit | edit source]
持续伤害编辑 | 编辑源代码
The following champion abilities will empower their basic attack to deal additional damage over time:
以下英雄技能会强化其基础攻击,造成额外的持续伤害:
Others[edit | edit source] 其他编辑 | 编辑源
The following champion abilities do not do additional/modified damage to their target but will empower their basic attacks to give another bonus:
以下英雄技能不会对目标造成额外/修改后的伤害,但会强化其基础攻击以提供其他加成:
- and
阿菲利欧斯的
和
- and
杰斯的
和
- and
的
和
- and
奥拉夫的 鲁莽打击和 诸神黄昏 - and
希维尔的
风之疾走和
狩猎号角 - and
特朗德梅尔的
和
- , and
乌迪尔的
精神连接,
铁甲护身和
烈焰冲击 - and () only)
悠米的
猫咪之友和
你我同心!(
仅限最好的朋友)
Trivia[edit | edit source] 琐事编辑|编辑源代码
- Each unit that can perform basic attacks has a unique firing and recovery animation for their attack's windup and winddown which represents the physical action of drawing into and away from an attack.
每个可以执行基础攻击的单位都有独特的攻击起手和收招动画,这些动画代表了攻击时身体的物理动作,包括进入攻击状态和从攻击状态退出的过程。 - Hostile turrets are the only units in the game that visually and unambiguously mark an acquired target, specifically with a line from their crystal apex to their target's center.
敌方防御塔是游戏中唯一能够通过视觉和明确的方式标记已锁定目标的单位,具体表现为从其水晶塔尖到目标中心的一条线。 - In the initial iteration, the icon used to denote basic attacks is reused from an alpha item with unknown effects called
Long Staff.
在最初的版本中,用于标识基础攻击的图标是从一个名为
长杖的未知效果的阿尔法道具中重复使用的。 - "Basic" comes from the fact that "attack" used to refer to any hostile action a champion could perform, with "special attacks" referring to ability-based actions. Effects such as used to refer to "attacks" in their in-game tooltips, which are now distinguished into basic attacks and abilities. The use of "attack" to refer to anything other than a "basic attack" has generally been discontinued, but affixing 'basic' has nevertheless remained.
"基础"这个词源于"攻击"曾经指代一个英雄可以执行的任何敌对行动,而"特殊攻击"则指代基于技能的动作。诸如
不可破坏等效果曾在其游戏内提示中引用"攻击",现在这些已被区分为基础攻击和技能。使用"攻击"来指代"基础攻击"以外的任何内容的做法现已基本被放弃,但是加上"基础"这个前缀却仍然保留了下来。
