Description
Scales with Attack Damage (AD). Champions and effects flagged as AD-scaling get bigger auto-attack and ability damage when the holder stacks AD from items like Deathblade, Infinity Edge, Giant Slayer, and Bloodthirster, or from trait bonuses.
Items (82)
Refine list…
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- +20 MR
- +3 Mana Regen
Gain an additional 15% Mana from all sources. The holder 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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- +20 MR
- +15% AD
- +15 AP
- +20% Omnivamp
Once per combat at 40% Health, gain a 25% 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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- +55% AD
Perfect peace and calm for the holder - and all who face it.
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- +20 Armor
- +10% AD
- +15% AS
- +10 AP
At 60% Health, briefly become untargetable, shed negative effects, and heal 20% 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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- +20% Crit
- +1 Mana Regen
Gain 2 effects: • 15% Attack Damage and 15% Ability Power. • 12% 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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- +35% AD
- +35% Crit
Gain Precision.
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- +20 MR
- +10% AD
- +10% AS
Attacks grant 3.5% stacking Attack Damage, up to 15 attacks. After 15 attacks, gain 15% Attack Speed.
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- +15% AD
- +20% AS
- +20% Crit
Damage from attacks and Abilities 30% Sunder the target for 3 seconds. This effect does not stack. Sunder: Reduce Armor
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- +15% AD
- +15 AP
- +1 Mana Regen
Attacks grant 5 bonus Mana.
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- +300 HP
- +45% AD
At 60% Health, gain a Shield equal to 40% of the wearer's maximum Health that rapidly decays over 4 seconds.
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- +20 Armor
- +10% AS
Gain 2% Attack Damage and 2% Ability Power when attacking or taking damage, stacking up to 25 times. At full stacks, gain 10% Damage Amp and gain immunity to crowd control.
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- +10% AD
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- +50% AD
- +30% AS
- +50 AP
Behold, the righteous flame!
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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: Tank/Fighter: Gain 80 Armor and Magic Resistance. Marksman/Caster: Gain 40% Attack Damage and Ability Power.
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- +40 MR
- +30% AD
- +30 AP
- +40% Omnivamp
Once per combat: At 40% Health, gain a 50% 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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- +100% AD
It glows in the presence of enemies. Or friends. Or anything alive, really.
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- +40 Armor
- +30% AD
- +30% AS
- +30 AP
At 60% 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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- +40% Crit
- +2 Mana Regen
Gain 2 effects: • 30% Attack Damage and 30% Ability Power. • 24% 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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- +75% AD
- +75% Crit
Gain Precision.
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- +40 MR
- +20% AD
- +20% AS
Attacks grant 7% stacking Attack Damage, up to 15 attacks. After 15 attacks, gain 30% Attack Speed.
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- +45% AD
- +40% AS
- +40% Crit
Damage from attacks and Abilities 30% Sunder the target for the rest of combat. This effect does not stack. Sunder: Reduce Armor
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- +30% AD
- +30 AP
- +2 Mana Regen
Attacks grant 10 bonus Mana.
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- +600 HP
- +90% AD
At 60% Health, gain a Shield equal to 80% of the wearer's maximum Health that rapidly decays over 6 seconds.
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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 gain immunity to crowd control.
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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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- +60% AS
Attacks deal an additional 60% Attack Damage as physical damage and heal the holder for the damage dealt. The holder cannot cast their Ability or gain Mana.
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- +15% AD
- +15 AP
- +2 Mana Regen
Reduce the holder's max Mana by 10. Subsequent spellcasts reduce max Mana by 10%, to a minimum of 10.
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- +40 Armor
- +25% AD
- +15% AS
- +25% Omnivamp
50% of the damage the holder receives is instead dealt over 4 seconds as non-lethal damage. [Unique - only 1 per champion]
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- +25% AD
- +25 AP
Total Ability damage is increased by 45%, but is dealt over 2 seconds instead.
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- +10% AD
- +40% AS
- +10 AP
- +15% Omnivamp
When switching targets, blink to the next target. Attacks and Abilities execute the holder's target below 12% of their Health. Kills grant the holder 50% Attack Speed decaying over 3 seconds.
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- +50% AD
- +50% AS
The holder's attacks target random enemies.
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- +20% AS
- +10 AP
Attacks grant 5% stacking Attack Speed. Every 3 attacks also grant 2% Attack Damage and 2% Ability Power.
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- +35% AD
- +20% Crit
Attacks and Abilities execute enemies below 12% of their maximum Health. Executions have a 33% chance to drop 1 gold. [Unique - only 1 per champion]
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- +150 HP
- +20% AD
- +20% Omnivamp
Attacks deal 3% of the holder's max Health as bonus physical damage. For every 1% missing Health, gain 1% Attack Speed.
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- +60 Armor
- +60 MR
Combat Start: If there are no adjacent allies, gain 400 Health, 10% Attack Damage, and 10% 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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- +100 HP
- +10 Armor
- +10 MR
- +10% AD
- +10% AS
- +10 AP
Share 15% of the holder's bonus Attack Damage, Ability Power, Attack Speed, Armor, Magic Resist, and Health with other Mirrored Persona holders. Can't be Reforged Unique: one per champion
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- +60% AD
- +60 AP
100% of overkill damage plus 100 is dealt as magic damage to the two enemies nearest to the target.
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- +15% AD
- +15% AS
- +10 AP
- +1 Mana Regen
After casting the first time in combat, gain 100 Mana over 5 seconds. [Unique - only 1 per champion]
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- +100 HP
- +10 Armor
- +10 MR
- +10% AD
- +10% AS
- +10 AP
Every 6 player combats gain a lesser copy of Mirrored Persona ( /6). Share 15% of the holder's bonus Attack Damage, Ability Power, Attack Speed, Armor, Magic Resist, and Health with other Mirrored Persona holders. Can't be Reforged, Lesser copies do not produce copies. Unique: one per champion
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- +300 HP
- +35% AD
- +45% Crit
After killing a target, shed negative effects and dash to the farthest target within 4 hexes. The next 2 critical attacks deal 50% bonus Critical Strike Damage.
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- +80 Armor
- +80 MR
- +140% AD
Grants immunity to Stuns and the holder's attacks Stun the target for 0.8 seconds. The holder's Attack Speed is locked at 0.5.
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- +20% AD
- +20% AS
- +20 AP
- +3 Mana Regen
Gain 40% Damage Amp against targets 4 or more hexes away.
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- +300 HP
- +40% AD
- +20% Crit
Combat start: Teleport the holder to the mirrored hex on the enemy's side of the board. After 8 seconds, the holder returns to their original location.
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- +450 HP
- +20% AD
- +20 AP
- +120% Damage Amp
After 22 seconds gain 100% max Health and 120% Damage Amp for the rest of combat.
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- +300 HP
- +20% AD
- +20% AS
Attacks deal 4% of the holder's max Health plus 6% of their Attack Damage as bonus physical damage to the target and adjacent enemies.
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Combat Start: Your strongest Tank becomes the Soulmate. For each second they are alive, the holder gains 3% stacking Attack Damage and Ability Power. The Soulmate heals for 20% of damage the holder deals.
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- +30% AD
- +20% AS
Every 3 seconds, your next attack is a double attack.
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- +150 HP
- +10% AD
When combat begins, the holder reduces the Attack Speed of all allies within 1 hexes in the same row by 20%. The holder then gains 60% Attack Speed for each affected ally.
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- +30% AD
- +30 AP
- +5 Mana Regen
Store 20% of damage dealt. Every 6 seconds and on death, deal the stored damage as true damage to all enemies, reduced by 5% for each hex they are from the epicenter. Recommended Roles: Attack or Magic Caster
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- +20% AD
- +25% AS
- +35% Crit
Gain Precision. Every 4 critical strikes, fire 5 piercing arrows that can critically strike towards the target. Each deals 80% physical damage. Precision Max 3 stacks per Ability cast. Recommended Roles: Attack Marksman or Fighter
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- +30% AD
- +50% AS
- +50% Crit
Gain Precision. Every 3 critical strikes, fire 6 piercing arrows that can critically strike towards the target. Each deals 100% physical damage. On takedown, fire a burst of 12 arrows from the target. Precision Max 3 stacks per Ability cast. Recommended Roles: Attack Marksman or Fighter
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- +15 Armor
- +15 MR
- +20% AD
- +20 AP
Gain 3 orbiting razors. Razors deal ? magic damage, and 30% Shred and Sunder enemies for 4 seconds. Deal 10% increased damage to Shredded or Sundered enemies. Damage increases based on Stage. Recommended Roles: Attack or Magic Fighter
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- +30% AD
- +20% AS
Every 3 attacks, fire 10 batblades split between the 3 nearest enemies. Each blade deals 50% physical damage. Recommended Role: Attack Marksman
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- +40% AD
- +45 AP
- +5 Mana Regen
For every 15 mana spent, fire a projectile at a nearby enemy dealing ? + 50% of the holder's Ability Power magic damage, and applying 1% Burn and 33% Wound to enemies for 10 seconds. Each projectile leaves a lingering field that deals ? magic damage to enemies each second. Damage increases based on Stage. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received Recommended Roles: Magic Caster
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- +10000 HP
- +100 Armor
- +100 MR
- +100% AD
- +100% AS
- +100 AP
- +75% Crit
- +100% Omnivamp
- +10 Mana Regen
The pinnacle of Anima technology.
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- +35% AD
- +75% AS
Every attack, fire 9 laser blasts random targets in range, dealing 40% of the holder's Attack Damage as physical damage. Recommended Roles: Attack Marksman
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- +15% AD
- +3 Mana Regen
Every 30 Mana spent, fire a barrage of 4 rockets at the target, each dealing 30% physical damage. Jinx Bonus: If this item is equipped on Jinx, instead replace all ability bullets with rockets that deal 40% increased damage.
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- +10% AD
- +10% Omnivamp
Attacks hit the target and all adjacent enemies for 30% of Basic Attack Damage. Omnivamp applies 150% to this damage. Briar Bonus: If this item is equipped on Briar, on cast this effect happens 15 times.
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- +15% AD
- +45 AP
- +4 Mana Regen
For every 20 mana spent, fire a projectile at a nearby enemy, dealing ? + 75% of the holder's Ability Power magic damage and applying 1% Burn and 33% Wound to enemies for 3 seconds. Damage increases based on Stage. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received Recommended Role: Magic Caster
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- +10% AD
Every 4 seconds, gain 30% Attack Speed for 4 seconds.
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- +20% AD
- +30 AP
- +5 Mana Regen
Store 25% of damage dealt. On death or after 16 seconds in combat, deal the stored damage as true damage to all enemies, reduced by 15% for each hex they are away from the epicenter. Recommended Roles: Attack or Magic Caster
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- +40 Armor
- +40 MR
- +30% AD
- +30 AP
Gain 6 orbiting razors. Razors deal ? true damage, and 30% Shred and Sunder enemies for the rest of combat. Deal 30% increased damage to Shredded or Sundered enemies. Damage increases based on Stage. Recommended Roles: Attack or Magic Fighter
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- +30% AD
- +45% AS
Every attack, fire 3 laser blasts random targets in range, dealing 40% of the holder's Attack Damage as physical damage. Recommended Role: Attack Marksman
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- +30% AD
- +50% AS
Every 5 attacks, fire 30 chromablades split between all enemies. Each blade deals 50% physical damage. Recommended Role: Attack Marksman
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- +10% AD
- +20% AS
- +10 AP
When the holder damages each enemy for the first time each combat, gain: Attack Champions: 9% Attack Damage Magic Champions: 7% Ability Power Recommended users: Pyke and Master Yi
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- +20% AD
- +30% AS
- +20 AP
When the holder damages each enemy for the first time each combat, gain: Attack Champions: 9% Attack Damage Magic Champions: 7% Ability Power At (4): If the holder is Psionic, they heal 20% of their max Health whenever their target dies. Recommended users: Pyke and Master Yi
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- +25% AD
Become an Attack Fighter with -2 Range. Gain 250 Base Health, 10% Omnivamp, and 25% Attack Damage.
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- +10% AD
+2 Mana Regen and 10% Attack Damage
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- +20% AD
+3 Mana Regen and 20% Attack Damage
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- +30% AD
+5 Mana Regen and 30% Attack Damage
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- +10% AD
+10% Omnivamp and 10% Attack Damage
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- +20% AD
+15% Omnivamp and 20% Attack Damage
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- +12% AD
+1 Range & 12% Attack Damage
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- +24% AD
+2 Range & 24% Attack Damage
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- +36% AD
+3 Range & 36% Attack Damage
Augments (15)
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Baron's Lair Prismatic Gain a random Tank item. After 8 seconds of combat, your team gains 5% bonus Attack Damage and Ability Power every second for the rest of combat. TFT Paris Open, 2025
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Hold the Line Prismatic Allies in your back 2 rows gain 9% Ability Power and 8% Attack Damage for each ally 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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Ahri's Boon Gold Your team gains 2% Attack Damage and Ability Power per level. Gain 2 XP each round for the rest of the game.
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Blood Offering Gold Gain a Bloodthirster. Combat start: Allies holding Bloodthirsters lose 15% Health but gain a 20% Health shield and 12% Attack Damage and Ability Power.
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Climb The Ladder II Gold Each time an ally dies, allies that share at least one trait with them gain 7% Ability Power, 7% Attack Damage, 6 Armor, and 6 Magic Resist.
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Deadlier Blades Gold Gain a Deathblade. Deathblades permanently gain 1% Attack Damage whenever their holders score a takedown.
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Early Learnings Gold Your team gains 5% Attack Damage & Ability Power. This increases by 1% after each player combat. 1-cost champions gain double. TFT Vegas Open, 2023
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Kahunahuna Gold Every 5th attack deals bonus true damage equal to 100% Basic Attack Damage.
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Kayle's Boon Gold For each unique completed item on your team, your team gains 10 Health, 1% Attack Damage, and 1% Ability Power.
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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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Tour of the Galaxy Gold Voyagers gain 130 Health, 13% Attack Damage, and 13% Ability Power, increased by 10% each time you fight a new player. You prefer to fight players you haven't fought recently. Gain a Pyke and a Meepsie.
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Warlord's Honor Gold Every round, your team gain 5% Attack Damage and Ability Power. Champions start with 1 stack of this effect, and can stack up to 4 times.
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Climb The Ladder I Silver Each time an ally dies, allies that share at least one trait with them gain 3.5% Ability Power, 3.5% Attack Damage, 3.5 Armor, and 3.5 Magic Resist.
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Focused Fire Silver Your team gains 10% Attack Damage. Every 5 seconds, they gain 5% more.
Champions (23)
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Stellar Slash Heal 325 / 400 / 650 , then deal 80 / 120 / 180 physical damage to the current target. N.O.V.A. Strike: Cleave the battlefield, briefly knocking up all enemies and dealing physical damage.
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Fish Frenzy Passive: For every 1% missing Health, gain 2 / 2 / 2.5% Attack Speed Active: Deal 130 / 195 / 310 physical damage to the target, increased by 50% if they're a tank.
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Aim For The Head Passive: Attacks have a 15% Lucky chance to fire an empowered Headshot, dealing physical damage. N.O.V.A. Strike: Mark all enemies, increasing damage taken by 10%. The first time marked targets drop below 50% Health, Headshot them for physical damage. Lucky: Check twice and take the better outcome.
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Temporal Shot Active: Fire a blast at the current target that deals 184 / 276 / 412 physical damage. Every 8 takedowns, gain a drone that deals 8 / 12 / 18 physical damage to the current target on cast.
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Diviner's Judgment Stab the target, causing them to bleed for 460 / 690 / 1135 physical damage over 18 seconds. After the attack, leap to the highest percent Health enemy within 3 hexes. -
Star Strike Reposition next to the target to strike the most enemies. Then throw 5 piercing kunai, each dealing 43 / 65 / 97 physical damage to the first enemy hit, reduced to for each subsequent target. Kunai remove 1 Armor, 2 if they crit. N.O.V.A. Strike: Slice all enemies, applying Wound and a bleed that deals physical damage each second. Kunai increase the damage of the bleed by 12%. -
Tidal Slashes Unleash a flurry of 12 slashes at the current target over 2 seconds, dealing 25 / 38 / 57 physical damage each. -
Slingshot Maneuver Passive: Every 5th attack, launch a returning boomerang at the target that travels two hexes past the first enemy it hits. It deals 245 / 370 / 605 physical damage, reduced by 75% per hit. Meep Bonus: ? Meeps attack alongside Gnar, dealing physical damage per second.
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Explosive Attitude Fire a barrage of 16 rockets in a cone, each dealing 32 / 49 / 77 physical damage to the first target hit. -
Advanced Defences Gain 275 / 300 / 500 Shield and 15% Durability for 4 seconds. Over the duration, deal physical damage each second to enemies in a cone.
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Marked for Death Reposition up to one hex to throw a harpoon at the furthest enemy. The harpoon pulls the first enemy hit one hex forward and deals physical damage. Then, teleport behind them and cleave, dealing 210 / 315 / 720 physical damage to them and physical damage to nearby enemies. -
Bullet Cluster Passive: On takedown, gain 10 mana. Active: Fire 16 missiles in a 2-hex radius around the current target, dealing 33 / 50 / 79 physical damage each. -
Divine Scythe Gain 20% Durability for 2 seconds, healing over the duration. Afterwards, slash forward in a line, dealing 120 / 180 / 300 physical damage to enemies hit and knocking them up for 1 second. -
Jump and Jive Passive: Whenever an enemy is knocked up, shoot them, dealing physical damage and entering The Groove for 3 seconds. Active: Unleash a volley of bullets at the target, dealing 375 / 560 / 900 physical damage and knocking up for 1 seconds. -
Unstoppable Dreadnought Passive - Proximity Blast: Whenever an enemy enters a ? hex radius, fire a blast in a cone towards the closest adjacent hex that deals 85 / 125 / 200 physical damage with 30% falloff per hex. Each adjacent hex has a 5 second cooldown, and starts combat on cooldown. Active: Gain Shield for 3 seconds and reposition up to one hex to maximize the number of targets within Proximity Blast's radius. Reset Proximity Blast's cooldowns.
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Asteroid Blaster Strafe to a nearby position, unleashing 21 missiles split between the target and all enemies within two hexes. Missiles deal physical damage with a 20% Lucky chance of firing a mega missile that deals instead. Meep Bonus: Every ? seconds, launch an Explosive Meep at the target, dealing 110 / 165 / 900 physical damage in a one hex radius on impact. Lucky: Check twice and take the better outcome.
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Cosmic Pursuit Passive: Attacks and Abilities mark the target. When an enemy reaches 3 marks, Wolf consumes the marks, dealing 125 / 190 / 1000 physical damage. Active: Jump up to 1 hex away and fire arrows at the nearest 3 / 3 / 5 targets, each dealing 125 / 190 / 1000 physical damage. N.O.V.A. Strike: Gain 15% Damage Amp. Now and every 4.5 seconds after, add a mark to all enemies.
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Psi Strikes Passive: Every third attack is a doubleslash that deals 70 / 105 / 550 bonus physical damage. Active: After brief meditation, enter a Psi-State for 5 seconds, gaining 10% Omnivamp, 70% Attack Speed, and increased movement speed. Twice a second, fire a psychic projection at a random nearby enemy that deals 70 / 105 / 800 physical damage
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Time Warp Passive: This Ability adapts to Attack Damage or Ability Power, whichever is higher. Attacks deal physical damage. Active: Dash to a nearby hex, gaining 100 / 150 / 1200 Shield for 2 seconds and slashing adjacent enemies for physical damage. Every third cast, leap into the air and launch a wave of energy that deals physical damage to enemies in a line.
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Stellar Ricochet Passive: Attacks bounce to strike 3 / 3 / 5 times, dealing 60 / 60 / 30% reduced damage per target hit and leaving a Feather behind the final target. Active: Gain 75% Attack Speed for the next 6 attacks. At the end, recall all Feathers split between the closest 3 enemies, dealing 51 / 77 / 960 physical damage each. Xayah's current target takes 25 / 40 / 200 additional physical damage per feather.
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Perfect Bladework Passive: Every 2 attacks, reveal a Vital on the target. If a Vital exists, dash to attack it dealing 37 / 56 bonus true damage and heal for 15% of the damage dealt. Active: Reveal 6 Vitals on the target and quickly attack them all. If the target dies, remaining Vitals transfer to the nearest enemy. Upon striking the final Vital, create a two hex aura that heals allies within for over 5 seconds. -
Collateral Damage Passive: Attacks fire 5 projectiles in a cone that deal ? physical damage each. Active: Fire an explosive shell that deals 390 / 585 / 5555 physical damage to the target, and 165 / 245 / 4110 physical damage to adjacent enemies.
- Passive cone damage falloff
- Per-target falloff
- Passive cone projectiles deal 60% less damage per additional enemy hit (patch 17.4).
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Space Opera Passive: Jhin has a fixed attack speed of 0.9 / 0.9 / 1.4 and converts every 1% of bonus Attack Speed into 0.75 bonus Attack Damage. Active: Summon 4 spectral hands that fire alongside Jhin for the next 4 attacks. Each hand deals 45 / 68 / 688 physical damage per shot. The final shots deal 244% more damage and pierce through the most enemies in a line, dealing 44% reduced damage per target hit.
Traits (9)
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Combat Start: Mark all enemies with Doom. The first time enemies are damaged each combat, their Doom is consumed, stealing 12% Attack Damage and Ability Power from them and granting it to your strongest Vex.
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Zed is obtained from the Invader Zed augment. While at least one clone is alive, Zed gains 40% bonus Attack Damage.
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Your team gains 5% Omnivamp. Marauders gain more Omnivamp, Attack Damage, and their Omnivamp overhealing is converted into Shield (up to 25% max Health.)
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Innate: Mecha units can transform into their Ultimate form, upgrading their ability and gaining 40% Health. Transformed Mechas take up two team slots and count twice for the Mecha trait. Use the Mecha-Former item to toggle the forms of your Mecha units
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Rogues gain Attack Damage and Ability Power. The first time they fall below 50% health, they slip into shadows. Enemies targeting them are redirected to a nearby unit, preferring Tanks.
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The Groove: ,
- The Groove
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Stargazers chart a different constellation every game. This game: The Boar. Gain gold after winning player combat. Allies in empowered hexes gain 8% Health, Attack Damage, and Ability Power. Stargazers gain more. More hexes reveal at each player level
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Stargazers chart a different constellation every game. This game: The Fountain. Allies in empowered hexes heal 1% max Health every 2 seconds. Stargazers in empowered hexes heal an additional 3% and gain stacking Attack Damage and Ability Power every 2 seconds. More hexes reveal at each player level
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Stargazers chart a different constellation every game. This game: The Mountain Every 5 player combats, gain a Stargazer Emblem. Stargazers in empowered hexes gain various bonuses. More hexes reveal at each player level
Frequently asked questions
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What does Attack Damage (AD) actually do in TFT?
AD is the auto-attack stat. A unit's basic attack deals physical damage equal to its Attack Damage, so every point of AD makes each auto hit harder. AD also feeds any ability that carries an AD ratio — some spells deal a share of the caster's AD as bonus damage — which makes AD a dual-purpose stat rather than a pure auto-attack number. What AD does not touch is ability output that scales only off Ability Power: stacking AD on a pure AP caster does nothing for its spell.
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Is bonus AD a flat number or a percentage in TFT?
A percentage of the unit's base AD — this is the big difference from League PC, where AD is a flat stat. In TFT every AD source grants a percent increase on top of the unit's own base Attack Damage, so the same AD item is worth more on a champion with high base AD, and worth more again on a 2-star or 3-star copy (star-ups raise base AD, and the percentage scales off it). A basic AD component reads as roughly a +10% increase. The practical takeaway: physical items reward naturally high-AD carries, not low-base-AD units.
Sources
- Attack Damage tooltip (TFT) - League of Legends Wiki ("Increases basic attack damage ... by its percentage") (opens in new tab)
- TFT: Keyword Debuffs and Percent Scaling - Brian Adam, Medium ("With this attack damage change ... 2 and 3 star units receive greater benefit from attack damage items") (opens in new tab)
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Does Attack Damage only buff auto-attacks, or abilities too?
Both, but only where the ability opts in. Auto-attacks always scale with AD. Abilities scale with AD only when their tooltip prints an AD ratio (a number tagged "% AD"); for those spells, total AD is added into the printed value the same way AP is added into an AP-ratio spell. An ability with no AD ratio gains nothing from AD no matter how much the holder stacks. Many current spells are hybrid, carrying both an AD and an AP ratio, so the same number can grow from either stat.
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Does AD from multiple sources stack additively, or are there diminishing returns?
Additively, with no built-in diminishing returns. Items, augments, and trait bonuses each contribute their percentage of base AD into one bonus-AD pool, and that pool is added to the unit's base AD. Because every source is a percentage of the same fixed base rather than a multiplier on the running total, the marginal point of AD is always worth the same — any "feels like diminishing returns" impression comes from base AD being fixed, not from a cap or decay on the stat itself.
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How is Attack Damage different from Attack Speed?
AD is damage per hit; Attack Speed is hits per second. Auto-attack DPS is the product of the two (times any crit multiplier), so they multiply each other: doubling AD or doubling AS both roughly double auto DPS, and stacking both compounds. The usual rule of thumb is to balance them rather than pile into one — a carry with huge AD but low AS hits hard but slowly, and vice versa. Attack Speed also has a 5.00 cap; AD has no such ceiling.
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Does Attack Damage interact with Crit?
Yes — auto-attacks can critically strike, and a crit multiplies the AD-based damage of that hit. Base critical strike damage is 140%, so a critting auto deals 1.4x its normal AD damage; crit-damage modifiers raise that multiplier further. The layers stack: AD sets the size of each hit, Crit chance decides how often a hit is multiplied, and crit damage sets the multiplier. By default abilities don't crit unless a source explicitly grants it, so crit's relationship with AD is primarily an auto-attack one.
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How is Attack Damage different from Ability Power?
They scale different damage routes. AD scales auto-attacks (and any ability with an AD ratio) and is granted as a percentage of base AD. Ability Power scales the magic damage, true damage, healing, and shielding produced by abilities at 1% per point, and does nothing for auto-attacks. A pure physical carry wants AD; a pure spell carry wants AP; a champion with a hybrid spell can use either, since its ability prints both ratios. They are independent multipliers, so a hybrid unit benefits from both at once.
Sources
- Ability Power tooltip (TFT) - League of Legends Wiki ("All magic damage and true damage dealt by 1%, Shielding by 1%, Healing by 1%") (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 AD scale the flat numbers printed on item passives?
Only when the passive prints an AD ratio. Just as the AP tooltip states outright that "Ability power does not affect items," AD has no general item-multiplier behavior either: a flat shield, flat heal, or flat burst of damage on an item passive is fixed regardless of the holder's AD. The exception is a passive whose own text tags a number as "% of Attack Damage" — those scale with total AD by design, following the normal AD-ratio rule. If the tooltip doesn't print a ratio, more AD won't move that number.