Description
Crit means a unit's damage scales with crit chance and crit damage.
Read moreShow less about Crit
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.
Listed in: Buffs, Team buffs
Items that grant or benefit from Crit (22)
How it links selected
Category selected
Crit effect selected
-
- +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.
-
- +35% AD
- +35% Crit
Gain Precision. Precision: Ability damage can critically strike. Extra Precision grants 10% Critical Strike Damage.
-
- +35% AP
- +35% Crit
Gain Precision. Precision: Ability damage can critically strike. Extra Precision grants 10% Critical Strike Damage.
-
- +15% AD
- +20% AS
- +20% Crit
Attacks and Ability damage 30% Sunders the target for 3 seconds. This effect does not stack. Sunder: Reduce Armor
-
- +150 HP
- +10% AS
- +15% AP
- +20% Crit
Attacks grant 2 bonus Mana, increased to 4 if they critically strike.
-
- +20 MR
- +15% AS
- +20% Crit
Combat Start: Unstoppable for 18 seconds. Gain 3% stacking Attack Speed every second.
-
- +20 Armor
- +20% Crit
Gain 5% Durability. While above 50% Health, instead gain 15% Durability.
-
- +150 HP
- +10% AS
- +10% Damage Amp
- +20% Crit
Critical Strikes grant 5% Damage Amp for 5 seconds, stacking up to 4 times.
-
- +150 HP
- +20% Crit
Each round: Equip 2 random items [Consumes 3 item slots.]
-
- +20% Crit
-
- +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.
-
- +75% AD
- +75% Crit
Gain Precision. Precision: Ability damage can critically strike. Extra Precision grants 10% Critical Strike Damage.
-
- +75% AP
- +75% Crit
Gain Precision. Precision: Ability damage can critically strike. Extra Precision grants 10% Critical Strike Damage.
-
- +45% AD
- +40% AS
- +40% Crit
Attacks and Ability damage 30% Sunders the target for the rest of combat. This effect does not stack. Sunder: Reduce Armor
-
- +300 HP
- +20% AS
- +30% AP
- +40% Crit
Attacks grant 4 bonus Mana, increased to 6 if they critically strike.
-
- +40 MR
- +40% AS
- +40% Crit
Combat Start: Unstoppable for 45 seconds. Gain 6% stacking Attack Speed every second.
-
- +40 Armor
- +40% Crit
Gain 10% Durability. While above 50% Health, instead gain 30% Durability.
-
- +300 HP
- +20% AS
- +20% Damage Amp
- +40% Crit
Critical Strikes grant 10% Damage Amp for 5 seconds, stacking up to 4 times.
-
- +150 HP
- +20% Crit
Each round: Equip 2 random Radiant items [Consumes 3 item slots.]
-
- +35% AD
- +20% Crit
Attacks and Abilities execute enemies below 12% of their maximum Health. Executions on champions have a 33% chance to drop 1 gold. Unique - only 1 per champion
-
- +20% Crit
- +8% Crit Damage
The holder gains the Executioner trait. Damage executes enemies below 8% of their max Health.
- 2
- Executioners gain Precision and 15% Critical Strike Chance.
- 3
- Additionally, enemies bleed for 25% bonus true damage over 3 seconds.
- 4
- Bleed damage increased to 35%.
-
- +250 HP
- +35% AS
- +20% Crit
The holder gains the Primal trait.
Choose one of four Primal Blessings.
- 2
- Choose a Primal Blessing.
- 4
- Choose another Primal Blessing.
Champions that grant or scale with Crit (2)
2 champions · paste in the game's Team Planner
-
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.
-
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.
Augments that grant Crit (3)
-
Jeweled Lotus II Prismatic Your team gains 25% Critical Strike Chance, 10% Critical Strike Damage, and Precision. Precision: Ability damage can critically strike. Additional Precision grants 10% Critical Strike Damage.
-
Retribution Prismatic Gain 2 Hands of Justice. Allies equipped with Hand of Justice gain Precision and 15% Critical Strike Chance. Precision: Ability damage can critically strike. Additional Precision grants 10% Critical Strike Damage.
-
Jeweled Lotus I Gold Your team gains 15% Critical Strike Chance and Precision. Precision: Ability damage can critically strike. Additional Precision grants 10% Critical Strike Damage.
Traits that grant Crit (1)
Wisps that scale with Crit (1)
What scales with Crit (1)
- Supercritical Combat
Allies with Precision gain 25% Critical Strike Damage.
See also
Frequently asked questions
-
What's the difference between Crit Chance and Crit Damage in TFT?
They are two separate stats that multiply together.
- Crit Chance is the probability that an attack rolls a critical hit.
- Crit Damage is the multiplier the hit deals when it does.
Champions start at 25% Crit Chance and a base 40% bonus Crit Damage. So a default crit deals 140% of normal damage. Items, traits, and augments can raise either stat independently.
Both have to be present for crits to matter.
- 100% Crit Chance with no extra Crit Damage just means every hit deals 140%.
- Stacking Crit Damage with low Crit Chance means crits are rare but big.
-
What happens to extra Crit Chance once I'm at 100%?
It converts into Crit Damage at a 1:1 ratio.
The TFT-namespaced wiki states it directly. It says: 'Critical strike chance cannot be increased beyond 100% but increases critical damage to an amount equivalent to the excess'.
Example: 120% raw Crit Chance becomes 100% Crit Chance plus 20% extra Crit Damage. So the extra 20% sits on top of whatever Crit Damage you already had.
This is why over-stacking Crit Chance items is not wasted in TFT. The overflow keeps scaling damage.
Note: The conversion is a base-game rule, not item-specific. You do not need a particular item to unlock it.
-
Can abilities crit by default?
No. The TFT wiki is explicit: 'Most abilities are unable to critically strike on their own'.
- Basic attacks roll crits using your Crit Chance.
- Ability damage simply ignores Crit Chance and Crit Damage, unless something specifically grants the unit the ability to spell-crit.
That unlock comes from particular items, certain traits, or augments. Without one of those sources, building Crit Chance on an ability-based carry only matters for their basic attacks between casts.
Note: A handful of champions have natively-critable abilities written into their kit. That is the exception, not the rule.
Sources
- CDragon — item texts (Precision: "Ability damage can critically strike") (opens in new tab)
- Critical strike (TFT) — League of Legends Wiki ('Most abilities are unable to critically strike on their own') (opens in new tab)
- Jeweled Gauntlet (TFT) — League of Legends Wiki (item that unlocks ability crit) (opens in new tab)
-
What's the base Crit Damage value — 130% or 140%?
140%. Champions have a base 40% bonus Crit Damage, so a default critical hit deals 140% of normal damage.
The 130% number players sometimes remember is from older patches. Today's base Crit Damage is 140%, and it has stayed there.
Flat Crit Damage bonuses from items, traits, or augments add to that 40% baseline.
Example: A +30% Crit Damage source plus the 40% base means crits hit for 170% of normal damage.
Note: Sources stack additively unless a specific tooltip says otherwise.
-
If a unit can already spell-crit, what does a second 'abilities can crit' source do?
It grants extra Crit Damage instead of stacking the unlock twice.
Every current item and augment that carries the keyword defines it in one line: 'Precision: Ability damage can critically strike. Extra Precision grants 10% Critical Strike Damage.'
- The first source unlocks ability crit.
- Every additional source on the same unit hands you +10% Crit Damage, rather than wasting the slot.
That bonus only pays off on hits that actually crit. So doubling up is worth more on a unit with high Crit Chance, and little on a unit whose crits are rare.
Note: Older guides promising +10% Damage Amp for the second source are quoting a previous set's wording.
-
How does Crit interact with Damage Amp — do they stack or overlap?
They stack. They are separate multipliers, and each sits on top of the other.
- Crit Damage is rolled first. It multiplies the hit's base damage when the crit triggers.
- Damage Amp then applies post-mitigation. It scales whatever final number is about to land.
The wiki defines it directly: 'Damage Amp is the amplification of the damage that the champion inflicts post-mitigation'.
Because they live at different points in the calculation, a crit that lands while Damage Amp is active gets both multipliers. Neither stat caps or overrides the other.
Note: Combined sources of each scale faster than doubling down on one stat alone.
-
Do Crit Chance bonuses from different items and traits stack additively?
Yes. Crit Chance from items, traits, augments, and other sources adds together with the base 25%, before the 100% cap is applied.
Example: A unit with the 25% base plus two items granting +35% each lands at 95% Crit Chance.
If the total goes over 100%, the cap kicks in. The excess converts to Crit Damage, as described above.
Crit Damage bonuses also generally stack additively. A +10% and a +30% source give +40%, layered on the 40% base.
Note: A handful of older patches had multiplicative interactions on specific items. Today's defaults are additive unless a tooltip explicitly says otherwise.
-
What does the 'Precision' keyword mean when I see it on items or traits?
Precision is the modern shorthand for 'this unit's abilities can critically strike'.
It replaced the older 'Spells can crit' wording, so the unlock is consistent across items, traits, and augments.
Once a unit has any Precision source, their ability damage starts rolling crits. Those crits use their normal Crit Chance and Crit Damage.
Stacking additional Precision sources on the same unit does not unlock crit twice. Each extra source grants +10% Crit Damage instead.
Note: Reading 'Precision' on any tooltip therefore means 'either unlock ability crit, or +10% Crit Damage if it is already unlocked'.