After using an ability, Lucian's next auto attack within 6 seconds will strike twice. The second shot deals 50% of Lucian's AD, but fully applies on-hit effects. Minions and monsters take full damage from the second shot. The second shot 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 an on-hit effect that triggers whenever Lucian uses an ability, and causes him to attempt to complete 2 autoattacks in quick succession. The first attack, respectively, functions as the trigger of Lightslinger and will consume the empowerment.
Critical strike chance is calculated on each attack individually. The second attack's critical strike will deal damage based on its target (50% of Lucian's AD against champions or full damage against minons and monsters).
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.
Cooldown: 9 / 8 / 7 / 6 / 5
Cost: 60 / 65 / 70 / 75 / 80 mana
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. Minions take 75% damage.
The cooldown is only refreshed if Lucian scores a kill while the Culling is active. Scoring a kill with the Culling, but after the effect has ended, will not refresh the cooldown. Similarly, the Culling does not have to be the ability that kills the enemy. For example, scoring a kill with Ignite while the Culling is active will refresh the cooldown.
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.
Cooldown: 100 / 75 / 50
Cost: 100 mana
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.
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.