Positive effects you can stack on your own units. Each entry below
links to the mechanic page where every Set 18 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.
Who buffs allies: Team buffs lists
only the champions, items, augments and traits that give these effects to other units.
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).
Pick health-boost augments such as Giant and Mighty.
Run the Old Growth trait.
Old Growth permanently raises the max Health of your strongest Old Growth champion. It does so every time an enemy dies near it.
Note: That last kind never resets. Stats that keep growing round after round, Old Growth's Health included, have their own page: Permanent Takedown Stacks.
Combat-stat boosts that increase the damage your units deal — auto-attack speed, ability power, percent damage amp, omni-vamp sustain, crit, and stacks that ramp a unit up mid-fight or on a takedown.
Damage Amp is a multiplicative bonus to all damage dealt.
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It is not the same as raw Attack Damage (AD) or Ability Power (AP). AD and AP are type-specific scaling. Damage Amp applies after that type-specific scaling.
Omnivamp heals a unit for a percentage of the damage it deals.
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The stat counts every damage type. Attacks and abilities both feed it.
Note: A few carriers use a smaller pool. Wit's End heals only from the magic damage it adds. They still count as Omnivamp: the same heal-from-your-own-damage effect, with a smaller pool to draw from.
Crit means a unit's damage scales with crit chance and crit damage.
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Those stats come from items like Infinity Edge and Jeweled Gauntlet.
Note: By default, abilities cannot crit. The sibling Precision mechanic is what lets spell damage roll crits. So a crit-on-spell build needs a Precision source first. Only then do crit chance and crit damage apply to abilities.
Permanent Takedown Stacks are stat gains that keep growing round after round instead of resetting when the fight ends.
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The usual trigger is a takedown. The unit banks a stack on every kill or assist and keeps it. So early-round farming compounds into late-game power.
But the trigger is not always a takedown you made.
Old Growth pays out whenever any enemy dies within three hexes of it. Your strongest Old Growth champion gains 30 permanent max Health each time.
Veigar banks Ability Power when the enemy it hit dies.
Note: What every source here shares is the persistence, not the kill. The stack survives the round. That is what separates it from in-combat stacking, which starts again from zero every fight.
Repositioning effects that relocate a unit during combat. Dash is self-movement; Pull drags a target toward the source. The mechanic pages enumerate every ability that triggers each.