This is actually an important decision as it reduces the necessity of the click to fire the skill shot. Now, you may be wondering, why should be chain these auto attacks if the effects are so miniscule? Well, they might not always be. While Orb Walking itself is generally associated with AD carries, skill chaining can be done with multiple champions in every position to enhance damage and force in auto attacks during skill casts.
An example of this is Alistar, in which you can effectively execute an AD in midair as you Headbutt your opponent. Should you be playing a champion that capitalizes on Sheen or Lich Bane Twisted Fate , this extra auto attack can actually make a difference, and like I previously mentioned, can be used on AD carries to harass more in lane. Now let's get to the important part - learning how to Orb Walk.
It's not a difficult concept, but it may be difficult or strenuous to remember to apply it. Remember, Orb Walking is used because it allows you to manuever and kite while dealing out damage instead of forcing you to choose one or the other.
Additionally, it improves positioning and damage output in team fights, and if you were to be chasing down an enemy while you had red buff or some sort of slow, it can continuously put you in range to slow them.
You must learn when your auto attack animation can be cancelled while the shot is still preserved in the air. Use this to your advantage in team fights when you cannot be selective with your firing, or when you are attempting to kite or back up and wish to do damage. What is Orb Walking? Orb walking is an essential skill that needs to be utilized by all players seeking to better themselves for a few reasons: 1 Proper orb walking allows you to fire a shot and waste minimum frames out of movement so you can stay hot on an enemy's tail.
I still do my best to keep the contents of this guide up to date. Fortunately they aren't prone to major nor frequent changes. Basics of Orb-walking. Autoattacks AA work through repetition of a specific champion animation and after one is finalised, the new one begins. The actual damage or the attack however is applied in the middle of that animation, not the end, and finishing the animation has no impact on dealing damage.
This means you can command a movement as soon as you see the missile flying, which enables you to move while attacking. Move like a butterfly, sting like a bee. Either way, the following AA animation will be able to be performed exactly the same time the previous one would have ended. This speed cannot be affected unless you increase attack speed or use an ability that resets it.
The act of using the window between shooting a missile and starting the subsequent attack in order to move is called orb-walking and it has many benefits. Orb-walking helps with catching up when chasing or gaining ground when retreating.
It also improves laning through reducing your predictabilty and improving your evasiness and wave clearing. Additionally, marksmen builds often include effects which charge by both attacking and moving. This means orb-walking results in more frequent effect procs of Fleet Footwork , Kircheis Shard and of course both of its upgrades Stormrazor and Rapid Firecannon.
Depending on which of those you've picked, the reward comes in a form of additional damage, sustain, mobility, or objective control. Orb-walking has no real drawbacks as ideally the marksman deals equal damage they would have dealt standing still, but this depends on the execution.
How to Orb-walk. Considering the probable level of the reader's mechanical skill at this point, the simplest way you can command a champion to orb-walk is by using right-clicks. Command the first attack by right-clicking your target to order an attack and then as soon as the missile has been shot, right-clicking the ground in the direction you want to move to. After an estimated time, based on your current attack speed, rightclick your target again to order the next attack.
There are more advanced methods to command the same actions which will be covered later on in the guide. They require some getting used to, but are then much more efficient and convenient. Attack-move Mechanics. There are multiple additional buttons for more advanced commands such as hold position H and attack-move A. The most useful one is the attack move click which can replace all others, depending on the way it's used.
Due to its convenience, it is the recommended choice and also the one described in the following sections. Buying a mouse with an additional thumb button is strongly recommended in order to bind this command to that button. There's no need for the fancy gear with colourful LEDs and expensive brand logos, many of the appropriate pieces are rather cheap.
But if you like to splurge, don't let this guide stop you. Alternatively, you can still use the regular two button mouse and the attack move key, which acts the same but requires both a key press and a mouse click every single time, or press hold position whenever you want your champion to stop and attack the nearest foe. Hopefully the inconvenience of both alternatives makes the superiority of attack move click even more obvious. When using the attack-move click method, rightclick is never used to command attacks at all.
It is, in fact, exclusively used to click on the ground in order to command your champion to move to the location without attacking anything. Any command that involves attacking under various conditions will be executed by using the attack move button. Here are the ways this method can be used to manipulate your champion with higher complexity. Directly target the opponent:. Opponent in range:. Nearby with noone in range:. Far away while noone in range:. Attack-move Applications. For a typical unexperienced player that is used to rightclicking it takes some time to adapt to using a new button for all the attacking.
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