After using an ability, Lucian's next autoattack within 6 seconds will strike twice.
The second shot deals 50% of Lucian's AD (additional 50% AD to minions and monsters) , but fully applies on-hit effects, and can critically strike. If the target is killed before the second shot can go off, the second shot will automatically shoot at something else.
Lightslinger is both an on-attack effect and an on-cast effect that allows Lucian to strike two autoattacks in quick succession after each ability cast.
Note however, that only one attack will consume on-hit effects that apply only for a single hit (For example, Sheen'spassive).
Spellblade items don't interact with the second shot as they are almost always used by Lucian's primary attack, and due to their internal cooldown they are not up in time for the second shot.
Critical strike chance is calculated on each attack individually. The second attack's critical strike will deal 50% AD*Critical damage against champions or (50% AD*Critical damage) + 50% AD against minions and monsters
The first attack, respectively, functions as the trigger of Lightslinger and will consume the empowerment.
If the target dies to the first hit of Lightslinger, the second shot will target another nearby enemy unit. This will prioritise enemy champions, and minions with low health.
Even if no second target is found, the Lightslinger buff is still consumed.
The second shot can target enemies that are hidden in the fog of war or a bush.
This action was originally a bug, but was properly integrated into the ability in V3.12.
The second attack is integrated into the first attack, meaning Lucian can move freely as usual after using an auto attack and the second shot will still fire (similar to Master Yi'sDouble Strike). Lucian has special movement animations for such an attack.
COST: 50 / 55 / 60 / 65 / 70 mana
COOLDOWN: 9 / 8 / 7 / 6 / 5
Active: After a 0.35 second delay, Lucian fires a laser in the direction of the target enemy, dealing physical damage to all enemies in a 1100-unit line.
Relentless Pursuit will reset Lucian's attack timer on cast.
Relentless Pursuit only removes slows on-cast, and will not remove any slows that are applied during the dash.
Relentless Pursuit will remove any and all slow debuffs, including any additional effects the debuff applies. As of V3.13, all attack speed reduction is treated as a slow and will also be removed.
As Frozen Heart is an aura it is not removed by Relentless Pursuit.
It will remove "Chill", preventing Frostbite from dealing double damage.
Relentless Pursuit will not remove the additional effects if the two parts are separate debuffs. For example, it will not remove the damage reduction from Exhaust or the attack damage reductions of Mocking Shout and Chomp.
COST: 100 mana
COOLDOWN: 100 / 75 / 50
Active: Lucian starts firing shots in the target direction for 3 seconds, each shot dealing physical damage to the first enemy it hits. The number of shots fired scales with his attack speed. The Culling deals quadruple damage to minions but not monsters.
While using The Culling, Lucian's basic attacks are disabled and he cannot activate Piercing Light or Ardent Blaze. He can, however, move freely and activate Relentless Pursuit. He also ignores unit collision for the duration.
The Culling can be reactivated to end the effect early and it is interrupted by crowd control effects that inhibit basic attacks.
While similar to a channel, The Culling is only interrupted by crowd control effects that inhibit attacking - namely: airborne, forced action, stun, suppression, entangle and polymorph. Silences will not interrupt it.
Interestingly, blind will also not interrupt The Culling as Blind does not actually prevent the target from declaring attacks.
Factoring only Lucian's base attack speed at levels 6, 11 and 16, he will fire a minimum of 13 / 15 / 17 shots.
An alternate formula for calculating the number of shots fired is 13 / 15 / 17 (+1 per 20.9% / 17.4% / 14.9% AS). This formula may prove more useful for calculating the efficiency of builds outside of the game where AS is presented as a % bonus rather than as attacks-per-second.