LoL CHAMPIONS WITH GLOBAL ULTIMATES
There are few champions in the LoL with ultimates which range is unlimited. In this guide, we will list and discuss all of them.
LoL CHAMPIONS WITH GLOBAL ULTIMATES
Let’s consider one by one global ultimates of LoL champions.
ASHE’S 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.
- MAGIC DAMAGE: 200 / 400 / 600 (+ 100% AP)
- SPLASH DAMAGE: 100 / 200 / 300 (+ 50% AP)
- COOLDOWN: 100 / 90 / 80
The best engage tool in the game. If used right can be the ability which turns losing game around. However, up to the 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’S 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: 120 / 100 / 80
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 into 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.
EZREAL’S 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)
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COOLDOWN: 120
Another ADc who has a global range ultimate. Deals a very good damage and scales with bonus AD. Damage source is a magic which is very helpful at early fights on the bottom lane because people often playing without magic resistance runes there. The width of the 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’S 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: 35 / 60 / 85 (+ 10% AP)
- MAX MAGIC DAMAGE: 420 / 720 / 1020 (+ 120% AP)
- COOLDOWN: 180 / 160 / 140
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. Also, can be used as a tool for unpush a big minion wave.
JINX’S 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: 25 / 35 / 45 (+ 15% 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 150% bonus damage, and the missing health component is individually taken by the targets. - MINIMUM SECONDARY DAMAGE: 20 / 28 / 36 (+ 12% bonus AD) (+ 20 / 24 / 28% of enemies’ missing health)
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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’S 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‘s 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 and it’s pretty dangerous for him to follow the roaming champion like Ahri.
REK’SAI’S 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.
- PHYSICAL DAMAGE: 100 / 250 / 400 (+ 185% bonus AD) (+ 20/ 25 / 30% of target’s missing health)
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COOLDOWN: 100 / 80 / 60
This ability is core mechanic of Rek’Sai which allows her to travel through the map at incredible speed.
SHEN’S 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: 175 / 350 / 525 (+ 130% AP)
- COOLDOWN: 180 / 150 / 120
During the LoL 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 one of his strongest sides. Ability to transfer equal fight in the fight in the majority is really priceless.
SORAKA’S 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 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.
LoL 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’S 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.
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RANGE: 3340
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MAGIC DAMAGE: 300 / 400 / 500 (+ 75% AP)
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COOLDOWN: 80 / 65 / 50
One of the most entertaining ultimates in the game, especially when you hit several champions in a row. Need to be mentioned that Lux is often picked during LoL ELO boosting.
NOCTURNE’S 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: 2500 / 3250 / 4000
- 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 the range which grows up with rank up. The range on first levels are short but is enough to teleport from “nowhere” during ganks. This ability is not skill shot thus will always bring you to the enemy.
PANTHEON’S GRAND SKYFALL
Pantheon begins channeling. 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 a few months ago and now you can’t cast 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’S 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 LoL, will be opened in a new tab) and stun is a reliable candidate to carry the game.
ZIGGS’ 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: 200 / 300 / 400 (+ 73.3% AP)
- SECONDARY MAGIC DAMAGE: 200 / 300 / 400 (+ 72% AP)
The range is really high but the further it flies the more time it takes to reach its 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.
TAHM KENCH – ABYSSAL VOYAGE
Tahm Kench opens his maw for up to 6 seconds, offering an ally a spot inside his belly. Once they jump in, or once Tahm Kench decides he’s diving solo, he starts channeling, conjuring a whirlpool beneath him before diving in, reappearing a few seconds later at his target location.
- RANGE: 4500 / 5500 / 6500
- COOLDOWN: 120 / 110 / 100
The ultimate that is very effective, especially if you play as a support to your ADc, then you both can join every team fight from any position on the map. Also, it can be used as a great escaping ability, but you need to be sure that you will not be attacked while channeling this cast.
JHIN – CURTAIN CALL
Jhin sets up and channels for 10 seconds, enabling him to fire 4 super shots at extreme range in a cone in front of him. The shots stop on the first champion hit. The 4th shot crits.
- RANGE: 3500
- ANGLE: 75
- COOLDOWN: 120 / 105 / 90
- MINIMAL NON-FINAL DAMAGE: 50 / 115 / 180 (+ 20% bonus AD)
- DAMAGE OF THE 4TH SHOT: 100 / 250 / 400 (+ 50% bonus AD)
Great ability that required a lot of control. You need both a perfect timing and a perfect aim to land all four of these shots, but if you succeeded, then Jhin will deal a ton of damage.
TALIYAH – WEAVER’S WALL
Taliyah briefly channels before summoning a massive wall of spiraling rock that tears through the Rift in a target direction and lasts for a short period of time. Taliyah can reactivate Weaver’s Wall while channeling to ride atop the wall as it emerges. Taking damage or inputting a move command in any direction will cut her ride short.
- RANGE: 3000 / 4500 / 6000
- COOLDOWN: 180 / 150 / 120
- DURATION: 6 / 7 / 8
One of the best ultimates that allow you to control the battleground. If you used it right then you can split the enemy team and quickly destroy them while they are alone. Weaver’s Wall required some practice but when you master this ability, you will force the enemy to fight on your terms.
KLED – CHAAAAAAAARGE!!!
Kled and Skaarl charge toward the target location, automatically navigating around terrain along the way.
While charging, the duo gain bonus movement speed and a shield, both increasing over the duration.
- RANGE: 3500 / 4000 / 4500
- COOLDOWN: 160 / 140 / 120
- MAXIMUM SHIELD: 200 / 300 / 400 (+ 300% bonus AD)
- PHYSICAL DAMAGE: 12 / 15 / 18% (+ 12% per 100 bonus AD) of target’s maximum health
This ultimate allows to run into the team fight even if it on the opposite side of the map. Nobody expects the spanish inquisition Kled, so use it as a great advantage to quickly destroy any support or ADc.
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Lux is my favorite
It’s very entertaining when someone tries to flash away, but just ends up flashing further down her ult.
Karthus ultimate is really annoying, i’m glad that you see him rare in soloq
GP is op, safely farming and pressing R to help team <_<
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
What about Xerath?
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.
These global ultimates. How do I hate them when I play against such champions, and how do I adore them when I myself play for such a champion. Thats feeling when your opponent used all the tricks and faints just to get away from their fate, and you predicted all his movements and put an end to his useless life with one precise blow. I just love all the champions in the League with global ultimates. Especially I Love Lux and her memebeam, and Pantheon’s Superhero landing :D
I like Nocturne and Twisted Fate ones because you can instantly get to the fight and change the how game going by using one ultimate.