Randomized effects

Sir Rouge··2 votes·730 views

I'm trying to figure out all randomized effects that are in this game (Items + champion abilities + gameplay). I know i'm missing quite a few for sure so please help!

Also, which of these randomized effects are unhealthy for the game or for player experience?

Randomized effects:

  • Critical strickes
  • Bard's passive
  • Blitzcrank's Static Field (passive effect of R)
  • Draven's Spinning axes (Q)
  • Fiora's Blade Waltz (R)
  • Gangplanks' Cannon Barrage (R)
  • Kennen's Slicing Maelstrom (R)
  • Quinn's passive
  • Twisted Fates' passive
  • Zac's passive (shredding himself part)

Other randomized effects (not quite sure if they are or not):

  • Brand's Pyroclasm (R)
  • Fiddlesticks' dark wind (E)
  • Heimerdinger's Turrets + Upgrated Turret (Q+R)
  • Leblanc's passive
  • Miss Fortunes Double Up (Q)
  • Nami's Ebb and Flow (W)
  • Twisted Fates Pick a Card (W)
  • Yowick's Ghouls
  • Zyra's plants
  • Statikk Shiv
  • Turret attacks after reset

2 Comments

Lord Dusteon1 votes

Bard's passive is semi random at the beginning, as the chimes spawn nearby for the first 10 or so minutes. Draven's Spinning Axes are also only semi random, as where they land is influenced by movement commands (move right, the axe will spin and land right) Fiora's R is semi random, with the first and last (fifth) strike landing on the original person and the others hitting any enemy champion within range (with a seeming priority on unhit enemy champions). Gangplanks' Cannon barrage had all randomness removed a while back when the damage was changed to a single hit every second over the entire area instead of RNG cannonballs. Quinn's passive seems to prioritize enemies last hit by her. Zac's passive has slight RNG in where his blobs land after a skill, but they land very close to him consistently.

Brand's R is random, unless a target is on fire from his passive in which case it tries to hit nearby enemy champions first Fiddlestick's E prioritizes unhit enemy champions, followed by unhit enemies, followed by seeming RNG. In practice this means if any minions/monsters are nearby it his an enemy champion a max of 1-2 times. Heimerdinger's turrets attack the nearest enemy unit, prioritizing enemies that have attacked the turret or Heimerdinger, with an overruling priority to attack any target Heimerdinger has hit with a basic attack. Including this hee, Zyra's plants work the same way as Heimer's turrets, except without a guarantee on the prioritizing enemies that have attack them/Zyra. LeBlanc's passive triggers if it is up and she goes below 30% health. The clone is controlled by LeBlanc, meaning there is no RNG there. Nami's Ebb and Flow seems to prioritize the nearest valid bounce target. Yorick's ghouls attack the closest enemy creature, overwhelmingly prioritizing champions. Any champion within sight range will be chased to be attacked by the ghouls. Statikk Shiv (and by extension Luden's Echo) prioritize the nearest enemies to bounce to and do so. Turrets attack the closest minion by an order. They attack the closest cannon minion, then melee, then caster. Summoned pets are attacked first (voidlings, Tibbers, Zyra plants), champions are attacked last unless the champion is within range and harmed another champion. If reset, they repeat this order.

As a side note, Shaco's E passive on monsters is pure RNG.

Marthian1 votes

Edit: Sorry for huge wall of text. Massively compiled listed "random" occurrances.

  • Critical strikes - Pseudo random. Crits more if you haven't crit recently, crits less if you crit a lot recently.
  • Bard's passive - Afaik has some bias towards your team's side of the map
  • Blitzcrank's Static Field (passive effect of R) - Definitely random
  • Draven's Spinning axes (Q) - Feels like an extreme bias towards where you are moving. Don't think it's as random as it used to be.
  • Fiora's Blade Waltz (R) - Random but targets champions
  • Gangplanks' Cannon Barrage (R) - No longer random. Deals damage in the whole area at pre-determined intervals.
  • Kennen's Slicing Maelstrom (R) - Random, but occurs quickly it's barely noticeable.
  • Quinn's passive - Priority is: Last enemy hit (If the last enemy hit was a small minion, it appears to select a different target.); Lowest health enemy champion; Lowest health enemy minion.
  • Twisted Fates' passive - Pseudo-random. TF doesn't play fair, and averages 4 gold instead of dice's average 3.5
  • Zac's passive (shredding himself part) - Pseudo random. If no enemy is near, it lands near Zac and can be picked up immediately. If a enemy champion is near, it lands between them (in favor of Zac) and can't be picked up for 0.25 seconds.
  • Brand's Pyroclasm (R) - Prioritizes champions if the target was ablaze. Otherwise random it seems
  • Fiddlesticks' dark wind (E) - Prioritizes targets that haven't been hit yet.
  • Heimerdinger's Turrets + Upgrated Turret (Q+R) - Turrets will prioritize Heimerdinger's attack target or enemies attacking Heimerdinger with its basic attack, and nearby enemy champions with its laser beam. It will try to attack the same target if it's still within range.
  • Leblanc's passive - When summoned, the clone will automatically run away from the source of damage that brought LeBlanc below 40% health. If Mirror Image triggered without damage, the clone will run in the direction LeBlanc is facing.
  • Nami's Ebb and Flow (W) - Unknown priority, cannot hit the same target more than once.
  • Twisted Fates Pick a Card (W) - Sounds like it always starts blue card.
  • Yorick's Ghouls - Has no initial target but will prioritize an enemy champion it can see, otherwise attacking minions, and as a last resort structures. *Not 100% sure
  • Statikk Shiv - Applies the effect to the closest 4 targets. Will crit only if the triggering attack crits.
  • Thresh's Souls (not mentioned)

On Summoner's Rift, the drop rate for souls from small minions is 33%. However, the probability adjusts dynamically. If you are above or below your expected quota of soul drops from small minions, the probability lowers or rises by a small amount until you are back at your quota of drops. It is worth stressing that this only takes into account souls dropped, and not souls collected.

  • Turret target priority

Turrets will continue to attack their current target until the target dies, leaves attack range, or becomes untargetable due to abilities or items.

A turret will prioritize an enemy champion if that champion deals damage to an allied champion who is within the tower's range. Damage dealt can come from any source (pet, aura, item, etc.) in order for a champion to be targeted. Additionally, turrets will target an enemy champion if no other valid target is within range. Turrets will not attack an enemy champion who uses a non-damaging spell (ex. Karthus's Wall of Pain). A spell or attack that is blocked (by a spell shield or ability effect) and deals no damage will still draw turret aggro.

When the current target is lost for whatever reason, the turret will select a new target—whichever of the following, in order, is found in range first:

The closest Zz'Rot Portal. The closest targetable Trap (ex. Shaco's Jack In The Box). The closest enemy Pet (ex. Annie's Tibbers). The closest enemy Siege Minion or Super Minion. The closest enemy Melee Minion. The closest enemy Caster Minion. The closest enemy Champion.

  • Zyra's plants

Contrary to popular belief, plants will not prioritize enemy champions by default. While Zyra has an active plant, her basic attacks against champions will "mark" them as a target (placing a small icon above their head). The mark will fade if Zyra loses sight of a marked enemy.

Plants will prioritize: Marked enemy champions. Zyra's attack target. Unknown default priority, likely the nearest enemy.

Note that plants will often prioritize enemy champions on their first attack, which will occur almost instantly upon being spawned. Their attack priority will kick in on their second attack.

  • Miss Fortunes's Double up (Q)

The second shot follows a priority order on targets within 500 units of the primary target: Enemy champions in a 40° cone with at least one stack of Impure Shots. Minions and neutral monsters within a 20° cone. Enemy champions within a 20° cone. Minions and neutral monsters within a 40° cone. Enemy champions within a 40° cone. Enemy or neutral units within a 110° cone. Enemy or neutral units within a 150-range 160° cone.

Thanks to the Wikia for the huge info dump. Some info is copied straight from there.

More from Gameplay

More by Sir Rouge