Description
Damage that Magic Resist reduces. 50 Magic Resist cuts it by about a third, and 100 Magic Resist cuts it in half. Armor does nothing against it. Most magic damage comes from champion abilities, and it usually scales with Ability Power. Shred lowers the target's Magic Resist, so magic hits after it land harder — at 0 Magic Resist the full amount lands. Shields absorb magic damage like any other damage type.
What enables Magic Damage (65)
Champions (45)
Refine champions…
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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 120 / 180 / 270 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 314 / 403 / 619 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 / 70 / 80 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, doubled 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. -
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. -
Primordial Burst Launch a giant blast at the target that deals 175 / 265 / 395 magic damage, increased to 265 / 400 / 595 if they're below 30% max Health. If they die, permanently gain 1.5% Ability Power.
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Triumphant Roar Roar, restoring 276 / 397 / 566 Health, cleansing disables, and healing the two lowest percent Health allies for 80 / 105 / 130 . Then slam the current target, dealing 100 / 150 / 225 magic damage and Stunning them for 1.5 seconds.
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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 160 / 240 / 360 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 56 / 84 / 98 bonus magic damage. 2nd Ascension: Attacks 20% Shred enemies hit for 2 seconds. 3rd Ascension: Attacks fire waves, dealing 40 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 / 40% 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 250 / 375 / 565 magic damage and 85 / 130 / 190 to adjacent enemies.
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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 325 / 400 / 500 Shield to Shen and 200 / 275 / 375 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 60 / 90 / 135 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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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 40 / 60 / 96 magic damage per attack. -
Noxious Blast Poison the target and the nearest non-poisoned enemy, dealing 440 / 660 / 1050 magic damage over 15 seconds. Poisons stack. -
Pale Barrier Gain 150 / 275 / 400 shield for 2 seconds and send out 6 moonlight orbs spread among enemies within 2 hexes, each dealing 70 / 105 / 170 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 285 / 400 / 580 magic damage. If they have no adjacent allies, deal 310 / 445 / 660 magic damage instead and gain 10 mana.
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Spirit Bomb Launch a spirit bomb at the location within 4 hexes that has the most surrounding enemies. It deals 450 / 675 / 3500 magic damage to enemies in a 3 hex radius, reduced by 20% per hex away from the epicenter. -
Tantrum Passive: Every second, restore 29 / 52 / 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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Lilting Lullaby Restore 325 / 475 / 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 170 / 255 / 2000 magic damage. The 3rd attack instead targets the furthest enemy with the least items and deals 285 / 425 / 3000 magic damage. Adaptor : Transform into a Melee cougar Assassin that swipes enemies.
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Azure Shockwave Gain 530 / 734 / 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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Starcall Call down a star on the current target, dealing 190 / 285 / 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 37 / 55 / 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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Triggerseed Passive: Shields from this Ability can critically strike with Precision. Active: Grant 2 / 2 / 10 allies 165 / 300 / 3000 Shield and 10 / 15 / 100% Damage Amp for 6 seconds. Then deal 140 / 210 / 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 250 / 350 / 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 330 / 520 / 5000 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 330 / 520 / 5000 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 330 / 520 / 5000 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 330 / 520 / 5000 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 330 / 520 / 5000 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 330 / 520 / 5000 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 330 / 520 / 5000 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 330 / 520 / 5000 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Lunar Bonus: Applies 10% 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 330 / 520 / 5000 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 330 / 520 / 5000 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Solar Bonus: Deals 12% bonus damage for each unique 3-star champion fielded.
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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 305 / 584 / 14212 Shield to allies within 3 Hexes for 3 / 3 / 99 seconds. Active: Restore 200 / 300 / 3000 Health. Taric and his paired ally deal 100 / 150 / 1000 bonus magic damage on their next 2 attacks.
Traits (1)
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Your champions gain a 5% max Health shield and deal 7% bonus magic damage. Gain additional bonuses for each unique 3-star champion: 1 : Increase shield and magic damage by 1.5% for each 3-star. 3 : 18% and 15 5 : Convert 50% of the bonus magic damage to true damage. 8 : Every 4 seconds of combat, a 3-star champion ascends to 4-star.
Completed items (2)
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- +50 Armor
Gain 6% max Health. Take 5% reduced damage from attacks. When struck by any attack, deal 100 magic damage to all adjacent enemies. Cooldown: 2 seconds
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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
Emblems (1)
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- +250 HP
The holder gains the Brawler trait. Attacks deal 2% of the holder's max Health as magic damage.
Your team gains 120 max Health. Brawlers gain more.
- 2
- 25%
- 4
- 40%
- 6
- 65%
Radiant items (2)
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- +100 Armor
Gain 12% max Health. Take 10% reduced damage from attacks. When struck by any attack, deal 200 magic damage to all adjacent enemies. Cooldown: 2 seconds
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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
Artifacts (8)
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- +400 HP
- +70 MR
Every 2.5 seconds, steal 3 Magic Resist from enemies within 1-hex and deal 18% of the holder's Magic Resist as magic damage. If Aegis of Dawn is also equipped, trigger this item's effect every 1.25 seconds instead. Damage increases based on Stage.
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- +30% AP
- +2 Mana Regen
Dealing magic damage reduces the target’s Magic Resist by 4. 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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- +250 HP
- +20 Armor
- +20 MR
- +2 Mana Regen
Stunning an enemy causes lightning to strike them, dealing 30% of their max Health as magic damage.
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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 100 is dealt as magic damage to the two enemies nearest the target.
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- +40% AS
- +15% AP
Every 3rd attack deals 15 + 35% of the holder's Ability Power as additional magic damage to 6 enemies.
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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
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- +300 HP
- +20 Armor
- +20 MR
- +25% AS
Attacks deal a Stage-scaled amount bonus magic damage. Heals the holder for 25% of all magic damage dealt. Damage increases based on Stage.
Augments (3)
Gold (2)
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Electrocharge II Gold Every 4 attacks an ally takes, they deal 50-140 (based on current Stage) magic damage to nearby enemies (1 second cooldown).
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Mess Hall Gold After 10 seconds of combat, your champions gain 8% Attack Speed and attacks also hurl 2 delicious projectiles that deal 25 magic damage.
Silver (1)
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Electrocharge I Silver Every 4 attacks an ally takes, they deal 30-90 (based on current Stage) magic damage to nearby enemies (1 second cooldown).
Wisps (3)
- Big Boom Combat
The first ally to die explodes, dealing 25% Max Health magic damage.
- Combust Combat
Your champions explode on death, dealing 15% Max Health magic damage.
- Homing Fireflies Combat
Your Casters spawn a firefly per 20 Mana spent. Each deals 110 magic damage.
See also
What counters Magic Damage
Frequently asked questions
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What is magic damage in TFT, and how is it different from Ability Power?
Magic damage is a damage type — a tag on the hit that decides which resistance reduces it. Only Magic Resist does; Armor does nothing. Ability Power is a stat on the unit dealing the hit: each point adds 1% to that unit's ability effect — damage, but also shielding and healing. So Ability Power raises magic damage dealt, but never turns physical damage into magic. Abilities deal magic damage by default, apart from attack-modifiers, and nothing in the current set converts one damage type into another.
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Which stats actually reduce magic damage — does Armor do anything?
Armor does nothing against magic damage; it only reduces physical hits. Magic Resist is the matching stat, and both resistances use the same formula: the damage multiplier is 100 divided by (100 + resist). So 50 Magic Resist cuts about a third and 100 cuts half. Type-blind layers still help — Durability reduces all damage taken, and a shield is temporary health that takes damage before Health does, whatever the type.
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Does all magic damage come from abilities?
No. Abilities are the usual source and deal magic damage by default, but attacks carry it too: items and abilities add bonus magic damage on attack, and an ability can replace attacks with magic hits. Damage over time can be magic, though the Burn keyword deals true damage. So attack speed scales attack-attached magic damage. And Ability Power does not automatically raise item damage — an item's magic damage scales with it only where the item's own text prints that ratio.
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Does Magic Resist cut only an ability's base number, or the Ability-Power-scaled total?
The whole total. A resistance is a damage multiplier — 100 divided by (100 + Magic Resist) — applied to each finished hit, so it removes the same percentage from a big instance as a small one; extra Ability Power cannot out-scale it. Damage Amp, by contrast, applies after mitigation. Correction: ability damage does not critically strike by default, it needs Precision. Cutting the target's Magic Resist helps every magic hit your board lands on it; Ability Power helps one unit.
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My ability carry has the right items but deals almost no damage — what is going wrong?
Usually one of four mechanic-level causes. It is not casting: most units cast only when the mana bar fills, and mana comes from attacking and from taking damage. The enemy stacks Magic Resist and nothing on your board applies Shred. Targeting sends basic attacks at the closest enemy, usually a tanky one — though many abilities use their own targeting rule. Or the damage is spread across many enemies and kills none.
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If the enemy's Magic Resist is cut after my carry already cast, does that damage get bigger?
No. A resistance is a multiplier applied as each hit lands, against the target's Magic Resist at that moment, and damage already dealt is not recalculated. Shred lasts for a set duration, so only hits arriving inside that window are cheaper. Ordering matters: the Shred source should land before your burst. A single big cast gains nothing from a cut that arrives late, while repeated hits and damage-over-time ticks keep benefiting while it runs.
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Should my board stick to one damage type, or mix magic and physical?
Both work. Armor and Magic Resist use the same formula — 100 divided by (100 + resist) — so neither damage type is inherently stronger; the enemy's defences decide it. A single-type board is answered by stacking one resistance, while a mixed board leaves either resistance only half useful. The trade-off is resist-cutting: Shred lowers Magic Resist and Sunder lowers Armor, each only its own. One type means one debuff lifts the whole board; splitting means you need both.
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Does the magic tag change anything besides which resistance applies?
Mostly, but one correction. The type decides which resistance applies, not which triggers fire: magic damage feeds omnivamp healing and is absorbed by shields like any other damage, and carries no built-in anti-heal or bypass. It does not crit by default, though — basic attacks can critically strike, while ability damage needs Precision. True damage is the type that ignores resistances; magic damage does not.