For quite a good amount of the players out there, technicalities are just that – technical things that just fade into the background – and that’s alright. We’re here to have fun, after all. However, there are some benefits to diving deeper and getting to know what these mechanics are. One such example is the takedown system.
You’ve probably seen it as a trigger prerequisite before, but how does it work, exactly? Today, we’re going to explore what these takedowns actually are!
Earlier, we touted takedowns as a mechanic we had to be accustomed to, but the truth is a lot simpler than what was implied. Simply put, takedowns refer to what can be kills or assists. Yes, that’s it. The intricacies, however, begin when we take a look at the champion abilities that apply to it and the time in which the kill or assist is applicable in a specific scenario.
While takedowns are easy to understand on their own, things get complicated when you count the numerous abilities that make use of them. Let’s take a look at some of them, just to give you an idea.
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Champion Skills and Abilities
We mentioned earlier that a lot of the skills are dependent on when it happens. What this basically means is that some skills are applicable within 3 seconds of a takedown, while others have a grace period of 6 seconds, and there are a bunch of other variants.
Triggering a takedown isn’t always the same as participating in a kill or assist.
Let’s look at some specific examples:
For instance, Viego’s Sovereign’s Domination requires that the target dies within 3 seconds of taking damage, while assists can simply be triggered by buffing an ally, not necessarily dealing damage.
Herein lies the small differences between takedowns and simply participating in a kill or assist.
Some triggers are passive, like Rengar’s Bonetooth Necklace, for example. It doesn’t require using a particular skill, but it does need Rengar’s participation in a kill 3 seconds before the target dies. Renata Glasc’s Bailout, on the other hand, gives you 6 seconds to act.
There are really a whole lot of possibilities out there, so make sure to check if your favorite champion has some sort of takedown effect.
Runes, Spells, and Ward Takedowns
Of course, takedowns aren’t limited to just triggering certain champion skills. There’s a whole variety here, so let’s take a look at some of the runes that benefit from takedowns.
Examples of this include Dark Harvest, Legend: Bloodline, Eyeball Collection, and even Magical Footwear, among others, totaling 14 runes that are affected by takedowns.
Well, 15 if you count ward takedowns. Ward takedowns basically mean removing enemy wards, and runes like Zombie Ward are affected by this, as it requires you taking down the ward before the rune takes effect.
Summoner Spells like Ghost also benefit from takedowns, giving you a boost in bonus movement speed depending on the number of takedowns you’ve accomplished.
Before we end, there’s something we want to clarify, and that is the difference between takedowns and unique champion takedowns. Takedowns are, for the most part, what we’ve been talking about this whole time.
Unique champion takedowns simply refer to the specific champion being taken down. This means you have a maximum of 5, one for each champion you’ve taken down, and taking down the same champion does not count.
Now that’s out of the way, we hope you’ve learned something from this article. Takedowns are a unique mechanic that rewards players for participating in a kill, and it incentivizes everyone – not just the carry – to really get in there and duke it out.
If you feel confident with your body count, you might want to consider getting items that benefit from these takedowns.