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Range, collision and counterplay

League hooks and pull counters

A hook is not always a full pull. Learn what moves, what can block it, and which defensive answer must happen before contact.

4long-range hooks4movement families6defensive answers

The quick comparison

Nautilus reaches farther; Blitzcrank pulls farther

Listed cast range answers only the first question. Collision radius, travel time, body blocking and the movement after contact decide how the play actually resolves.

NautilusQ · Dredge LineNautilus1,150listed cast range
71 range fartherBoth champions move towards each other
Different resultTerrain can pull Nautilus instead
BlitzcrankQ · Rocket GrabBlitzcrank1,079listed cast range

Identify the mechanic first

One defensive answer does not stop every pull

Choose the row that matches what is threatening you. The relevant counterplay changes when the cast is a projectile, tether, area effect or close grab.

Blitzcrank · Nautilus · Thresh · Pyke

Line projectile

Put a valid unit between you, cross the cast line, or use an eligible projectile block or spell shield before contact.

Aatrox · Kled · Swain

Delayed tether

Leave the marked area or break the tether before its return condition completes. Waiting beside the edge makes the eventual pull harder to escape.

Diana · Orianna · Rell · Aurelion Sol

Area centre pull

Spread before the cast and keep an exit from the centre. A projectile wall normally cannot erase an area effect already placed around you.

Darius · Sett · Singed · Skarner

Close grab or throw

Respect the champion’s short access range and save displacement immunity, untargetability or an escape for the commitment when your kit provides one.

1

Movement family

Long-range enemy hooks

A projectile catches the first valid target and changes both spacing and target access.

Nautilus
1,150 cast range

Nautilus

Q · Dredge Line

Pulls Nautilus and the champion towards each other. Hitting terrain pulls Nautilus instead.

Open champion guide
Blitzcrank
1,079 cast range

Blitzcrank

Q · Rocket Grab

Drags the first enemy hit all the way back to Blitzcrank.

Open champion guide
Thresh
1,075 cast range

Thresh

Q · Death Sentence

Tugs the target towards Thresh; recasting moves Thresh to the target.

Open champion guide
Pyke
Charge-dependent

Pyke

Q · Bone Skewer

A charged cast hooks and pulls the first enemy hit a fixed distance towards Pyke.

Open champion guide
2

Movement family

Close and tethered pulls

These need proximity, a tether, a return hit or another setup before they move you.

Darius
Short cone

Darius

E · Apprehend

Sweeps enemies in front of Darius towards him.

Open champion guide
Sett
Both sides

Sett

E · Facebreaker

Pulls enemies on each side into Sett; opposing units on both sides can add a stun.

Open champion guide
Swain
Return + recast

Swain

E · Nevermove

The returning wave roots; Swain can then pull rooted champions closer.

Open champion guide
Aatrox
Tether zone

Aatrox

W · Infernal Chains

A champion that fails to leave the impact area is dragged back to its centre.

Open champion guide
Kled
Tether

Kled

Q · Bear Trap on a Rope

Staying tethered lets Kled yank the target towards him after the delay.

Open champion guide
Mordekaiser
Placed line

Mordekaiser

E · Death’s Grasp

The spectral claw moves enemies through the chosen area towards its return direction.

Open champion guide
Zaahen
850 cast range

Zaahen

E · Dreaded Return

Stabs in a direction, then pulls enemies hit towards Zaahen.

Open champion guide
3

Movement family

Area and centre pulls

These move several champions towards a centre, caster, ball or impact line instead of catching one target.

Diana
Around Diana

Diana

R · Moonfall

Draws nearby enemies inward before the delayed damage lands.

Open champion guide
Orianna
Around the Ball

Orianna

R · Command: Shockwave

Pulls affected enemies towards the Ball and damages them.

Open champion guide
Rell
Moving field

Rell

R · Magnet Storm

Pulls enemies inward and continues dragging nearby enemies as Rell moves.

Open champion guide
Aurelion Sol
Growing zone

Aurelion Sol

E · Singularity

Slowly pulls enemies towards the black hole’s centre.

Open champion guide
Yone
Long line

Yone

R · Fate Sealed

Moves enemies hit towards Yone’s final position.

Open champion guide
4

Movement family

Grabs, carries and forced repositioning

They resemble pulls, but the movement rule is a throw, carry, slam or two-target collision.

Zac
Two targets

Zac

Q · Stretching Strikes

Grabs one unit, then throws it together with a different attacked unit.

Open champion guide
Renata Glasc
Hook + throw

Renata Glasc

Q · Handshake

Roots the first enemy hit; the recast throws it in the chosen direction.

Open champion guide
Skarner
Suppression carry

Skarner

R · Impale

Suppresses caught champions and drags them along while Skarner moves.

Open champion guide
Singed
Point-blank throw

Singed

E · Fling

Throws the target behind Singed rather than pulling it to his current position.

Open champion guide
Sett
Carry + slam

Sett

R · The Show Stopper

Carries one champion through the air and slams them into the destination.

Open champion guide

Do not confuse these

The champion moves, not the enemy

These abilities close distance, but they are not enemy pulls. That difference changes whether a wall, frontline or body block helps.

AmumuAmumuQ · Bandage Toss

Amumu moves to the enemy; the enemy is not pulled.

LeonaLeonaE · Zenith Blade

Leona travels to the last champion hit.

SylasSylasE · Abduct

Sylas pulls himself to the enemy hit.

CamilleCamilleE · Hookshot

Camille grapples terrain, then leaps; it does not drag the enemy.

NautilusNautilusQ into terrain

Nautilus is pulled to the wall when Dredge Line hits terrain.

Answer the cast before it resolves

What can stop or avoid a pull?

The answer depends on whether the ability is a projectile, targeted control, an area effect or a tether. No single item or summoner spell cancels every category.

1Yasuo · Braum · Samira

Projectile blockers

Wind Wall and Blade Whirl can remove eligible hook projectiles. Braum intercepts from the front, so the projectile reaches him instead of the ally behind him.

2Sivir · Nocturne · items

Spell shields

A correctly timed spell shield can negate the triggering ability. It must be active when the ability connects.

3Morgana · Olaf · Fiora

Control immunity or parry

Black Shield must survive the hit to prevent its crowd control. Olaf needs Ragnarok active; Fiora must time Riposte before impact.

4Fizz · Vladimir · Xayah · Gwen

Untargetable or out of reach

Untargetability or Gwen’s mist can make a cast fail when used before contact. They do not rewind a pull that already resolved.

5Minions · summons · walls

Units and terrain

Most line hooks stop on the first valid unit. Terrain blocks ordinary projectiles, while Nautilus can deliberately hook terrain.

6Walk · dash · blink

Dodge before contact

Move across the hook line, not along it. Save mobility until the cast direction is clear when possible.

Fast lane checklist

Play around the line, not only the cooldown

  1. 1Keep a blocker between you

    Use healthy minions or a suitable frontline against first-target projectiles.

  2. 2Move across the cast line

    Sideways movement changes the required aim faster than retreating directly away.

  3. 3Track the follow-up

    A missed hook can open a short window; a landed hook still needs allied damage and control to convert.

Clear answers

Hook and anti-pull questions

These answers match the visible FAQ metadata and keep the important limitations beside the advice.

1Who has the longer hook, Nautilus or Blitzcrank?

Current Data Dragon cast data lists Nautilus Dredge Line at 1,150 range and Blitzcrank Rocket Grab at 1,079. Nautilus reaches farther, while Rocket Grab drags the caught target all the way back to Blitzcrank.

2Do minions block every pull?

No. Minions can block first-target line projectiles such as Rocket Grab, but they do not cancel an area pull, point-blank throw or effect placed around your champion. Identify the movement family first.

3Does Cleanse stop a hook or return me to safety?

No. Cleanse does not reverse forced movement that already resolved. It may remove an eligible follow-up disable, but it does not remove suppression, airborne movement or every champion-specific control effect.

4Does Black Shield block a pull?

Morgana’s Black Shield can prevent eligible crowd control while the shield remains active. Its timing and remaining strength matter, and it is not a universal answer to every displacement or suppression effect.

Patch-aware reference

Current ability wording and cast data

Reviewed against Riot’s Data Dragon 16.16.1 champion data. Values and mechanics can change with a patch; the current client remains authoritative.

Blitzcrank dataRocket Grab range and descriptionNautilus dataDredge Line range and descriptionStatus effectsRead control and removal rules