Ability range: only 14 of 692 abilities gain range with skill level. Taliyah's Weaver's Wall grows 2.6x, from 2500 to 6500
2026-10-29

I checked the range of all 692 abilities across 173 champions. Only 14 gain range with skill level, and nine of them are ultimates, about 5 times the rate of basic abilities. The biggest is Taliyah's Weaver's Wall at 2.6x.
Leveling an ability raises its damage and usually lowers its cooldown. What about range? I went through the range data for all 692 abilities (Q, W, E and R for 173 champions), and only 14 gain range with skill level. That's about 2%. At the top is Taliyah's Weaver's Wall, which grows from 2500 to 6500, 2.6x.
What ability range means
It's the distance an ability can be cast or reach. All numbers come from Riot's official static data for patch 16.21. For almost every ability, putting more points in doesn't change how far it reaches. Range is basically fixed, and if you want more of it you're looking at items or runes (I honestly assumed leveling R would at least add a little).
The 14 abilities that gain range
| Champion | Ability | Range by skill level | Ratio |
|---|---|---|---|
Taliyah | R Weaver's Wall | 2500, 4500, 6500 | 2.6x |
Nocturne | R Paranoia | 2500, 3250, 4000 | 1.6x |
Kai'Sa | R Killer Instinct | 2000, 2500, 3000 | 1.5x |
Vex | R Shadow Surge | 2000, 2500, 3000 | 1.5x |
Teemo | R Noxious Trap | 600, 750, 900 | 1.5x |
Rengar | R Thrill of the Hunt | 2500, 3000, 3500 | 1.4x |
Wukong | Q Crushing Blow | 250, 275, 300, 325, 350 | 1.4x |
Galio | R Hero's Entrance | 4000, 4750, 5500 | 1.38x |
Kog'Maw | R Living Artillery | 1300, 1550, 1800 | 1.38x |
Swain | W Vision of Empire | 5500, 6000, 6500, 7000, 7500 | 1.36x |
Evelynn | W Allure | 1200, 1300, 1400, 1500, 1600 | 1.33x |
Kled | R Chaaaaaaaarge!!! | 3500, 4000, 4500 | 1.29x |
Tahm Kench | W Abyssal Dive | 1000, 1050, 1100, 1150, 1200 | 1.2x |
Zoe | W Spell Thief | 3000, 4500, 6000, 3000, 3000 | see note |
Note: According to the data, Zoe's Spell Thief goes up to 6000 at rank 3 and drops back to 3000 at rank 4.
Almost all ultimates
Of the 14, nine are ultimates and five are basic abilities. That's 9 of 173 ultimates (about 5.2%) versus 5 of 519 basic abilities (about 1.0%). Ultimates are about 5 times more likely to gain range. With only three ranks, each step is also bigger.
Weaver's Wall raises a long wall out of the ground (Taliyah can ride it too). It gains 2000 per rank and reaches 6500 at rank 3. Its 4000 total gain is by far the biggest of the 14, double the runner-up, Swain's Vision of Empire (2000).
Nocturne's Paranoia, second by ratio, cuts enemy vision and lets him leap at an enemy champion. It goes from 2500 to 4000, 1.6x. Rank 1 and rank 3 Paranoia cover very different areas. Kai'Sa's Killer Instinct and Vex's Shadow Surge are tied at 1.5x, both from 2000 to 3000.
Teemo's Noxious Trap is also 1.5x, from 600 to 900. Small numbers, but being able to throw shrooms 1.5 times farther is pretty annoying for the enemy.
The five basic abilities
The longest-reaching one is Swain's Vision of Empire, from 5500 to 7500. That 7500 is the highest max range of all 14. The ability reveals and strikes a far-off area, so more range simply means a wider scouting radius.
Wukong's Crushing Blow goes from 250 to 350. Tiny in absolute terms, but 1.4x, the same as Rengar's ultimate. It extends the reach of his empowered attack. The smallest gain belongs to Tahm Kench's Abyssal Dive, 1000 to 1200, 1.2x.
Takeaway
98% of ability ranges stay fixed no matter the skill level. Nine of the 14 that grow are ultimates, and for Taliyah, Nocturne and Galio, rank 1 and rank 3 differ by 1.4 to 2.6x. When an enemy's ultimate ranks up, their threat range grows too. Against a mid-to-late-game Nocturne or Taliyah, judging distance by early-game feel is risky. On the other hand, apart from a few like Swain and Evelynn, you rarely need to think about range when leveling basic abilities.
Source: Riot Games' official static data.
Taliyah
Nocturne
Kai'Sa
Vex
Teemo
Rengar
Wukong
Galio
Kog'Maw
Swain
Evelynn
Kled
Tahm Kench
Zoe
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