Anti-tank
Levers for getting through a heavy frontline. The first three sections link to mechanic pages where every Set 17 source is enumerated; the last four are curated lists of specific items, champions, and augments whose anti-tank angle isn't captured by an existing mechanic.
Bypass defenses
Damage that ignores Armor, Magic Resist, and Shield outright — or removes the target without going through the damage formula at all.
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Damage that bypasses Armor and Magic Resist — the damage number on the source is applied directly to current Health. Shields still absorb true damage like any other damage type.
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Instantly kills a target whose Health is below a threshold (typically a % of max Health). Resolves as true damage equal to the target's current Health, so it ignores Armor, Magic Resist, Durability, and damage reduction. Unlike ordinary true damage, an execute destroys any active Shield before applying its kill — a shielded unit at low HP is still executed once the threshold check passes; the Shield does not save it.
Strip defenses
Reduces the target's defensive stats so the rest of your board hits harder. Sunder eats Armor (helps AD); Shred eats Magic Resist (helps AP); Stat Steal pulls Armor or Magic Resist off the enemy and onto the holder.
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Reduces the target's Armor for a duration.
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Reduces the target's Magic Resist (commonly by 30%, though the amount varies by source) for a duration, or for the rest of combat with some effects.
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Drains a stat (Armor, Magic Resist, Attack Damage, Ability Power) from enemies and grants it to the source or an ally. Distinct from Shred and Sunder (one-way debuffs that only reduce the enemy stat) because the holder gains what the enemy loses.
Chip max-HP and shut down healing
The canonical anti-tank package: Burn deals % max-HP true damage over time, Wound cuts incoming healing — including Health Regen, lifesteal, and omnivamp. Stack them when the enemy frontline out-sustains your damage.
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Deals a percent of the target's maximum Health as true damage every second. Most burn sources also apply Wound, which reduces healing received — together they form the standard answer to high-Health frontlines. Standard craftable burn items in Set 17: Morellonomicon (on hit), Red Buff (on hit), and Sunfire Cape (passive AoE every 2s). Searing Shortbow (per 20 mana spent) is a trait-exclusive Anima Weapon (from the Anima trait), not a craftable.
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Reduces healing the target receives by 33% for a duration.
Punish high-HP targets
Effects whose text explicitly amps damage against the Tank trait or against high-Health enemies — direct counters to a heavy frontline.
Champions (2)
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Ultra Friendly Object ability
Ultra Friendly Object Summon a flying saucer over the current target that lasts 4 seconds. Each second it deals 240 / 360 / 3000 magic damage to the target, plus 135 / 205 / 1500 magic damage split between all enemies within 1 hex. The saucer deals 30% increased damage to Tanks. If an enemy under the UFO dies, Bard has a 15 / 20 / 100% chance to abduct them and create a 1-star copy on your bench. Meep bonus: On combat start, grant the nearest ? Meeple allies an additional Meep.
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Fish Frenzy ability
Fish Frenzy Passive: For every 1% missing Health, gain 2 / 2 / 2.5% Attack Speed Active: Deal 130 / 195 / 310 physical damage to the target, increased by 50% if they're a tank.
Items (1)
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Gain 15% Damage Amp against Tanks.
Augments (1)
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Gain a Giant Slayer. Giant Slayers gain their Damage Amp against all enemies instead of just Tanks.
Hit % of the tank's max HP
One-shot damage that scales with the target's maximum Health, so the bigger the tank, the bigger the chunk. Distinct from Burn (which is over-time).
Items (2)
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Every 4 attacks and every 8 times being attacked, zap the 3 nearest enemies, dealing 7% of enemy Health as magic damage. Recommended users: Gragas and Master Yi.
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Combat Start: Unleash a shockwave forward that deals 15% of Graves' max Health as magic damage and stun enemies hit for 2 seconds.
Augments (1)
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Gain a giant Training Dummy with increased Health (increases with Stage). Every 4 seconds, it zaps the 3 nearest enemies dealing 5% max Health true damage.
Steal and repurpose defenses
Drain Armor or Magic Resist off the enemy and convert the stolen stat into damage or healing — the swing is double-sided.
Items (4)
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Every 15% max health lost, fire crescent projectiles in a line dealing physical damage equal to 50% of the holder's Armor and Magic Resist. Steal 3 Armor and Magic Resist from all enemies hit. Recommended Roles: Attack or Magic Tank
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Every 15% max health lost, fire crescent projectiles in 3 lines dealing physical damage equal to 50% of the holder's Armor and Magic Resist. Steal 10 Armor and Magic Resist from all enemies hit. Recommended Roles: Attack or Magic Tank
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Every 2.5 seconds, steal 3 Magic Resist from enemies within 1 hex and deal 15%–50% (by Stage) of the holder's Magic Resist as magic damage. If Aegis of Dawn is also equipped, trigger this item's effect every 1.25 seconds instead. Damage increases based on Stage.
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Every 2.5 seconds, steal 3 Armor from enemies within 1-hex and heal 15%–50% (by Stage) of the holder's Armor. If Aegis of Dusk is also equipped, trigger this item's effect every 1.25 seconds instead. Healing increases based on Stage.
Ignore armor without removing it
Penetration: damage is calculated as if the target had less Armor / MR, but the stat itself is untouched. Stacks alongside Sunder / Shred rather than competing with it.
Items (2)
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Attacks and Abilities ignore 30% of enemy Armor
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Attacks and Abilities ignore 60% of enemy Armor
Frequently asked questions
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How do you beat Armor and Health Regen in TFT?
They are two separate problems, so you need two levers. Against Armor you either strip it — Sunder removes a percentage of the target's Armor (30% for 3 seconds on most item sources), and stat steal moves it onto your own unit — or you skip the resist formula entirely with true damage, percent max-Health damage, or an execute. TFT floors resistances at 0, so once a target is stripped to 0 Armor any further reduction is wasted and you should switch to bypass damage. Against Health Regen the lever is anti-heal: Wound (Grievous Wounds) reduces health regeneration as well as direct heals, lifesteal and omnivamp, so a regen-reliant frontline stops replacing the Health you chip off it.
Sources
- LoL Wiki — Grievous Wounds ("reduces all of a unit's healing and health regeneration received") (opens in new tab)
- LoL Wiki — Last Whisper (TFT) ("30% Sunders the target for 3 seconds") (opens in new tab)
- How Armor and Magic Resistance works in TFT — LeDuck (Tacter, "reduced to 0 = effectively true damage") (opens in new tab)
- LoL Wiki — Resistances (TFT) (opens in new tab)
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Does anti-heal actually stop Health Regen, or only direct heals?
It stops regen too. The in-game Grievous Wounds tooltip only names "self-healing and incoming healing", but the engine-side definition explicitly includes health regeneration, so regen ticks are shaved like any other heal — and so are lifesteal and omnivamp, since both arrive as normal heal events. TFT's generic default reduction is 50%; the current set's dedicated anti-heal items apply 33%, and the exact figure always comes from the source applying it. Multiple applications refresh the duration rather than adding their percentages, so one anti-heal source on a unit that reaches the right target is enough — a second is wasted.
Sources
- LoL Wiki — Grievous Wounds ("reduces all of a unit's healing and health regeneration received") (opens in new tab)
- LoL Wiki — TFT:Grievous Wounds ("50% less effective by default"; "will not stack but instead refresh the duration") (opens in new tab)
- LoL Wiki — Health regeneration ("healing only for the purposes of healing modifiers") (opens in new tab)
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Do two Armor-reduction sources cut twice as much Armor?
No. Percent resistance reduction does not stack — when two Sunder sources hit the same target only one is active at a time, and item tooltips state "This effect does not stack" outright. Shred behaves identically on the Magic Resist side. Doubling up the same debuff on one carry buys nothing, so the better second slot is a different lever entirely: anti-heal, Burn, percent max-Health damage, or an execute. On a mixed-damage board one Sunder and one Shred is the standard split, since each only touches its own resistance.