One setting decides whether an ability costs one action or two
Quick Cast is argued about in feelings. Underneath it is arithmetic: normal cast is press then
click, quick cast is press. A four-ability rotation is eight hand actions or four, every fight,
every game. This page settles it in milliseconds off your own hand — and adds the part nobody
mentions, which is that the three modes fire on three different moments.
They do not just differ in speed. They fire at different moments
This is the fact that decides whether a mode feels right, and it is almost never stated. One
casts when the key goes down, one when it comes back up, and one when you click.
Normal castFires on the click
2hand actions per ability
Press the key, then click where you want it. Two actions, and between them the cursor has to travel from wherever it was to where the ability is going.
Quick cast with indicatorFires on key release
1hand action per ability
Hold the key to see the range, release to cast. One action — but note what it fires on: the cast is waiting for your finger to come back up, which is why this mode feels slower than quick cast until you get used to it.
Quick castFires on key down
1hand action per ability
The ability goes the instant the key goes down, at the cursor. One action and the earliest possible moment. Nothing is shown first, so the range has to be in your head.
Combo
Normal cast
Quick cast
Saved
Why this one
Short trade Q → E
4 actions
2 actions
2
Two abilities and back out. The shortest thing you do often enough for the cost to add up.
All-in Q → W → E → R
8 actions
4 actions
4
The full kit. Four abilities inside the window where the enemy is still in range.
Flash engage F → R → Q → E
8 actions
4 actions
4
A summoner into an ultimate into follow-up. The one where an extra click per ability genuinely decides whether it lands.
Kit plus an active item Q → 2 → E → R
8 actions
4 actions
4
An active item in the middle of a rotation, which moves your hand off the ability row and back.
02 / Combo bench
How long does the rotation take your hand?
Pick a combo and a mode, then run it. In normal cast every ability needs a key and then a
click inside the field; in the two quick modes it needs only the key. No cooldowns exist here —
what is being measured is purely the cost of getting the inputs out.
0 ms
Press Start the run, then hit the keys in order. The clock starts on your first key.
Normal cast— no runs
Quick cast with indicator— no runs
Quick cast— no runs
Run the same combo in two modes
Two runs in each is enough. The comparison is your own hand against your own hand — nobody else comes into it.
What this bench is not
It is not the game. There are no cooldowns, no cast times, no animation locks and no target —
so the absolute numbers mean nothing on their own. What survives the difference between this
page and a real fight is the gap between the two modes, because that gap is your hand
and your hand comes with you. The same subtraction answers a wider question — quick cast with
indicator fires when you let go, and letting go is not the same speed as pressing:
measure what a press costs you against a release.
03 / The cursor tax
The part of normal cast the clock above cannot see
In this game the cursor is doing two jobs at once — it issues your movement orders and it aims
your abilities. Normal cast makes those two jobs collide: you press the key, and only then does
the cursor have to travel from wherever your last move order was to wherever the ability is
going. Quick cast does not delete that travel. It moves it before the key press, where
it overlaps with deciding instead of with casting.
Click in the field first. Then press Q and click the marker, as if casting. Repeat a few times.
Travel—
Time—
Share of screen—
Casts0
Cast a few in normal mode
Press an ability key, then click the marker. The page measures how far the cursor travelled in between.
04 / Hotkey layers
Q is three commands, and the little finger decides which
Unlike a game where you choose to overload a key, League ships this. The ability row carries a
cast, a level-up and a self-cast, separated only by a modifier — and the modifiers are on the
same hand that is holding the row.
NothingCast the abilityThe key itself
The layer you are in ninety-nine percent of the time.
Left CtrlLevel the ability upLeft little
The one you need at exactly the moment a fight starts, which is also the moment the little finger is busy.
Left AltCast it on yourselfLeft thumb
Saves a cursor trip entirely for anything self-targeted, and most players never bind or use it.
The finding Level-up sits on the left little finger, on the same hand that is holding the ability row, and it is wanted at exactly the moment a fight begins. That is why moving Level Up to a spare modifier or to a second key row is the most common non-cosmetic hotkey change in this game.
Action
Default key
Ability 1 / 2 / 3
Q / W / E
Ultimate
R
Summoner spell 1 / 2
D / F
Level up ability
Left Ctrl + Q / W / E / R
Self-cast
Left Alt + ability
Item slots
1 / 2 / 3 / 4 / 5 / 6
TrinketTrinket is slot 4 by default; item 7 is the trinket ward slot.
4
Recall
B
05 / One device
The only game in this collection with no second platform
Every other lab on this site has a controller arm, because every other game has a controller.
League’s verified entry ships an empty controller list and that is not an oversight on our
part — the PC client has no controller support at all. It is worth saying plainly rather than
leaving a reader to hunt for a setting that does not exist.
A pad will not work, and no setting enables it
There is no controller layer to configure. Third-party mapping software can send mouse and keyboard events from a pad, but it is emulation rather than support — the game never sees a controller, and nothing about the cursor problem above gets easier.
Which is exactly why cast mode matters so much here
In a shooter the two hands split the work: one aims, one presses. In League the mouse does
the aiming and the moving, so any setting that takes a job off the cursor is worth
more than the same setting would be anywhere else.
Wild Rift is a different game, not a port
The mobile title replaces the cursor entirely with virtual sticks and per-ability drag
targeting, so the whole quick-cast question does not exist there. Nothing on this page
transfers to it, and the page does not pretend it does.
Where to go next
This page is about how many actions an ability costs. These measure the hardware performing them.
A setting that changes how many hand actions an ability costs. Normal cast is two — press the key, then click where the ability goes. Quick cast is one: the ability fires at your cursor the instant the key goes down. Turn it on in Options › Hotkeys › Quick Cast All.
What is the difference between quick cast and quick cast with indicator?+
The moment they fire on, and this is the part that catches people out. Quick cast fires when the key goes down. Quick cast with indicator shows the range while you hold the key and fires when you let it go — so the cast is waiting for your finger to come back up. That is why players switch to it, feel it lag, and switch back without ever being told what changed.
Is quick cast actually faster?+
For the keys, a little. For the cursor, a lot — and that is the part people miss. In normal cast the mouse has to travel from wherever your last move order was to wherever the ability is going, after you have already committed to casting it. Quick cast does not remove that travel, it moves it before the key press, where it overlaps with deciding instead of with standing still. The bench on this page measures both on your own hand.
Should I use quick cast?+
Almost every experienced player does, and the reason is arithmetic rather than taste: a four-ability rotation is eight hand actions in normal cast and four in quick cast. The honest caveat is that you lose the confirmation step, so the first week costs you some misfired ultimates. Quick Cast with Indicator exists as a middle ground and keeps the range preview.
How do I level up abilities faster in League?+
Hold Left Ctrl and press Q, W, E or R. The problem with the default is anatomical: Ctrl is on the left little finger, on the same hand already holding the ability row, and you want it at exactly the moment a fight starts. Moving Level Up onto a spare modifier or a second key row is the most common non-cosmetic hotkey change in this game.
What does Alt do in League of Legends?+
Alt plus an ability key self-casts it. On anything you would target on yourself that removes the cursor trip entirely, which makes it the single most under-used binding in the default layout — most players never press it once.
Can you play League of Legends with a controller?+
No. The PC client has no controller support and there is no setting that enables it; third-party software can translate a pad into mouse and keyboard events, but the game never sees a controller and none of the cursor problems get easier. Wild Rift on mobile is a different game with virtual sticks rather than a port.
Does this page know anything about champions?+
Deliberately not. Every combo on this page is a sequence of key slots — Q, W, E, R, an item — and never a named champion ability, because this site has not verified champion kits and will not invent them. What is measured is your hand on the keys, which is the same whoever you play.
Unofficial
Keymap Labs is not affiliated with, endorsed by or sponsored by Riot Games. League of Legends
is a trademark of Riot Games, Inc. Default hotkeys are read from the in-game options screen and
dated above. This page contains no champion data of any kind — every combo on it is a sequence
of key slots — and it cannot see the game.
New: ask me anything about this siteWhich test to run, a game's default keybinds, what a result means.
KayeeKeymap Labs assistant
I answer from this site only — the 28 browser tests, the controls library for 46 games, the sensitivity converters and the two games. I can tell you which page to open, how a tool works and what its result means.
I will not guess. If something is not on the site, I will say so.