[Gameplay] Vel'koz max range E + flash interaction

Unbi·2/18/2018, 2:53:36 AM·38 votes·1,363 views

On Vel'Koz, If you cast E, Tectonic Disruption, at max range and then immediately flash out of range before Vel'Koz completes the cast animation to send out the projectile, Tectonic Disruption will not fully cast as the projectile is never launched. The initial circle indicating a cast will appear, but the explosion/damage/cc will not occur. Tectonic Disruption then goes on cooldown.

  1. Cast E at max range
  2. Immediately flash further away, before the E cast animation sends out the projectile

I'm fairly certain this bug has existed since release. I tested this extensively in practice tool - as long as you flash away immediately, it is 100% reproducible every time. I included a link reproducing the bug in practice tool.

Edit: Here is an example of the bug happening in a real game last year. If not for the bug, Cassiopeia would have died to Vel'Koz instead of Vayne. Another common situation where this bug occurs is casting E on an ulting Twitch and flashing away.

8 Comments

NorthernRedStar2/19/2018, 1:09:57 AM4 votes

Also happens if you die as the projectile is sent out. Still leaves a sign on the ground. Bugged as hell.

Vectros2/18/2018, 4:03:24 PM1 votes

I don't play Vel'Koz much, so maybe it is a bug...but it reminds me of some abilities like Garen's Q/R that technically have a slight cast time (even though the ability doesn't state this and no bar appears on screen). If I'm in a mid jump for Q, or I'm in animation on R to smash them with a giant sword and they flash into the fog of war, the attack effectively cancels.

May or may not be the same thing. Then again, this is a projectile, so maybe not.

TheMissit2/18/2018, 4:16:11 PM1 votes

Well they should fix it... but Vel is so aids to play against, especially if he is supp and they have some other skillshots -> dodge party antifun!