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.
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.
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.
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.
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.
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.
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.
Crimson FuryPassive: When the target dies, leap at the next target, dealing 135 / 205 / 1000 physical damage.
Active: Gain 100 / 100 / 300% Attack Damage for 8 seconds. During this time ignore 45 / 45 / 90% Armor.
Red Buff: Attacks 1% Burn enemies and heal Brambleback for 4% max Health.
Frequently asked questions
How do you beat Armor and Health Regen in TFT?
Armor and Health Regen are two separate problems, so you need two levers.
Against Armor you either strip it or skip the resist formula entirely.
Sunder removes a percentage of the target's Armor. Every item that applies it removes 30%, though how long it lasts depends on the source.
Penetration: the damage is calculated as if the target had less Armor, while the stat itself is left untouched.
Some Damage Amp only counts when the target is a tank.
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.
Note: The game floors resistances at 0. Once a target is stripped to 0 Armor, any further reduction is wasted, so switch to bypass damage.
Does anti-heal actually stop Health Regen, or only direct heals?
Yes. Anti-heal stops Health Regen too.
The in-game Grievous Wounds tooltip only names "self-healing and incoming healing". The engine-side definition explicitly includes health regeneration. So regen ticks are shaved like any other heal.
Lifesteal and omnivamp are cut as well, since both arrive as normal heal events.
The size of the cut depends on the source.
The game's generic default reduction is 50%.
The current set's dedicated anti-heal items apply 33%.
The exact figure always comes from the source applying it.
Note: Multiple applications refresh the duration rather than adding their percentages. One anti-heal source on a unit that reaches the right target is enough. A second is wasted.
Do two Armor-reduction sources cut twice as much Armor?
It depends on which kind you are stacking.
The named keyword does not stack. When two Sunder sources hit the same target, only one is active at a time. Item tooltips state "This effect does not stack" outright. Shred behaves identically on the Magic Resist side. So doubling up the keyword on one carry buys nothing.
Plenty of sources cut a resistance without naming the keyword, though. They subtract a flat number of points, re-applied per hit or on a timer. Those do add together. A flat source next to a keyword one, or next to another flat one, really is removing more Armor.
The tooltip is the tell.
If it names Sunder or Shred, or takes a percentage, it is the non-stacking kind.
If it only says it reduces Armor or Magic Resist by a number, it accumulates.
Resistances floor at 0 either way. Once a target is stripped, the next slot should be a different lever entirely.
On a mixed-damage board one Sunder and one Shred is the standard split, since each only touches its own resistance.
Note: Penetration is worth calling out here because it is not the same keyword. It lowers what the damage formula sees rather than removing Armor from the target. So the "does not stack" clause printed on the Sunder items is not a statement about it.