Anti-tank

Levers for getting through a heavy frontline. The first three sections link to mechanic pages where every Set 18 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.

  • True Damage 16 sources

    True Damage is damage that bypasses both Armor and Magic Resist.

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    The damage number on the source is applied directly to the target's current Health.

    Note: Shields still absorb true damage like any other damage type.

  • Execute 4 sources

    Execute instantly kills a target whose Health is below a threshold.

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    The threshold is typically a percent of max Health.

    It resolves as true damage equal to the target's current Health. So it ignores all of these:

    • Armor.
    • Magic Resist.
    • Durability.
    • damage reduction.

    Note: Unlike ordinary true damage, an execute destroys any active Shield before it applies the kill. A shielded unit at low Health (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. Sunder and Shred each cover two kinds of source: the named keyword takes a percentage and does not stack, while unnamed sources subtract flat points per hit or on a timer and keep adding up toward the 0 floor — so a flat source is worth pairing with a keyword one.

  • Sunder 12 sources

    Sunder is a debuff that reduces the target's Armor.

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    The named Sunder keyword works like this.

    • It cuts Armor by a percentage, commonly 30%.
    • It lasts for a duration.
    • It does not stack.
    • A second Sunder source on the same target adds nothing.

    Other sources instead subtract a flat number of Armor. Those work differently.

    • The cut lands per hit or on a timer.
    • These cuts keep adding up.
    • The floor is 0 Armor.
  • Shred 14 sources

    Shred is a debuff that reduces the target's Magic Resist.

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    The named Shred keyword works like this.

    • It cuts Magic Resist by a percentage, commonly 30%.
    • It lasts for a duration.
    • With some sources it lasts for the rest of combat.
    • It does not stack.
    • A second Shred source on the same target adds nothing.

    Other sources instead subtract a flat number of Magic Resist. Those work differently.

    • The cut lands per hit or on a timer.
    • These cuts keep adding up.
    • The floor is 0 Magic Resist.
  • Stat Steal 2 sources

    Stat Steal drains a stat from enemies and gives it to the source or an ally.

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    It can steal one of four stats:

    • Armor.
    • Magic Resist.
    • Attack Damage (AD).
    • Ability Power (AP).

    Note: It is not the same as Shred or Sunder. Those are one-way debuffs that only reduce the enemy stat. With Stat Steal, 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.

  • Burn 15 sources

    Burn is a debuff that deals true damage every second.

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    Each second it deals a percent of the target's maximum Health.

    Most burn sources also apply Wound. Wound reduces healing received. Together, Burn and Wound are the standard answer to high-Health frontlines.

  • Wound 10 sources

    Wound is a debuff that reduces the healing its target receives by 33%.

    The effect lasts for a duration.

Punish high-HP targets

Effects whose text explicitly amps damage against tanky units or against high-Health enemies — direct counters to a heavy frontline.

Items (2)

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 (1)

  • Stunning an enemy causes lightning to strike them, dealing 30% of their max Health as magic damage.

Augments (1)

  • Gain a giant Training Dummy. 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 (2)

  • Every 2.5 seconds, steal 3 Magic Resist from enemies within 1-hex and deal 18% 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.
  • Every 2.5 seconds, steal 3 Armor from enemies within 1-hex and heal a Stage-scaled amount 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.

Champions (1)

1 champion · paste in the game's Team Planner

  • Crimson Fury ability
    Crimson Fury
    Passive: When the target dies, leap at the next target, dealing 135 / 205 / 1000 Attack Damage physical damage.
    
    Active: Gain 100 / 100 / 300% Attack Damage for 8 seconds. During this time ignore 45 / 45 / 90% Ability Power Armor.
    
    Red Buff: Attacks 1% Burn enemies and heal Brambleback for 4% max Health.

Frequently asked questions