Set 17.0

Buffs

About buffs

Positive effects you can stack on your own units. Each entry below links to the mechanic page where every Set-17 champion, trait, item, and augment that grants the effect is enumerated.

See also: Debuffs — negative effects you can apply to enemies — and Economy for player-side resource mechanics.

Defenses

Keep your units alive. From outright damage avoidance (Untargetable, Invulnerable, CC Immune) through HP buffers (Shield, Heal, Health Regen, Max Health) to flat damage mitigation (Armor, Magic Resist, Durability).

  • Untargetable 4 sources

    Protective state where the unit cannot be selected by enemy basic attacks or ability targeting. Distinct from invulnerability (which blocks damage but still allows targeting); often triggered by HP-threshold trait passives or item effects.

  • Invulnerable 2 sources

    State that prevents all incoming damage for a duration; the unit can still be targeted and attacked, but takes no damage. Distinct from `untargetable`, which prevents the unit from being targeted at all.

  • CC Immune 5 sources

    Protective state where the unit ignores incoming crowd control (stuns, slows, knock-ups) for a duration. The unit can still be targeted and damaged. Distinct from Untargetable (cannot be hit) and Invulnerable (takes no damage).

  • Shield 48 sources

    Grants temporary HP that absorbs damage before the unit's real Health is touched.

  • Heal 41 sources

    Restores Health to a unit, capped at maximum HP.

  • Health Regen 3 sources

    Passive Health restoration per second, typically as a percentage of max Health. Independent of healing procs (Heal) and damage-scaled sustain (Omnivamp); the wearer just regenerates over time.

  • Max Health 201 sources

    Grants the unit additional maximum HP — flat (`+150 Health`) or percentage (`+6% max Health`). Item HP, augment HP boosts, and ability bodies that read "Gain X max Health" all land here, including Cho'Gath's per-cast "permanently gain max Health". The cross-round permanent-stat angle has its own curated landing at `/permanent`.

  • Armor 93 sources

    The physical-defense stat that reduces incoming AD damage. Tank items, Bastion-style traits, and ability bodies that read "Gain X Armor" or "Your team gains X Armor" all land here, alongside the handful of cards that scale a bonus off the unit's Armor value.

  • Magic Resist 81 sources

    The magic-defense stat that reduces incoming AP damage. Many sustain items, Bastion-style frontline traits, and "Gain X Armor and Magic Resist" effects grant or scale off it; the inverse — Shred — reduces it.

  • Durability 14 sources

    Reduces incoming damage by a percentage; a flat tank multiplier that stacks with Armor and MR.

Offense

Combat-stat boosts that increase the damage your units deal — auto-attack speed, ability power, percent damage amp, omni-vamp sustain, and crit.

  • Attack Speed 64 sources

    Scales with bonus Attack Speed; a payoff axis for AS-stacking carries.

  • Ability Power 108 sources

    Scales with Ability Power. Damage and effect magnitudes that read "(scales with AP)" target this mechanic.

  • Damage Amp 24 sources

    Multiplicative bonus to all damage dealt — distinct from raw AD/AP because it applies after the type-specific scaling.

  • Omnivamp 16 sources

    Heals the source for a percentage of damage dealt (any type).

  • Crit 10 sources

    Scales with crit chance / crit damage. Triggers Jeweled-Gauntlet-style crit-on-spell payoffs.

Movement

Repositioning effects that relocate a unit during combat. Dash is self-movement; Pull drags a target toward the source. The mechanic pages enumerate every Set-17 ability that triggers each.

  • Dash 13 sources

    Repositioning movement that breaks the normal walk-to-target pathing — either a telegraphed dash across hexes or an instant blink/teleport to a new position. Set-17 sources include Quicksilver shedding effects and dashing to the farthest target, the Challenger trait dashing to a new target on takedown, and ability blinks/teleports behind enemies.

  • Pull 3 sources

    Forced horizontal displacement that moves a target toward the source. Distinct from Knock Up (vertical airborne) and Dash (self-movement); the pulled unit is moved by another's effect.