Description
Burn is a debuff that deals true damage every second.
Read moreShow less about Burn
Each second it deals a percent of the target's maximum Health.
Most burn sources also apply Wound. Wound reduces healing received. Together, Burn and Wound are the standard answer to high-Health frontlines.
Items that apply or counter Burn (7)
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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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- +45% AS
- +3% Damage Amp
Attacks and Abilities 1% Burn and 33% Wound enemies for 5 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
- +20 Armor
Gain 8% max Health. Every 2 seconds, deal 1% Burn and 33% Wound to an enemy within 2 hexes 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
- +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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- +80% AS
- +6% Damage Amp
Attacks and Abilities 2% Burn and 33% Wound enemies for 5 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
- +40 Armor
Gain 16% max Health. Every 2 seconds, deal 2% Burn and 33% Wound to an enemy within 2 hexes 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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- +65% AS
- +15% Damage Amp
Shrinks the holder, granting them increased movement speed and immunity to Slow, Burn, and Wound.
Champions that apply or benefit from Burn (5)
What benefits from Burn (3)
3 champions · paste in the game's Team Planner
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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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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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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.
What enables Burn (2)
2 champions · paste in the game's Team Planner
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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. -
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.
Traits that apply Burn (1)
What enables Burn (1)
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Inferno damage Burns and Wounds enemies for 3 seconds. Inferno Burns stack with other Burns.
Wisps that apply Burn (2)
What enables Burn (2)
- Infliction Combat
Slow, Burn, Shred, and Sunder enemies for 8 seconds.
- Sunfire Sorcery Combat
Burn and Wound enemies for 10 seconds.
What Burn counters
See also
Frequently asked questions
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What is Burn in TFT, and what does it actually deal?
Burn is a damage-over-time debuff. It ticks once per second for as long as it lasts.
Each tick:
- Removes a percentage of the target's maximum Health.
- Deals that amount as true damage.
- Scales with the target's HP pool, not with the source's AD or AP.
The percentage and the duration come from the source that applies the Burn. Item sources sit around 1–2% per second. Some non-item sources scale higher. The total damage equals percent × duration of max HP.
Note: The tick is true damage, so Armor and Magic Resist do not reduce it.
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Do multiple sources of Burn stack on the same target?
Usually not, with one exception worth knowing.
By default, multiple Burns do not add their percentages together. Only the strongest Burn ticks at a time. The TFT-namespaced wiki states that default directly:
- Multiple sources of Burn do not stack. They refresh the duration instead.
- The new source always overwrites the old one when its Burn damage is higher.
In practice:
- A higher-percentage Burn replaces a lower one and resets the duration.
- A weaker Burn applied on top of a stronger one does not displace it.
- Two ordinary 1% sources still produce 1% damage, not 2%.
Note: The exception is written on the source itself. If a trait or item says in its own text that its Burn stacks with other Burns, it is exempt from the overwrite rule. It adds on top of another Burn instead of replacing it. Nothing else marks it, so read the wording.
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Why do most burn items also apply Wound at the same time?
Because the two effects solve the same problem from different angles.
- Burn whittles a high-Health target down with percent-max-HP true damage that ignores resistances.
- Wound cuts the healing the target uses to claw that damage back.
Wound is the in-game keyword for healing reduction. It belongs to the Grievous-Wounds family.
Bundling both on the same item means the package keeps doing work either way. It works whether the enemy frontline relies on raw HP or on sustain.
Note: Wound itself follows the same rule as Burn. Multiple sources refresh the duration rather than stack.
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Is Burn affected by damage amplification or %-damage buffs?
No. Burn deals true damage, and a generic damage buff does not touch it.
The TFT-namespaced wiki defines true damage as ignoring three things:
- Resistances.
- Damage reduction.
- damage amplification.
So a generic "+X% damage" buff applied to the dealer does not increase the Burn tick the target takes. Defensive damage reduction on the receiving side is also bypassed.
Note: The only way to make your own Burns deal more is a source that explicitly modifies Burn damage itself. That means a burn-specific augment or trait. Those read on the dealing side rather than amplifying through general damage-amp.
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Does Burn ignore shields the way it ignores Armor and Magic Resist?
No. Shields absorb Burn, even though Armor and MR (Magic Resist) do not.
True damage's bypass clause covers resistances, damage reduction, and damage amplification. It does not cover shields.
Normal shields absorb every damage type, true damage included. So Burn ticks consume the target's shield pool first. They only reach Health once the shield is gone. This is why a single round of pre-combat shielding can cancel multiple seconds of Burn outright.
Note: Shields and Burn are independent rules. Armor and MR don't help, but shields do.
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Does stacking max Health help or hurt against Burn?
Neither, on the percentage portion. Each Burn tick takes the same fraction of the bar, however big the bar is.
- Doubling a unit's max HP doubles the raw HP each tick removes.
- Time-to-kill from Burn alone stays roughly constant.
Layered Armor and Magic Resist multiply max HP into effective HP against physical and magic damage. Burn skips that multiplier entirely.
Shields work differently. They are a separate absorb pool rather than a multiplier, and they do soak Burn ticks. See the shield answer above.
Note: Stacking HP is still correct against most damage. It just doesn't cover the percent-max-HP tax that Burn imposes.
Sources
- Burn (TFT) — League of Legends Wiki (% max-HP scaling) (opens in new tab)
- How Armor and Magic Resistance works in TFT — LeDuck (Tacter) (opens in new tab)
- True damage (TFT) — League of Legends Wiki (opens in new tab)
- Shield — League of Legends Wiki (shields are an additive absorb pool, not a resistance multiplier) (opens in new tab)
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How do you actually defend against a heavy-Burn enemy comp?
Three real levers work, and stacking resistances is not one of them.
- First, shields. They soak Burn ticks at face value until consumed. Any shield-on-combat-start or per-cast shield effect directly trades for Burn duration.
- Second, untargetability or invulnerability windows. Windows that block all damage types stop ticks while active.
- Third, fight length. Burn is a duration effect, so winning before the percent-total has ticked through neutralizes it.
Anti-heal layered on the dealer does not change Burn. Wound is a healing-side debuff.
Note: Stacking only Armor or Magic Resist does nothing, since Burn is true damage.
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Are there ways to make your own Burns deal more damage?
Not through the usual damage levers. Two things do work: a higher percentage, and the stacking exception.
Two usual levers fail:
- A generic "+X% damage" buff on the dealer does nothing to Burn. Burn is true damage, which ignores damage amplification.
- By default, stacking multiple Burn sources on one target does not raise the tick either. Only the highest-percent Burn ticks at a time.
The first lever is the percentage itself. Apply the strongest Burn source available rather than the most sources. A Radiant burn item applies 2% of max Health per second versus the base 1%. Each tick is a share of max Health, so that same Burn does more raw damage against high-HP targets.
The second lever is the stacking exception. A source whose own text says its Burn stacks with other Burns adds its percentage on top of another Burn instead of overwriting it. So pairing that source with a separate Burn source does raise the combined tick.
Sources
- True damage (TFT) — League of Legends Wiki (ignores damage amplification) (opens in new tab)
- Burn (TFT) — League of Legends Wiki (only the highest-percent Burn ticks) (opens in new tab)
- Utility Sources — Burn, Shred, Sunder, Stun (Tacter / LeDuck) (opens in new tab)
- Traits chart — tactics.tools (a current trait whose text reads "Burns stack with other Burns") (opens in new tab)