There are funny glitches out there in games, then there are funny interactions. What I define as an ‘interaction’ is abilities that are working as intended, but in a particular combination that makes them behave oddly or simply stuff that rarely comes up.
The best example of this in many MMOs/RTS games is ‘homing’ abilities. A lot of times these abilities are coded to always strike their target so long as you initiated the ability within range. If the enemy moves out of range, the ability will continue to home in on them.
In World of Warcraft in Battlegrounds, if you fired Arcane Missiles at an enemy who died but respawned quickly enough, the missiles would actually continue flying all the way to the spawn point across the map and strike harmlessly (since the initial toon they targeted had already received lethal damage). A pretty funny effect.
League of Legends has a bunch of these. There are several heroes that have a special ‘desperation’ ability when they die. The way they coded these is to have the player not actually be ‘dead’ when they took lethal damage- they would only die after their desperation move ended. Whats funny is there are a few abilities that only proc after an enemy dies. So you get a combination like this:
Mordekaiser uses his Ultimate ability on Karthus and kills him with it. Morde’s ability is a DoT that gives you an ‘enslaved ghost’ version of your opponent if they manage to die while the DoT is up. Karthus has a passive ability that lets him continue casting spells 8 seconds after he dies. Mordekaiser doesn’t actually gain control of the ghost until AFTER this is up. Interestingly enough, if he uses his ultimate on a player that is ressurected, the enslaved ghost appears for a split-second, dies, and the enemy ressurects.
There’s lots of quirks with this. For instance, if Karthus dies but kills a player while his passive is active, the game actually awards Karthus the kill before the opponent, even though technically the opponent killed him first. This is relevant for things like first blood (+400 gold for the first kill) or killstreaks/shutdowns.
Characters that had a ‘leap’ attack that let them jump next to their opponent had it coded like a ‘homing’ ability. So no matter where they maneuvered you’d always land next to them. This meant if they had a dash, teleport, etc you’d actually veer straight at them. This particular quirk was actually fixed (for balance purposes, I guess) so now if you have a ‘leap attack’ and the enemy teleports/dashes out of the way, you only land where the enemy was when you started your little hop (though any damage/effects from your ability still connect).
Pantheon (Me) and Jax (opponent) both have a pixel of health, we both use our respective ‘leap attack’ abilities on each other. We both hop where the other guy was (effectively switching places) then drop dead when the respective damage connects