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CHAMPIONS WITH GLOBAL ULTIMATES LIST

List of all high and global range ultimates in the League of Legends.
Detailed description of each ability icluding damage, cooldown and range.
16 Apr 2015

LEAGUE OF LEGENDS CHAMPIONS WITH GLOBAL ULTIMATES

There are few champions in the League of Legends with ultimates which range is unlimted. In this guide we will list and discuss all of them.

LEAGUE OF LEGENDS CHAMPIONS WITH GLOBAL ULTIMATES

Let’s consider one by one global ultimates of League of Legends champions.

Ashe icon ASHE’S Enchanted Crystal Arrow Icon ENCHANTED CRYSTAL ARROW

Ashe fires a giant arrow in a straight line. If it hits an enemy champion, it will deal magic damage and Stun icon stun that champion for 1-3.5 second(s), based on the distance the arrow traveled. Additionally, enemies within a 250-radius of the impact take half the damage and are Slow icon slowed by 50% for 3 seconds.

  • MAGIC DAMAGE: 250 / 425 / 600 (+ 100% AP)
  • SPLASH DAMAGE: 125 / 212.5 / 300 (+ 50% AP)
  • COOLDOWN: 100 / 90 / 80

The best engage tool in the game. If used right can be the ability which turn losing game around. However, up to platinum league, there are few players who use it right  You can often see that Crystal Arrow is used in a defensive way after team fight already began thus it brings almost no benefit in the team fight itself. Meanwhile it can be the game breaker if you catch someone out of position, engage on foe who split from the team or when you see that enemies are in the minority. Ashe has lot’s of disadvantages due to a hard gameplay, lack of escape abilities and strong dependence on the micro control. However she has one of the best ultimates in the game which is truly game breaker. For ultimate with such great effect, cooldown is not big thus you can use it each time you have a chance to catch someone.

Draven icon DRAVEN’S Whirling Death Icon WHIRLING DEATH

Draven hurls two massive axes in a given direction, dealing physical damage to every enemy struck. Upon reaching the edge of the map, striking an enemy champion or upon the reactivation of Whirling Death, the axes will slowly come to a stop before changing direction and returning to Draven, dealing the same damage to every enemy struck on the way back. Whirling Death deals 8% less damage for each unit hit, down to a minimum of 40%. The damage reduction resets when the axes reverse direction.

  • PHYSICAL DAMAGE (ONE HIT): 175 / 275 / 375 (+ 110% bonus AD)
  • MAXIMUM PHYSICAL DAMAGE (TWO HITS): 350 / 550 / 750 (+ 220% bonus AD)
  • MINIMUM PHYSICAL DAMAGE (ONE HIT): 70 / 110 / 150 (+ 44% bonus AD)
  • MINIMUM PHYSICAL DAMAGE (TWO HITS): 140 / 220 / 300 (+ 88% bonus AD)
  • COOLDOWN: 110 / 100 / 90

A nice addition to Draven’s faceroll mechanics. Deals significant damage in a team fight but it needs time to deal full damage since it’s split in two parts. However this ultimate is nothing special and it’s not always possible to land a second hit. The positive thing that it deals physical damage and scales very well with bonus AD thus benefits hard from the Last Whisper Armor Penetration Last whisper.

Ezreal icon EZREAL’S Trueshot barrage Icon TRUESHOT BARRAGE

After gathering energy for 1 second, Ezreal fires a powerful, broad energy missile that travels in a line across the whole map dealing magic damage to each enemy unit it passes through. It will deal 10% less damage for each subsequent target hit, down to a minimum of 30% damage dealt.

  • MAGIC DAMAGE: 350 / 500 / 650 (+ 100% Bonus AD) (+ 90% AP)
  • MINIMUM MAGIC DAMAGE: 105 / 150 / 195 (+ 30% Bonus AD) (+ 27% AP)
  • COOLDOWN: 80

League of Legends Ezreal global ultimate

Another ADc who has a global range ultimate. Deals a very good damage and scales with bonus AD. Damage source is magic which is very helpful at early fights on the bottom lane because people often playing without magic resistance runes there. Width of projectile is big thus it’s hard to miss if your target is not on another side of the map. Can be used to clean minion waves when you are not able to come to the lane.

Gangplank icon GANGPLANK’S Mega death rocket Icon CANNON BARRAGE

Gangplank signals his ship to fire a cannonball barrage upon a target 600-radius area for 7 seconds, dealing damage every second; granting vision of the area; and Slow icon slowing enemies inside it by 25%.

  • MAGIC DAMAGE PER SECOND: 75 / 120 / 165 (+ 20% AP)
  • MAX MAGIC DAMAGE: 525 / 840 / 1155 (+ 140% AP)
  • COOLDOWN: 125 / 110 / 95

Global ultimate with crowd control which instantly starts to slow enemies. This can be a big help in the fights on the bottom lane or in any fight during the lane phase. Meanwhile Gangplank can safely farm minions with the Parrley Icon Parrley. Also can be used as a tool for unpush a big minion wave.

Jinx icon JINX’S Mega death rocket Icon SUPER MEGA DEATH ROCKET!

Jinx fires a rocket that travels in a line, exploding on a 225-range area around the first enemy champion hit. The primary target of the explosion takes full damage, while nearby enemies take 80% of the total damage. Enemies caught in the explosion take physical damage equal to a base amount, plus a percentage of their missing health (max. 300 vs. minions and monsters).
The base amount of damage increases by 1% per 15 unit the rocket travels over the first second, for a maximum of 100% bonus damage (200% total damage), and the missing health component is individually taken by the targets.

  • MINIMUM PHYSICAL DAMAGE: 125 / 175 / 225 (+ 50% bonus AD) (+ 25 / 30 / 35% of enemies’ missing health)
    The base amount of damage increases by 1% per 15 unit the rocket travels over the first second, for a maximum of 100% bonus damage (200% total damage), and the missing health component is individually taken by the targets.
  • MAXIMUM PHYSICAL DAMAGE: 250 / 350 / 450 (+ 100% bonus AD) (+ 25 / 30 / 35% of enemies’ missing health)
  • COOLDOWN: 90 / 75 / 60

Travels very fast and deals a huge damage in the big area to the wounded targets. Very strong finisher which if kills a target allows Jinx to continue to chase her opponents or to escape with movement boost provided by her passive ability. Only a one minute cooldown at third rank is also a big plus.

Karthus icon KARTHUS’S Requiem Icon REQUIEM

After channeling for 3 seconds, Karthus blasts all enemy champions on the map and deals magic damage.

  • MAGIC DAMAGE: 250 / 400 / 550 (+ 60% AP)
  • COOLDOWN: 200 / 180 / 160

Among with Teemo icon Teemo‘s Noxious Trap Icon Noxious Trap is the most annoying ultimate in the game. Deals a very high damage to every enemy champion on the map. Can not be interrupted if Karthus is already dead and he is in the ghost form. Requiem is a great ability for the solo queue despite a huge cooldown. However Karthus is weak at the lane phase. He needs good accuracy with Lay Waste Icon Lay Waste and it’s pretty dangerous for him to follow the roaming champion like Ahri icon Ahri.

Reksai icon REK’SAI’S Void rush Icon VOID RUSH

PASSIVE: Rek’Sai gains bonus attack speed.

ACTIVE: Rek’Sai targets one of her tunnel entrances and begins channeling. In addition to disabling effects, Void Rush’s channel will be interrupted if Rek’Sai takes damage from champions or turrets. Interrupting Void Rush will put the ability on an 8 second cooldown.
If Rek’Sai successfully channels for 1.5 seconds, she will burrow into the ground and rapidly dash to the target tunnel, becoming untargetable until she reaches one of her tunnel entrances. This will not put the target entrance on cooldown.

  • BONUS ATTACK SPEED: 20 / 40 / 60%
  • COOLDOWN: 150 / 110 / 70

This ability is core mechanic of Rek’Sai which allows her to travel through the map at incredible speed. 

Shen icon SHEN’S Stand United Icon STAND UNITED

Target allied champion gains a shield that absorbs a certain amount of damage. The shield dissipates after 5 seconds if not already destroyed. After 3 seconds of channeling, Shen teleports to the allied champion.

  • SHIELD: 250 / 550 / 850 (+ 135% AP)
  • COOLDOWN: 180 / 160 / 120

During the League of Legends history Shen had different times: he was nerfed and buffed back several times. For a while he was in must pick / ban list and after nerfs his pick rate went to oblivion. No doubt, ultimate is the one of his strongest sides. Ability to transfer equal fight in the fight in the majority is really priceless. 

Soraka icon SORAKA’S Wish Icon WISH

Soraka calls upon the stars, first removing Grievous Wounds icon Grievous Wounds and then restoring health to all allied champions on the field, including untargetable allies. Wish’s healing is increased by 50% on allied champions who are below 40% of their maximum health.

  • HEAL: 150 / 250 / 350 (+ 55% AP)
  • INCREASED HEAL: 225 / 375 / 525 (+ 82.5% AP)
  • COOLDOWN: 160 / 145 / 130

Opposite effect to the Karthus icon Karthus ultimate. Can be a decent help in a local fight during the lane phase or a huge heal of low HP allies during the team fight.

 

LEAGUE OF LEGENDS CHAMPIONS WITH LONG RANGE ULTIMATES

Despite ultimates with global range there are ultimates with really long range like half of the map, some of them were global before nerf.

Lux icon LUX’S Final Spark Icon FINAL SPARK

After gathering energy for half a second, Lux fires a broad and long-range beam of light in a line that deals magic damage to all enemies in the area. Any enemies that are already marked by Illumination (passive ability) have it ignited for additional magic damage, then re-applied.

  • RANGE: 3340
  • MAGIC DAMAGE: 300 / 400 / 500 (+ 75% AP)
  • COOLDOWN: 80 / 65 / 50

Lux global ultimate

One of the most entertaining ultimates in the game, especially when you hit several champions in a row. 

Nocturne icon NOCTURNE’S Paranoia Icon PARANOIA

Nocturne reduces the sight radius of all enemy champions and removes their shared vision for 4 seconds; this includes champions, minions, wards, towers, and Clairvoyance. While Paranoia is active, Nocturne can activate it again to launch himself at a target enemy champion within range, dealing physical damage.

  • LAUNCH RANGE: 2000 / 2750 / 3500
  • PHYSICAL DAMAGE: 150 / 250 / 350 (+ 120% bonus AD)
  • COOLDOWN: 150 / 125 / 100

This ultimate has global and local effects. Every enemy champion’s vision on the map is reduced but Nocturne can teleport to a champion only within range which grows up with rank up. Range on first levels are short but is enough to teleport from “no where” during ganks. This ability is not skill shot thus will always bring you to the enemy. 

Pantheon icon PANTHEON’S Grand Skyfall Icon GRAND SKYFALL

Pantheon begins channelling. If Pantheon goes uninterrupted for 2 seconds he will leap into the air, becoming untargetable. Pantheon will then begin plummeting toward the ground at the target location within 5500 range, striking after 1.5 seconds and becoming targetable once more. Enemies within a 700-unit radius of the point of impact will take magic damage and are Slow icon slowed by 35% for 1 second. The magic damage diminishes over the area down to 50% to enemies at the edge.

  • RANGE: 5500
  • MAGIC DAMAGE: 400 / 700 / 1000 (+ 100% AP)
  • MINIMUM MAGIC DAMAGE: 200 / 350 / 500 (+ 50% AP)
  • COOLDOWN: 150 / 135 / 120

One of the best ultimates for ganking, however it got nerfed few months ago and now you can’t cast Aegis of Zeonia Icon Aegis of Zeonia until Pantheon fully lands (before you could stun an enemy before landing animation ends thus players had less time to run out of the range). Allows Pantheon to split push (link to our split pushing guide, will be opened in a new tab) or for an escape from upcoming enemies.

Twisted Fate icon TWISTED FATE’S Destiny Icon DESTINY

Twisted Fate reveals all enemy champions, including stealthed champions, for a duration. After a 0.5 second delay, Twisted Fate can use Gate once, while Destiny is active. After channeling for 1.5 seconds, Twisted Fate teleports to the target location within range.

  • DURATION: 6 / 8 / 10
  • RANGE: 5500

Another ultimate with global and local effects. All enemy champions become visible but you can teleport only within 5500 range. AP mid laner who has some burst damage (link to our guide about burst damage and DPS in the League of Legends, will be opened in a new tab) and stun is reliable candidate to carry the game.

Ziggs icon ZIGGS’S Mega Inferno bomb Icon MEGA INFERNO BOMB

Ziggs deploys his ultimate creation, the Mega Inferno Bomb, hurling it an enormous distance, dealing magic damage to enemies within the area (doubled against minions). Enemies in the primary blast zone take full magic damage while those further away take 80%.

  • RANGE: 5300
  • PRIMARY RADIUS: 275
  • SECONDARY RADIUS: 550
  • MAGIC DAMAGE: 250 / 375 / 500 (+ 90% AP)
  • SECONDARY MAGIC DAMAGE: 200 / 300 / 400 (+ 72% AP)

Range is really high but the further it flyes the more time it takes to reach it’s destination. Huge damage in the big area is useful during a team fight or can be a final word in a local fight on top or bottom lane. Also deals extra damage to minions thus can mess up plans of foes to take a turret.

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8 COMMENTS

  1. Jangi

    I loved Pantheon’s ultimate before nerf when you could jump instantly on target. Now when they added delay, it became much harder to catch someone using grand skyfall. Thus often you have to clamp enemies between yourself and allies and only this way catching foe, but i think that this is truly more balanced than it was :e

  2. Booster

    I would remove all global ults in the game because they are really hard to predict. Because of that globals are making game less skilled, like anyone can press “R” while playing Karthus.

  3. Karthus main

    Sure anyone can Press R when playing Karthus, But to play Karthus is much harder than that. If it weren’t he would be Meta. You give up mobility (like ahri), a kill combo (like syndra), range (like lux), burst (like Leblanc), utility (like Orianna) the list goes on… In short, You give up A LOT for the power of that ult. It’s not annoying, It’s powerful. To go even or win lane, against an opponent that is stronger than you 1v1 takes skill (and all those champs I mentioned and more are stronger 1v1 against karthus). To dodge all skill shots, keep the enemy mid from roaming, have at least equal farm, while constantly monitoring side lanes for the RIGHT moment, takes some skill.

    Ult too soon – opponents back off, you bait your own team to their death, cause they’ll chase or try try to follow up on a low health opponent and likely die trying

    Ult too late – you teammate dies, you pick up the kill, but it’s a death that could have been avoided. Their bot lane gets ahead overall and you’re unable to transition your lead as a relatively weak roamer.
    Ult just right: You help kill the enemy, get the assist + free gold, not the killing blow and get your bot lane fed, without the enemy team getting anything at all in return.

    The skill of Global Ults isn’t a skill most people, notice or recognize. It’s a decision making skill that doesn’t rely on mechanics. “We’re lvl 6 soon, bot lane is starting to go agressive, time to push the enemy mid in so they can’t roam, our jg is going to be in position soon, i’ll ult and we’ll be sure to secure the kill without giving their jg or mid a chance to intervene” Given that his ult has a 3 min cool down and can’t be used carelessly, If a Karthus gets head he’s ahead cause he’s good. Controls mid, and knows exactly when to ult,

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