Description
Ability Power (AP) scaling means an effect gets stronger when its holder stacks AP.
Read moreShow less about Ability Power
Champions and effects flagged as AP-scaling get bigger damage, healing, or shield values.
AP comes from items like these, or from trait bonuses.
- Jeweled Gauntlet.
- Rabadon's Deathcap.
- Nashor's Tooth.
Listed in: Buffs, Team buffs
Items that grant or scale with Ability Power (51)
How it links selected
Category selected
AP effect selected
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- +20 MR
- +3 Mana Regen
Gain an additional 15% Mana from all sources. The wearer gains an additional bonus based on their Role: Tanks and Fighters: Gain 30 Armor and Magic Resistance. Other Roles: Gain 10% Attack Damage and Ability Power.
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- +30% AP
- +1 Mana Regen
Combat start: Gain 20% Ability Power every 5 seconds in combat.
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- +20 MR
- +18% AD
- +18% AP
- +20% Omnivamp
Once per combat at 50% Health, gain a 30% max Health Shield that lasts up to 5 seconds.
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- +15% AD
- +15% AP
- +5 Mana Regen
Gain 10% additional Attack Damage and Ability Power from all sources.
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- +100 HP
- +20 Armor
- +20% AP
Combat start: Gain a 25% max Health Shield for 8 seconds. When the shield expires, gain 20% Ability Power.
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- +20 Armor
- +10% AD
- +15% AS
- +10% AP
At 40% Health, briefly become untargetable, shed negative effects, and heal 15% missing health.
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- +15% AD
- +15% AS
- +15% AP
- +15% Damage Amp
Gain 15% additional Damage Amp against Tanks.
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- +10% AS
- +10% AP
Gain 7% stacking Attack Speed every second.
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- +20% Crit
- +1 Mana Regen
Gain 2 effects: • 18% Attack Damage and 18% Ability Power. • 15% Omnivamp. While above 50% health, double the Attack Damage and Ability Power. While below 50% Health, double the Omnivamp.
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- +20% AD
- +20% AP
- +15% Omnivamp
- +1 Mana Regen
Heal the lowest percent Health ally for 20% of damage dealt.
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- +250 HP
- +35 MR
- +15% AP
30% Shred enemies within 2 hexes. When enemies cast an Ability, deal magic damage equal to 150% of the Mana spent. Shred: Reduce Magic Resist
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- +35% AP
- +35% Crit
Gain Precision. Precision: Ability damage can critically strike. Extra Precision grants 10% Critical Strike Damage.
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- +150 HP
- +20% AP
- +1 Mana Regen
Attacks and Abilities deal 1% Burn and 33% Wound to enemies for 10 seconds. Burn: Deals a percent of the target’s max Health as true damage every second. Wound: Reduces healing received.
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- +150 HP
- +10% AS
- +15% AP
- +20% Crit
Attacks grant 2 bonus Mana, increased to 4 if they critically strike.
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- +55% AP
- +15% Damage Amp
This humble hat can help you make, or unmake, the world itself.
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- +15% AD
- +15% AP
- +1 Mana Regen
Attacks grant 5 bonus Mana.
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- +20 Armor
- +10% AS
Gain 2% Attack Damage and Ability Power when attacking or taking damage, stacking up to 25 times. At full stacks, gain 10% Damage Amp and become Unstoppable.
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- +15% AS
- +35% AP
- +1 Mana Regen
Attacks and Ability damage 30% Shred the target for 5 seconds. This effect does not stack. Shred: Reduce Magic Resist
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- +10% AP
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- +40 MR
- +7 Mana Regen
Gain an additional 30% Mana from all sources. The wearer gains an additional bonus based on their Role: Tanks and Fighters: Gain 80 Armor and Magic Resistance. Other Roles: Gain 40% Attack Damage and Ability Power.
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- +60% AP
- +2 Mana Regen
Combat start: Gain 40% Ability Power every 5 seconds in combat.
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- +40 MR
- +40% AD
- +40% AP
- +40% Omnivamp
Once per combat at 50% Health, gain a 60% max Health Shield that lasts up to 5 seconds.
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- +30% AD
- +30% AP
- +10 Mana Regen
Gain 20% additional Attack Damage and Ability Power from all sources.
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- +200 HP
- +40 Armor
- +40% AP
Combat start: Gain a 50% max Health Shield for 8 seconds. When the shield expires, gain 50% Ability Power.
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- +40 Armor
- +30% AD
- +30% AS
- +30% AP
At 40% Health, briefly become untargetable, shed negative effects, and heal all missing health.
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- +30% AD
- +30% AS
- +30% AP
- +30% Damage Amp
Gain 30% additional Damage Amp against Tanks.
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- +25% AS
- +20% AP
Gain 16% stacking Attack Speed every second.
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- +40% Crit
- +2 Mana Regen
Gain 2 effects: • 35% Attack Damage and 35% Ability Power. • 30% Omnivamp. While above 50% health, double the Attack Damage and Ability Power. While below 50% Health, double the Omnivamp.
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- +40% AD
- +40% AP
- +30% Omnivamp
- +2 Mana Regen
Heal the lowest percent Health ally for 40% of damage dealt.
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- +500 HP
- +70 MR
- +30% AP
30% Shred enemies within 2 hexes. When enemies cast an Ability, deal magic damage equal to 300% of the Mana spent. Shred: Reduce Magic Resist
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- +75% AP
- +75% Crit
Gain Precision. Precision: Ability damage can critically strike. Extra Precision grants 10% Critical Strike Damage.
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- +300 HP
- +35% AP
- +2 Mana Regen
Attacks and Abilities deal 2% Burn and 33% Wound to enemies for 10 seconds. Burn: Deals a percent of the target’s max Health as true damage every second. Wound: Reduces healing received.
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- +300 HP
- +20% AS
- +30% AP
- +40% Crit
Attacks grant 4 bonus Mana, increased to 6 if they critically strike.
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- +100% AP
- +30% Damage Amp
It's witnessed - and unleashed - miracles and calamities both.
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- +30% AD
- +30% AP
- +2 Mana Regen
Attacks grant 10 bonus Mana.
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- +40 Armor
- +20% AS
Gain 4% Attack Damage and 4% Ability Power when attacking or taking damage, stacking up to 25 times. At full stacks, gain 20% Damage Amp and Unstoppable.
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- +30% AS
- +75% AP
- +2 Mana Regen
Attacks and Ability damage 30% Shred the target for the rest of combat. This effect does not stack. Shred: Reduce Magic Resist
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- +30% AP
- +2 Mana Regen
Dealing magic damage reduces the target’s Magic Resist by 3. If their Magic Resist is 0, grant the holder 4 Mana instead. Ability damage can only trigger on each enemy once every 0.5 seconds.
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- +25% AD
- +25% AS
- +25% AP
The holder dons a Hat on each takedown. The holder gains 1% Attack Damage and Ability Power per Hat. On death lose 20% of all Hats.
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- +20% AD
- +20% AP
- +1 Mana Regen
Reduce the holder's max Mana by 10. Subsequent spellcasts reduce max Mana by 5%, to a minimum of 15.
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- +35% AP
- +1 Mana Regen
Combat start: Form a pact with the highest Health allied champion, If they die, gain 10 Mana regen and 40% Ability Power. When the ally uses their ability, gain 10 Mana. Every 6 seconds, shield your ally for 200% of the holder's Ability Power.
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- +20% AS
- +10% AP
Attacks grant 4% stacking Attack Speed. Every 3 attacks also grant 2% Attack Damage and 2% Ability Power.
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- +300 HP
- +30 Armor
- +30 MR
- +30% AD
- +30% AS
- +30% AP
Tons of EVERYTHING!
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- +10% AS
- +55% AP
The holder’s first attack after each Ability cast deals a Stage-scaled amount bonus magic damage. Damage increases based on Stage.
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- +55% AD
- +55% AP
100% of overkill damage plus 130 is dealt as magic damage to the two enemies nearest the target.
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- +15% AD
- +15% AP
- +1 Mana Regen
After casting the first time in combat, gain 110 Mana over 5 seconds.
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- +10 Armor
- +10 MR
- +25% AP
- +20% Omnivamp
Takedowns increase the holder’s Armor, Magic Resist, and Ability Power by 20.
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- +40% AS
- +25% AP
Every 3rd attack deals 15 + 35% of the holder's Ability Power as additional magic damage to 6 enemies.
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- +450 HP
- +20% AD
- +20% AP
After 22 seconds gain 100% max Health, 12 Mana Regen, and 120% Damage Amp for the rest of combat.
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- +25 Armor
- +25 MR
- +25% AP
Once per combat at 40% Health, become invulnerable and untargetable for 3 seconds. Unique - only 1 per champion
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- +2 Mana Regen
The holder gains the Invoker trait. On cast, gain Ability Power equal to 8% of Mana spent.
Your team gains Mana Regen, increased for Invokers.
- 2
- 1 Mana Regen | 3 Mana Regen
- 3
- 1 Mana Regen | 4 Mana Regen
- 4
- 2 Mana Regen | 6 Mana Regen
- 5
- 2 Mana Regen | 8 Mana Regen
Champions that grant or scale with Ability Power (74)
How it links selected
Cost selected
Trait selected
Scaling selected
Range selected
Role selected
74 shown · a team holds 10 — filter to 10 or fewer
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Kunai Strike Adaptor : Throw a volley of kunai at the target, dealing 155 / 235 / 405 physical damage. If the target is Burning, deal an additional 35 / 52 / 80 damage. Adaptor : If the Ability kills, cast it again.
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Defensive Sweep Slice the target for 160 / 240 / 425 physical damage and gain 60 / 90 / 200 Shield for 2 seconds. -
Razor Leaves Summon five razor-sharp leaves that converge on the current target, dealing a total of 340 / 510 / 770 physical damage and applying 20% Wound and 1% Burn for 4 seconds. Scarlet Buff: Cinderling gains 22% Attack Damage each cast. Wound: Reduces healing received. Burn: Deals a percent of the target's max Health as true damage every second. -
Karmic Bond Tether the current target, dealing 280 / 420 / 630 magic damage over 1.5 seconds. Then release a burst of power around them, dealing 125 / 185 / 300 magic damage to all enemies in a 1 Hex radius and 30% Slowing them for 2 seconds. Slow: Reduce Attack Speed
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Dance of Life Restore 334 / 423 / 639 Health over 2 seconds. The next attack is replaced with a bash that deals 140 / 231 / 377 magic damage.
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Shield Bash Passive: Start combat with 60 / 80 / 100 bonus Armor and Magic Resist that decays over 12 seconds. Active: Bash the current target, dealing 60 / 108 / 162 magic damage and Stunning them for 1.5 seconds. -
Bellows Breath Active: Gain 400 / 460 / 550 Shield for 4 seconds and deal 200 / 300 / 450 magic damage to enemies in a cone. Quest: Each player combat, Ornn stores damage blocked as Forge Power, increased by 85% at 3-star. Gain an Artifact Anvil each time he gains enough Forge Power. (Forge Power: ? / ?)
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Azure Laser Begin consuming 35% max Mana per second and channeling a laser on the target. Each second while casting, deal 160 / 240 / 360 magic damage to them and reduce their Magic Resist by 3. Teal Buff: Gain 2 Mana Regen for every 4 seconds channeled. -
Entrancing Dance Gain 290 / 340 / 435 Shield for 4 seconds. Then grant the ally who has dealt the most damage this combat 90 / 100 / 130% decaying Attack Speed for 4 seconds.
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Uproot Passive: Restore 17 / 27 / 43 Health each second, tripled for 3 seconds after casting. Active: Lunge out of the ground, Stunning adjacent enemies for 1 second and dealing 70 / 105 / 160 magic damage to them. -
Piercing Arrow Wind up, then fire an arrow at the most enemies in line with the target. It deals 445 / 670 / 1070 physical damage to enemies hit, reduced by 40% for each enemy it passes through (minimum 40%). -
Primordial Burst Launch a giant blast at the target that deals 190 / 285 / 430 magic damage, increased to 285 / 430 / 640 if they're below 30% max Health. If they die, permanently gain 2% Ability Power.
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Deadly Plumage Gain 50% Attack Speed for the next 5 attacks. These attacks are replaced with feathers that deal 73 / 108 / 165 physical damage and reduce Armor by 2 .
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Last Rites Passive: On death, spawn a Spirit Walker with 330 / 634 / 1171 max Health which immediately taunts, forcing enemies to attack it. Active: Restore 280 / 325 / 435 Health and strike the target, dealing 150 / 225 / 340 physical damage.
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Triumphant Roar Roar, restoring 306 / 437 / 646 Health, cleansing disables, and healing the two lowest percent Health allies for 80 / 105 / 130 . Then slam the current target, dealing 180 / 270 / 420 magic damage and Stunning them for 1.5 seconds.
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Headshot Passive: Every third attack is replaced with a Headshot that deals 210 / 315 / 515 physical damage. -
Spider Queen Transform into a spider and gain 375 / 475 / 725 max Health. Attacks while in Spider Form deal 35 / 50 / 80 bonus magic damage and heal for 55 / 90 / 170 . Subsequent casts grant 175% decaying Attack Speed for 4 seconds.
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Belchy Bubble Adaptor : Belch a noxious bubble at the current target that explodes on the first enemy hit, dealing 225 / 340 / 535 magic damage. Enemies within a 1 hex radius of the explosion take 180 / 270 / 435 magic damage over 3 seconds. Adaptor : Heavily slows the target. Purple Buff: Every 5 seconds, Gromp gains 30% Ability Power.
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Solar Judgement Passive: Kayle ascends based on her star level, granting her stacking bonuses. 1st Ascension: Attacks deal 65 / 97 / 110 bonus magic damage. 2nd Ascension: Attacks 20% Shred enemies hit for 2 seconds. 3rd Ascension: Attacks fire waves, dealing 35 magic damage to all other units hit. 4th Ascension: Gain infinite range. Every 3rd wave is much larger. Shred: Reduce Magic Resist
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Mirror Image Passive: After player combat, your strongest LeBlanc has a 10 / 15 / 30% chance to create a copy of an ally on your board, increased by 4% per takedown. Active: Launch a mirror image at the current target, dealing 260 / 390 / 615 magic damage and 100 / 150 / 230 to adjacent enemies.
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Rending Claws Leap to the lowest Health enemy within 3 Hexes and deal 500 / 1050 / 2250 physical damage. The next 2 attacks gain 175% Attack Speed and deal 65 / 100 / 160 bonus physical damage. Grey Buff: Gain Precision and 25% Critical Strike Chance, increased up to 75% based on missing Health.
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Can You Dig It? Passive: Attacks are replaced by a dance that deals 50 / 75 / 113 physical damage to all adjacent enemies. Active: Burrow underground, gaining 15% Durability for 3 seconds and healing 325 / 400 / 675 over the duration. Green Buff: When allies fall below 50% Health, they restore 15% max Health.
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Sun's Wrath Gain 315 / 412 / 567 Shield for 4 seconds. Then cleave in a cone, dealing 90 / 135 / 205 magic damage and strike in a line, dealing 120 / 180 / 270 magic damage to enemies hit.
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Ki Barrier Grant 375 / 450 / 575 Shield to Shen and 225 / 300 / 400 Shield to a nearby damaged ally for 4 seconds. Both of their next 3 attacks gain 40% Attack Speed and deal 35 / 55 / 80 bonus magic damage.
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Fungus Among Us Throw 2 clusters of mushrooms that deal 55 / 82 / 155 magic damage to the 3 nearest enemies. Then hurl a giant mushroom that deals 135 / 200 / 310 magic damage to the target. Each cast has a 10 / 12 / 15% chance to forage an extra mushroom that can be collected for bonus effects. Red: 1 Reroll Green: 1 Tactician Health Yellow: 2 XP
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Jaws of The Beast Bite the current target, dealing 230 / 345 / 535 physical damage and healing for 25% of the damage dealt. Gain 20% Attack Speed for the rest of combat.
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Cultivation of Spirit Dash, then launch an orb at the current target that deals 170 / 255 / 395 physical damage and splits, dealing 60 / 89 / 138 physical damage to 2 nearby enemies.
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Arise! Gain 150% Attack Speed and summon 2 soldiers for the next 6 attacks. These attacks are replaced by commands which direct each soldier to deal 46 / 69 / 110 magic damage per attack. -
Noxious Blast Poison the target and the nearest non-poisoned enemy, dealing 425 / 630 / 1020 magic damage over 15 seconds. Poisons stack. -
Pale Barrier Gain 150 / 275 / 500 shield for 2 seconds and send out 6 moonlight orbs spread among enemies within 2 hexes, each dealing 75 / 115 / 180 magic damage. -
Harvest Reduce the Magic Resist of the 3 nearest enemies by 10. Then drain life from them over 2 seconds, healing for 410 / 485 / 850 Health and dealing 70 / 105 / 170 magic damage to each over the duration.
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Spirit of Dread Gain 50 Armor and Magic Resist for 3 seconds and restore 375 / 475 / 685 Health over the duration. Launch spectral riders at the 3 nearest enemies, dealing 80 / 120 / 195 magic damage and Stunning them for 1.5 / 1.5 / 1.75 seconds.
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Taste Their Fear Leap to the farthest enemy within 3 Hexes, dealing 265 / 370 / 535 magic damage. If they have no adjacent allies, deal 285 / 410 / 605 magic damage instead and gain 10 mana.
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Raining Artillery Adaptor : Launch acid at the target and the other nearest enemy, dealing 165 / 250 / 425 physical damage. Enemies below 50% max Health take 231 / 350 / 595 physical damage instead. Adaptor: Damages enemies over time.
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Rock and Roll Passive: On death, split into two Kruglettes with 182 / 338 / 608 Health which immediately taunt, forcing enemies to attack them. Active: Gain 175 / 225 / 325 max Health, then roll into the target, dealing 223 / 358 / 620 damage. Slate Buff: On death, Krug and Kruglettes Shield allies for 8% max Health.
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Flock Family Summon 4 untargetable Tiny Beaks nearby for 5 seconds. Whenever Mama Beak attacks, Tiny Beaks attack the same enemy, dealing 22 / 33 / 52 physical damage. Orange Buff: Dealing physical damage reduces enemy Armor by 2.
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Wuju Style Passive: Every third attack is a Double Strike. On takedown, gain a burst of movement speed. Adaptor : Double Strikes grant 15% stacking Attack Speed. Adaptor : Double Strikes deal bonus damage and heal. -
Defensive Ball Curl Taunt, forcing enemies to attack this champion. For 4 seconds, gain 400 / 550 / 700 Shield and 60 Armor and Magic Resist. When the Shield breaks, deal 50 / 75 / 120 physical damage to enemies in 2 Hexes. -
Savagery Jump to the lowest percent Health enemy within 3 hexes and stab them, dealing 255 / 385 / 650 physical damage. Then heal for 60 / 90 / 90 , increased to up to 120 / 180 / 180 based on their missing Health.
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Explosive Charge Attach an explosive charge to the target that lasts 4 seconds. While active, gain infinite range and 60% Attack Speed. After the duration, the charge explodes and splits damage between all enemies within 2 hexes, dealing 175 / 265 / 420 physical damage + 10 / 15 / 25 for each attack while casting. If an enemy with an explosive charge on them dies, it attaches to Tristana's new target.
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Furious Fists Passive: On attack, restore 22 / 40 / 71 Health. Active: Unleash a primal roar, restoring 200 / 265 / 360 Health. Then gain 85 / 100 / 125% Attack Speed, 15% Durability, and is unstoppable for 3 seconds. -
Spirit Bomb Launch a spirit bomb at the location within 4 hexes that has the most surrounding enemies. It deals 455 / 685 / 3500 magic damage to enemies in a 3 hex radius, reduced by 21% per hex away from the epicenter. -
Tantrum Passive: Every second, restore 33 / 59 / 172 Health and deal 12 / 18 / 150 magic damage to enemies within 1 hex. Active: Deal 100 / 150 / 2000 magic damage to enemies within 2 hexes and Stun them for 1 / 1 / 6 seconds, increased to 3 / 3 / 13 seconds if the target is Burning. Burn: Deals a percent of the target's max Health as true damage every second.
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Moonlight's Onslaught Equip Severum and swipe the target 5 times over 2 seconds, each dealing 70 / 105 / 850 physical damage. After the onslaught finishes, fire a blast that deals 490 / 735 / 5225 physical damage split among all enemies in a 2 Hex radius.
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Crimson Fury Passive: 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.
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Forest's Flurry Blink away from the current target, deal 270 / 405 / 1200 physical damage to them, and gain 30 / 30 / 100% Attack Speed. Every 4th cast consumes the Attack Speed granted from Forest's Flurry and fires a blast through the largest group of enemies that deals 385 / 580 / 2500 physical damage, reduced by 25% for each enemy it passes through (minimum 50%).
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Lilting Lullaby Restore 350 / 525 / 800 Health and send 4 butterflies at nearby enemies. Enemies hit take 90 / 135 / 2000 magic damage and Sleep for 1.5 / 1.75 / 8 seconds. If they take 1000 damage, they wake up and take an additional 10% max Health magic damage.
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Petrified Bark Gain 700 / 850 / 2000 Shield for 4 seconds and become petrified. When the shield breaks, unleash a wave of dark energy, dealing 82 / 123 / 3399 magic damage to enemies within 2 / 2 / 3 hexes.
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Withering Curse Passive: Gain 25% Omnivamp. Active: Fire a dark blast at 3 nearby enemies, dealing 60 / 90 / 500 magic damage to them and cursing them for 4 seconds. Then, spawn a 2 Hex withering zone for the same duration that deals 33 / 50 / 500 magic damage per second. Cursed enemies take 22 / 33 / 240 more damage per curse.
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Javelin Toss Adaptor : Gain 150% Attack Speed for the next 3 attacks. These attacks are replaced with javelins that deal 185 / 275 / 2000 magic damage. The 3rd attack instead targets the furthest enemy with the least items and deals 330 / 500 / 3000 magic damage. Adaptor : Transform into a Melee cougar Assassin that swipes enemies.
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Azure Shockwave Gain 480 / 684 / 2421 Shield for 4 seconds. Slam the ground, sending a fissure in the direction of the most enemies. Enemies hit are briefly knocked up, take 100 / 150 / 3500 magic damage, and are Mana Reaved for 10. Blue Buff: Each time Sentinel casts, allies gain 2 Mana Regen. Mana Reave: Increase the Mana cost of the next Ability cast.
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Haymaker Passive: Upon falling below 40% max Health the first time each combat, gain 100 mana. Active: Wind up a big punch, rapidly healing for 225 / 275 / 2000 before dealing 222 / 355 / 5233 physical damage in a large cone.
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Boomerang Blade Throw a large crossblade that deals 215 / 320 / 1150 physical damage to the current target and bounces 8 times between nearby enemies, dealing 41 / 61 / 460 physical damage each bounce. When this kills an enemy, bounce 3 / 3 / 6 additional times.
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Starcall Call down a star on the current target, dealing 225 / 335 / 1000 magic damage. If a star has previously fallen on them, call down 3 additional stars that each deal 100 / 150 / 1000 magic damage.
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Rampant Growth Spawn 2 / 2 / 4 plants around the battlefield that attack the nearest enemy 10 times. Each attack deals 35 / 53 / 225 magic damage. -
Moonfall Rain 9 moonshards split among the 3 nearest enemies, dealing 55 / 83 / 500 magic damage each. If the moon is full, instead crash it onto the board, dealing 2350 / 3600 / 7500 magic damage split among all enemies.
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Spirit Rift Fire an arrow through the most enemies in a line that deals 465 / 700 / 1000 physical damage, reduced by 80 / 80 / 40% per enemy hit (minimum 20%). If no enemies are hit refund 70% of mana spent. The arrow leaves a trail for 3 / 3 / 20 seconds that deals 11 / 17 / 220 + 1.5 / 1.5 / 10% max Health physical damage per second to enemies within and 20% Slows them. Slow: Reduce Attack Speed
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Whirling Death Passive: Attacks target random enemies in range and apply a bleed that deals 150 / 225 / 3000 physical damage over 12 seconds. Every attack has a 12% chance to deal 50 / 50 / 900% bonus physical damage and apply 2 bleeds instead. Active: Throw two giant axes towards the enemy with the most bleeds. Deal 100 / 150 / 400 physical damage to enemies hit and consume their bleed, instantly dealing the remaining damage. The axes then return, dealing 30 / 45 / 100 physical damage to enemies hit. If no enemies are hit refund 50% of mana spent.
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Heat Without Equal Passive: Attacks deal 75 / 75 / 100% damage to enemies adjacent to the target. Active: Become invulnerable and fly into the air. On return, stun all enemies for 1.25 / 1.25 / 99 seconds, gain 15 / 15 / 100% Omnivamp, and Ignite them for 3 / 3 / 99 seconds. Ignited enemies take 2 / 2 / 20% max Health physical damage per second. Replace this ability with Flame Breath and immediately cast it. Flame Breath: Spew fire at the most enemies in a line through the target, dealing 305 / 465 / 7200 physical damage, reduced by 20% for each enemy it passes through (minimum 20%.) Ignite those enemies for 3 / 3 / 99 seconds. Elder Dragon Buff: Damaging an enemy below 12% Health executes them. -
Rage Gene Passive: Gain 5 / 5 / 50 Rage per second and 5 / 5 / 20 Rage per attack. Active: Transform into Mega Gnar and leap into the largest group of enemies within 3 hexes. Then, deal 100 / 150 / 2000 physical damage to enemies within 2 / 2 / 10 hexes, reduce their Armor and Magic Resist by 15 / 20 / 250 , and Stun them for 1 / 1 / 15 second. Mega Gnar gains 400 / 600 / 15000 Health, and replaces his Ability with Grab n' Throw. Grab n' Throw: Throw the target at the farthest enemy, dealing 380 / 570 / 9000 physical damage to them and 135 / 205 / 4500 physical damage to enemies they pass through. If there's only 1 enemy left, throw them off the battlefield instead.
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Triggerseed Passive: Shields from this Ability can critically strike with Precision. Active: Grant 2 / 2 / 10 allies 185 / 350 / 3000 Shield and 10 / 15 / 100% Damage Amp for 6 seconds. Then deal 155 / 235 / 2000 magic damage to enemies adjacent to them. After casting 6 times, also grant 100% stacking Attack Speed to targets.
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Firestorm Charge up, gaining 15% Ability Power per Burning enemy. Then, gain 230 / 300 / 3000 Shield for 2.5 seconds and rush through a nearby group of enemies, dealing 80 / 120 / 1500 magic damage to each. After rushing, unleash a 2 Hex firestorm that deals a total of 475 / 715 / 5000 magic damage split among all enemies hit over 2 seconds.
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Final Spark Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana. Active: Fire a laser towards the largest group of enemies that deals 375 / 565 / 6500 magic damage, reduced by 25 / 25 / 10% for each enemy hit.
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Final Spark Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana. Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Blackthorn Bonus: Stuns targets hit for 1 second.
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Final Spark Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana. Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Blossom Bonus: The first target hit is dealt 10% bonus damage.
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Final Spark Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana. Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Coven Bonus: Reduces the Armor and Magic Resist of targets hit by 8 for the rest of combat.
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Final Spark Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana. Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Elderwood Bonus: Casts grant all allies 2.5% increased max Health for the rest of combat.
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Final Spark Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana. Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Fae Bonus: Heals the lowest percent Health ally for 18% of ability damage dealt.
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Final Spark Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana. Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Inferno Bonus: Restores 10 mana per takedown.
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Final Spark Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana. Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Lunar Bonus: Applies 8% Vulnerable to enemies hit for 4 seconds. Vulnerable: Increases damage taken
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Final Spark Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana. Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Primal Bonus: Gain 60% Attack Speed for 6 seconds after cast.
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Final Spark Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana. Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Solar Bonus: Deal 15% bonus damage. For each unique 3-star champion fielded, deal an additional 12% bonus damage.
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Sow the Seeds Passive: After every 650 / 650 / 300 damage blocked, a sapling jumps towards a nearby enemy and deals 81 / 145 / 2795 magic damage. On death, 3 / 5 / 10 saplings jump out. Active: Deal 69 / 124 / 3726 magic damage to target and restore 330 / 400 / 2000 + 10 / 10 / 100% missing Health. -
Emerald Radiance Passive: The first time Taric or his paired ally drops below 50% Health, unleash emerald energy from both of them, granting 270 / 501 / 14212 Shield to allies within 3 Hexes for 3 / 3 / 99 seconds. Active: Restore 275 / 450 / 3000 Health. Taric and his paired ally deal 100 / 150 / 1000 bonus magic damage on their next 2 attacks.
Augments that grant or scale with Ability Power (17)
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Baron's Lair Prismatic Gain a random Tank item. After 8 seconds of combat, your team gains 4% bonus Attack Damage and Ability Power every second for the rest of combat. TFT Paris Open, 2025
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Coronation Prismatic Gain a Tactician's Crown. Tactician's Crown, Cape, and Shield grant the holder 20% Attack Speed, 25% Attack Damage, and 30% Ability Power.
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Deadlier Caps Prismatic Gain a Rabadon's Deathcap. Rabadon's Deathcaps grant 1 Mana Regen and permanently gain 1% Ability Power whenever their holders score a takedown.
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Hold the Line Prismatic Champions in your back 2 rows gain 11% Ability Power and 11% Attack Damage for each champion that starts combat in your front row.
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Soul Awakening Prismatic Combat start: Your team gains 1.5% Attack Damage and Ability Power per second for 10 seconds. At max stacks, deal 12% bonus true damage.
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TONS of Stats! (II) Prismatic Your team gains 88 Health, 8% Attack Damage, 8% Ability Power, 8 Armor, 8 Magic Resist, 8% Attack Speed, and 8 Mana.
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Verticality III Prismatic Champions gain 4% Attack Damage, 4% Ability Power, 3.5 Armor, and 3.5 Magic Resist for each ally that shares a trait with them.
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Dark Ritual Gold Converting Coven Essence to rewards grants Coven champions Ability Power instead of loot. Gain a Camille, an Elise, and a Caitlyn.
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Early Learnings Gold Your team gains 3% Attack Damage & Ability Power. This increases by 1% after each player combat. 1-cost champions gain double.
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Embiggen Gold Fae pixies are now larger and grant 50% more Attack Damage and Ability Power. Fae champions gain 10% Attack Damage and Ability Power immediately. Gain a Xayah and a Rakan.
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NO SCOUT NO PIVOT Gold Champions that fight in player combat cannot be benched or sold. Your team gains 1% Health, and 1% Attack Damage and Ability Power after player combat.
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Seraphim's Staff Gold Gain an Archangel's Staff. Archangel's Staff grants 2 additional Mana Regen if its holder has 90% or more Ability Power.
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Tons of Stats! (I) Gold Your team gains 44 Health, 4% Attack Damage, 4% Ability Power, 4 Armor, 4 Magic Resist, 4% Attack Speed, and 4 Mana.
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Verticality II Gold Champions gain 2.5% Attack Damage, 2.5% Ability Power, 2 Armor, and 2 Magic Resist for each ally that shares a trait with them.
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Flame On Silver Your 1 and 2-cost Inferno champions gain 0.2 Attack Damage and Ability Power. The one who did the most damage last combat gains double. Gain a Varus and an Akali.
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Stand United Silver Your units gain 1.5% Attack Damage and 1.5% Ability Power for each non-unique Trait active across your team.
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Verticality I Silver Champions gain 1.5% Attack Damage, 1.5% Ability Power, 1.5 Armor, and 1.5 Magic Resist for each ally that shares a trait with them.
Traits that grant Ability Power (6)
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Innate: Adaptor abilities change depending on if their Attack Damage or Ability Power is higher. Adaptors gain Ability Power or Attack Damage, depending on which is higher.
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After combat, your Wisps are empowered. Blossom champions gain Attack Damage, Ability Power, and 10% max Health.
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Your team's damage, healing, and shielding attracts Pixies. Each Pixie grants Fae champions Attack Damage and Ability Power, and after they fall below 50% Health, they heal for each Pixie.
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Lunar champions and adjacent allies gain Attack Speed and Ability Power. Lunar champions gain 100% more.
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Your team gains 10% Ability Power. Spellweavers gain more, plus extra Ability Power whenever a Spellweaver casts an Ability.
Wisps that scale with Ability Power (4)
What scales with Ability Power (4)
- Prolific Power Combat
Your champions gain 4% Attack Damage and Ability Power.
- Thingamajig Bag Other
Gain 2 consumables that give permanent Ability Power or Mana Regen.
- Thingamajig Jar Other
Gain 1 consumable that gives permanent Ability Power or Mana Regen.
- Thingamajig Sack Other
Gain 3 consumables that give permanent Ability Power or Mana Regen.
What counters Ability Power
See also
Frequently asked questions
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What is Ability Power (AP) in TFT?
Ability Power (AP) scales ability effects 1-for-1, as a percentage.
Each point of AP raises the magic damage, true damage, healing, and shielding produced by abilities by 1%.
That list is explicitly open-ended. The same 1% per point also lifts:
- Ability-granted AD and health ratios.
- Attack-speed, magic-resist and mana bonuses.
- Damage-reduction and amplifier effects.
So a unit with 100 bonus AP outputs roughly twice the printed numbers on its ability. A unit with 50 bonus AP outputs 1.5x. The scaling is linear, with no diminishing returns built in.
Note: AP does not turn into damage on its own. The unit still has to cast the ability for AP to matter.
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Do all units start with the same baseline AP?
Yes. A unit with no items or trait bonuses carries no bonus AP.
The underlying math treats that baseline as 1.0x scaling. The ability deals the printed number.
Any AP gained from items, augments, traits, or power-ups stacks on top of that baseline as bonus AP. Each point adds another 1% to ability output.
Note: There is no hidden per-champion AP modifier. The variation between casters comes from their ability ratios, not their starting AP.
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Does Ability Power buff auto-attacks?
Generally, no. AP scales ability output, not basic attacks.
The ability is the spell a unit casts when its mana bar fills. The standard route to scaling auto damage is Attack Damage and Attack Speed, not AP.
AP is still not inert on an attack-centric caster. The same tooltip lists more things that each point of AP raises by 1%:
- Ability-granted AD and health ratios.
- Attack-speed, magic-resist and mana bonuses.
So an ability that grants attack speed, or deals damage off an AD ratio, still has that number amplified by AP. The basic-attack stat itself stays untouched.
A small number of champions have ability scripts that explicitly empower their next basic attack with AP-scaled bonus damage. In those cases AP scales the bonus the ability injects, not the underlying auto-attack stat.
Note: Plain on-hit item passives do not gain a scaling tail from AP unless their tooltip explicitly says so. That covers mana on attack and flat bonus damage.
Sources
- Ability Power tooltip (TFT) - League of Legends Wiki (AP scales "All magic damage and true damage dealt", not basic-attack damage) (opens in new tab)
- Attack Damage tooltip (TFT) - League of Legends Wiki ("Increases basic attack damage and the power of some abilities by its percentage") (opens in new tab)
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Does AP also amplify healing and shields?
Yes. Healing and shields grow at the same 1% per AP rate as damage.
- A healer carrying AP items heals proportionally more.
- A shielder carrying AP shields proportionally more.
- The same rule applies to true damage.
So AP is not a pure-damage stat. It is a generalist amplifier for any ability-driven number.
Note: This is why support and tank casters can be valid AP item holders, even when they barely deal damage.
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Does AP from multiple sources stack additively, or are there diminishing returns?
Additively, with no built-in diminishing returns.
Items, augments, traits, and power-ups all dump their AP into the same pool 1-for-1. The resulting bonus AP is what gets multiplied into ability output.
Note: A few specific multipliers boost the size of every other source's contribution before it is added in. These are effects that read "X% more Ability Power from all sources". They are documented per-effect on the source's tooltip, not as a global rule of the stat itself.
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How is Ability Power different from Damage Amp?
They are separate multipliers that both apply, on top of each other, when an ability deals damage.
AP scales the magic and true damage, healing, and shielding produced by abilities only. It does so only at 1% per point.
Damage Amp scales every kind of damage the unit deals post-mitigation, including auto-attacks. It applies as its own multiplicative layer.
So stacking AP plus Damage Amp on the same caster compounds. AP grows the ability's hit. Then Damage Amp grows whatever damage the unit puts out, abilities and autos alike.
Sources
- Damage Amp tooltip (TFT) - League of Legends Wiki ("amplification of the damage that the champion inflicts post-mitigation") (opens in new tab)
- Ability Power tooltip (TFT) - League of Legends Wiki ("Each point of ability power increases the strength of abilities ... All magic damage and true damage dealt by 1%") (opens in new tab)
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Does AP scale the flat numbers printed on item passives?
No. The TFT Ability Power tooltip is explicit: "Ability power does not affect items."
If an item passive prints a flat shield, a flat heal, or a flat burst of damage, that number is fixed. The holder's AP does not change it. The value comes from the item, not from a unit ability.
Note: The exception is item passives whose tooltip explicitly tags a number as "% AP" or "per Ability Power". Those are AP-scaling by design and obey the normal 1% per point rule.
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When an ability tooltip lists a number with "% AP" next to it, what does the percent mean?
It is the AP ratio: the share of the unit's total Ability Power added to the printed base value.
A "100% AP" tag on a number means:
- At baseline (1.0x scaling) the number is the printed value.
- Every 1 bonus AP adds 1% on top.
Example: A 200-damage ability has a 100% AP ratio and 50 bonus AP. It deals 200 plus 50% of 200, so 300.
Note: Higher ability ratios make AP stacking more rewarding. Low or zero ratios mean AP barely moves the number, even with full AP itemisation.