Description
Damage Storage stores a portion of damage dealt or taken during combat, then releases it all at once.
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The release is a single payload. It fires when a trigger happens:
- On death.
- On takedown.
- A timer runs out.
- The duration ends.
Note: The stored payload does not depend on the source's stats at the moment it releases. It is fixed by what was banked while the store was filling.
Items with Damage Storage effects (1)
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- +300 HP
- +10% Durability
Combat Start: Store 30% max Health and 2.5% more every second. On death, unleash the stored Health as magic damage split between enemies within 4 hexes. Unique - only 1 per champion
Champions with Damage Storage effects (1)
1 champion · paste in the game's Team Planner
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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.
Frequently asked questions
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What is damage storage in TFT?
Damage storage is a delayed-effect mechanic. Something banks a running total during combat, then discharges the whole bank at once when a trigger fires.
Two shapes are live.
- An artifact banks a share of its holder's max Health the moment combat starts, and adds a little more every second. When the holder dies, the bank is unleashed as magic damage split between the enemies standing within 4 hexes.
- A champion quest banks something quite different: the damage its own shield and resistances blocked. It pays that out as an item reward once the running total crosses a threshold.
The common thread is the two-step. Fill a bar during the fight, then spend it in one go on a trigger, instead of applying the effect as the damage happens.
Sources
- TFT.Tools — current-set items (Void Gauntlet: "Combat Start: Store 30% max Health and 2.5% more every second. On death, unleash the stored Health as magic damage") (opens in new tab)
- TFT.Tools — current-set items (Void Gauntlet: store 30% max Health, +2.5% per second, split within 4 hexes) (opens in new tab)
- Ornn (TFT) — League of Legends Wiki (quest: "stores damage blocked as Forge Power") (opens in new tab)
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What's the difference between storing damage dealt and storing damage taken?
It comes down to whose ledger the bank sits on. It is worth checking, because the live sources are not a clean pair.
- Damage-dealt storage lives on the source. A portion of outgoing damage is banked, so the carrier grows the payload by hitting hard.
- Damage-taken storage lives on the receiving side, counting what came in. The current quest counts the damage its own shield and resistances absorbed, so tanking is what fills it.
- The current artifact fits neither label. It does not measure damage at all. It snapshots a percentage of the holder's max Health when combat starts and grows that figure on a timer.
Note: Read what the tooltip says it counts before assuming a build-around plan works. "Storage" alone does not tell you which ledger you are filling.
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Do shields and resistances stop a stored payload when it goes off?
It depends on the damage type the payload lands as. The current one lands as magic damage.
- Magic Resist reduces it.
- Durability reduces it.
- A shield absorbs it.
A true-damage payload behaves differently. The TFT-namespaced wiki defines true damage as ignoring resistances, damage reduction, and damage amplification. But shields are not on that carve-out list.
Normal shields, the default kind, absorb every damage type: physical, magic, and true. So a normal shield up at the moment a payload detonates eats the hit until it is drained or expires. Type-restricted shields (magic-only or physical-only overlays) do not block true damage.
Note: Either way, having a shield on the units you expect to be in the blast is the cleanest counter-pattern.
Sources
- Void Gauntlet (TFT) — League of Legends Wiki (stored Health released as magic damage on death) (opens in new tab)
- Shield — League of Legends Wiki ("Normal shields absorb all types of damage (physical, magic and true)") (opens in new tab)
- TFT.Tools — current-set items (Void Gauntlet's payload is magic damage) (opens in new tab)
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Does the released payload split between enemies, and does positioning matter?
Yes, positioning matters a lot. On the current source the rule is a split, not a falloff.
The on-death payload is divided between every enemy within 4 hexes of where the holder fell.
- One isolated enemy in range eats the entire bank.
- A tight cluster of five divides it five ways.
That inverts the usual advice about area damage. As the attacker, you want the storage carrier to die beside as few enemies as possible. Ideally it dies right next to the single unit you most want dead, rather than in the middle of the pile.
On the receiving end, a splitting payload is one of the rare blasts that hurts each unit less when your board is bunched together.
Note: Bunching costs you against almost everything else. So it is rarely worth reshaping a board around.
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Does the stored damage carry over between rounds?
It depends which bank you mean. The two live sources answer differently.
The artifact's bank is strictly per-combat. It starts filling at combat start and empties on the holder's death. So nothing survives to the next round. If the holder lives, the bank is simply wiped when the round ends.
The champion quest is the opposite by design. Its total is cumulative across player combats. It adds up round after round until it crosses the threshold that pays out. Crossing that line more than once is the whole point of running it.
So "does it carry over" is a per-source question.
Note: Look at whether the tooltip describes a combat window or a running quest total.
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Does the holder have to die for a stored payload to land?
For the current damage payload, yes. The release condition is the holder's death, with no timer and no manual trigger.
That makes the artifact a trade rather than a bonus.
- It is at its best on a unit you expect to lose in the middle of the enemy board.
- It does nothing at all on a carry that survives the fight untouched.
Storage that is not damage-shaped resolves on its own terms instead. The quest total pays out as an item the moment it crosses its threshold, and no death is involved.
Note: Check the release condition before you build around a storage effect. A bank you never spend is worth exactly zero.
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Is damage storage the same as Durability or a Shield?
No. They are distinct shapes.
- Durability is a flat percentage reduction on incoming damage every tick. Nothing is banked, and the math is purely a multiplier.
- A Shield is a temporary Health overlay that absorbs damage as it lands. It drains first and only spills into Health once empty.
- Damage storage does not reduce damage at all. The host takes the full hit, and a separate figure is logged into a bank that resolves later as its own payload.
They are different layers with different timing. They are often stacked together on the same unit.
Note: That is exactly why a tanky holder can fill a bank and survive long enough to choose where it goes off.