Skip to content
Patch 26.19

RiftBrain Search

Find your next advantage

    Guides

    On-Hit vs. On-Attack in LoL: What Triggers Each?

    Separate the event that starts an attack effect from the hit that delivers it, using Wit's End, Runaan's Hurricane, Ezreal Q, and Guinsoo's Rageblade.

    Ezreal reaching forward with his metal gauntlet amid blue magical energy
    Riot Games

    Ezreal’s Q can trigger attack effects even though you cast a spell. Runaan’s extra bolts can apply on-hit effects without counting as new on-attack events. The difference between on-hit and on-attack in LoL is the event an effect needs. A normal basic attack triggers on-attack when its windup finishes. On-hit requires a qualifying hit on the target.

    Each effect still has its own conditions. An ability can apply attack effects when its rules allow it, and an item may repeat only eligible parts of a hit. Neither label alone tells you whether the resulting damage can crit or heal you. The community-run League Wiki’s attack-effects reference separates these trigger categories.

    This guide covers on-hit and on-attack effects in standard PC Summoner’s Rift. Classic, Arena, and Wild Rift are outside its scope.

    Follow one basic attack from windup to hit

    Your attack command comes first. Click a target outside your range and your champion may still need to walk over before attacking. The windup is the part of the attack animation before your champion releases the attack.

    When that windup completes, the ordinary on-attack event occurs. A ranged projectile can still be traveling after this point. When the attack successfully hits a valid target, it can apply on-hit effects. That is a qualifying hit: the target is still valid, and nothing has prevented the attack from hitting.

    An effect tied to release and an effect tied to impact can therefore behave differently on the same attack.

    Effect categoryWhat the normal basic attack needs
    On-attackA completed attack windup, plus any conditions imposed by the particular effect.
    On-hitA qualifying hit on the target, plus the effect’s own eligibility rules.

    An attack animation beginning is not proof that either stage finished. If you interrupt the windup before the attack releases, the normal on-attack event has not occurred. If a defensive effect dodges or blocks the released attack, that failed attack cannot apply its on-hit effects. Basic-attack behavior documents these failure conditions.

    Moving too early between attacks can make a working item look broken. If an expected effect never appears, check whether you canceled the attack before investigating item interactions. The attack move click guide covers the input and targeting side of that problem.

    Wit’s End puts a bonus on a successful hit

    Wit's End icon showing a curved blue blade surrounded by purple energy
    Wit’s End adds magic damage to qualifying hits. Item icon: Riot Games.

    Wit’s End adds magic damage on-hit through its Fray passive. Imagine a basic attack that normally deals physical damage landing on an enemy champion. It can deal that physical damage and Wit’s End’s bonus magic damage. If that attack is dodged, you do not get the Wit’s End damage from that failed hit.

    The on-hit label describes the application of the bonus. It does not turn the basic attack’s entire damage into magic damage. When checking why an attack dealt a certain amount of damage, account for the physical and magic portions separately.

    Runaan’s bolts carry effects without creating more attacks

    Runaan's Hurricane icon showing a gold bow with bright streaks extending to the right
    Runaan’s extra bolts can carry on-hit effects to nearby targets. Item icon: Riot Games.

    Runaan’s Hurricane connects both categories in one item. Its Wind’s Fury passive fires bolts at two additional nearby enemies when you attack. The bolts can apply on-hit effects, but the bolts do not trigger new on-attack events. The Runaan’s Hurricane interaction notes make that distinction explicit.

    Imagine a ranged champion with Runaan’s and Wit’s End attacking one enemy while two more eligible enemies stand nearby. If the primary attack and both bolts land, the Wit’s End effect can reach all three targets. You still made one basic attack. The extra projectiles do not become two additional attacks for an effect that specifically needs on-attack.

    Watching three health bars drop can make you expect three activations of every item passive. In this example, Wit’s End can damage the secondary enemies because its on-hit bonus travels with the bolts. An on-attack benefit still needs its own triggering event.

    A bolt can fail even when the primary attack lands. The bolts are projectiles, and dodge, block, or blind can prevent their hit-dependent effects. Do not assume that a primary attack landing proves both secondary targets took their on-hit damage.

    Before buying Runaan’s for an interaction, identify the passive you want its bolts to spread. A repeatable on-hit effect that its bolts can carry is a different case from a benefit that only occurs on-attack. You also need nearby secondary targets. Against one isolated enemy, do not add all three hypothetical Wit’s End applications to your damage against that enemy.

    Ezreal Q gets its attack effects when it hits

    Mystic Shot is Ezreal’s Q spell. Its attack-effect rules allow it to apply on-hit effects and trigger on-attack effects on a qualifying hit. The general basic-attack windup rule does not mean that casting Q into empty space grants every on-attack benefit.

    Suppose Ezreal fires Q down the lane and it hits a minion before reaching the enemy champion. The minion receives any eligible on-hit damage from Q. That damage does not skip the minion and reach the champion you intended to poke. If the shot misses every target, there is no qualifying Q hit to carry those effects. When an item benefit seems absent, check what the Q actually hit before changing the build.

    Calling Q "a spell" or "an attack" still leaves the item interaction unanswered. Mystic Shot can apply attack effects because its ability rules allow them. A spell’s ability to apply on-hit effects does not give it every property of a normal basic attack.

    Physical damage alone does not make a different ability apply on-hit effects. Check the ability’s description and interaction notes. Look for an explicit on-hit or on-attack rule rather than inferring it from physical or magic damage.

    Rageblade repeats eligible on-hit effects

    In patch 26.18, Seething Strike stacks last four seconds instead of three. That gives you more time to find the next attack before the stacks expire; it does not turn Phantom Hit into a second attack event.

    Guinsoo's Rageblade icon showing a red hooked blade against orange light
    Phantom Hit repeats eligible on-hit effects after Rageblade’s condition is met. Item icon: Riot Games.

    Guinsoo’s Rageblade says that, while fully stacked, every third attack applies on-hit effects twice. Its Phantom Hit gives eligible effects an additional application. It does not cause a second basic attack or a second ordinary on-attack event. Rageblade’s interaction notes also distinguish repeatable effects from single-use effects already consumed by the initial hit.

    Take a hypothetical attack with only two damage components. An attack deals 100 physical damage and carries a repeatable 20 magic damage on-hit effect that is eligible for Phantom Hit. Ignore defenses, other items, and every other bonus. A normal hit delivers 100 physical plus 20 magic damage. An eligible Phantom Hit repeats the 20 magic damage, giving 100 physical plus 40 magic damage across the original hit and repeat.

    That is 140 total damage before mitigation, compared with 120 for the normal hit. It is not 240, which would double the entire attack. The 20 magic damage is an invented value for this example, not Rageblade’s own item damage. This is a two-component calculation, not a real build’s total damage.

    A bonus consumed on the initial hit may be unavailable to the repeat. A one-use empowered effect is not automatically restored because Phantom Hit occurs. Check the particular bonus before counting its damage twice.

    Rageblade must also be fully stacked before its every-third-attack repeat applies. Calculating every attack as though it already receives a Phantom Hit exaggerates the effect during shorter exchanges and before the item is fully stacked. First establish whether this attack qualifies for a repeat, then establish what remains eligible to repeat.

    A miss does not have one universal on-attack result

    You may have seen the rule "on-hit needs to land; on-attack works even if you miss." That misses the restrictions on individual effects.

    Navori Flickerblade’s Transcendence is an on-attack effect, but its cooldown reduction does not trigger if you declare the attack while blinded.

    Runaan provides another reason to be careful. Riot’s patch 26.7 bug fixes corrected additional bolts dealing damage and applying on-hit effects while the attacker was blinded. An older clip showing those hits can therefore document behavior that was fixed.

    When an attack fails, identify both the cause and the named effect. A canceled windup, a completed attack that misses, and a bolt that gets blocked describe different situations. Start with the trigger category, then check the item’s restrictions.

    Separate triggering from crit and healing

    After checking whether a bonus applies, check how its damage behaves. Wit’s End’s magic damage already shows why an attack can carry a damage type different from its own.

    Critical strikes also have their own eligibility rules. An on-hit effect does not automatically gain permission to crit because the attack carrying it crits. The critical-strike reference distinguishes effects that can crit from effects that merely scale with critical-strike chance.

    Life steal has another set of qualifying damage rules. Some on-hit damage benefits from it, but the on-hit label alone does not guarantee healing. Answer whether the effect applies before calculating either its crit damage or its healing.

    Check the effect you expect, not just the item name

    When a build or combo depends on an attack interaction, write down the specific bonus first: Wit’s End damage, Navori cooldown reduction, or another named passive. Then check:

    1. What provides the effect: a normal attack, an explicitly compatible spell, an extra bolt, or a repeat?
    2. Which event does the bonus need, and did that event occur?
    3. Does this effect have a target restriction, miss condition, stacking requirement, or one-use limit?
    4. If you are estimating damage or sustain, does this individual effect qualify for crit or life steal?

    For an unfamiliar interaction, a controlled Practice Tool check can help: equip the relevant item, perform one action, and watch the particular damage, stack, or cooldown you are investigating. Compare the same action without the extra modifier, starting from the same stack count when stacks matter. Keep the patch and target the same.

    An item can also change your stats, so a larger total damage number alone does not prove an extra on-hit application. If the result depends on an enemy’s dodge or blind, a stationary dummy alone cannot reproduce that condition.

    If the damage number still looks wrong, remove another variable and repeat the comparison. A result for one item answers the question about that item; check the next interaction separately.