LoL Orbwalker Explained: Kiting, Last-Hitting and Timing
What an orbwalker does between two auto-attacks, why attack wind-up matters more than attack speed, and how to set one up so your kiting is strong without looking like a machine.
Every auto-attack in League of Legends has two parts. First the wind-up: the moment before the projectile leaves or the hit lands, when moving cancels the attack. Then the rest of the animation, which does nothing and can be cut short by a move command. Good players cancel that second part by hand. It is called orbwalking, or kiting, and it is the most mechanical skill a marksman has. An orbwalker does it for you, with timing a hand cannot match.
What the orbwalker actually does
It watches your champion's attack timer and issues two commands in a loop:
- Attack, the moment the next attack is available.
- Move, the moment the wind-up has finished and the damage is committed.
The result is that you deal the damage of someone standing still while moving like someone who never stopped. Against a melee champion chasing you, that is the difference between winning the fight and being caught.
Why wind-up is the number that matters
Players think of attack speed, but the orbwalker works on wind-up time: how long each champion needs before an attack counts. It is different for every champion and it changes with attack speed. Move a few milliseconds early and the attack is cancelled — you walked, and did no damage. Move late and you stood still for nothing. A script reads the exact value from the game; a human guesses it from the animation.
The modes
An orbwalker is not one behaviour but several, each bound to a key you hold:
- Combo: attack champions, move toward the cursor between attacks.
- Harass: last-hit minions, and attack a champion when one is in range.
- Lane clear: push the wave as fast as possible.
- Last hit: only attack a minion when the attack will kill it.
Last hit mode is the one that improves a laning phase most. It accounts for the damage your own minions and your tower are about to deal, which is why it takes the minion under tower that a player so often misses.
Attack resets
Some abilities reset the attack timer, so an attack can follow immediately. A good orbwalker knows which abilities these are and fits them between two attacks instead of wasting them. This is part of what champion logic means on a product page: knowledge that belongs to one champion, not settings that apply to all of them.
Settings that keep it believable
A perfect orbwalker is easy to recognise on a replay, because no person moves on the exact frame every time. Two settings deal with that.
- Humanizer or delay: adds a small, varying delay to each move command. Turn it on. A few dozen milliseconds cost you almost nothing and remove the machine-like rhythm.
- Extra wind-up: a safety margin added to the wind-up. If your attacks get cancelled when your ping rises, raise this slightly.
Beyond settings, do not hold the combo key for an entire fight at a fixed distance from the target. Walk badly sometimes. Take a bad trade sometimes.
Which of our scripts have one
All three. Covert LoL Script, PV LoL Script and Hanbot LoL Script each include an orbwalker alongside prediction and evade. If you are choosing between them, the comparison is about what each one needs to run, since the orbwalker itself is a given.
Summary
An orbwalker removes the wasted half of every auto-attack and never cancels the useful half. It wins trades through movement, takes last hits a player drops, and fits attack resets where they belong. Use the delay setting, keep a margin for your ping, and play like a person who is having a good game rather than a perfect one.