Description
On Hit is an effect that fires on each basic attack that lands.
Read moreShow less about On Hit
Every basic attack triggers items like these.
- Red Buff applies burn and wound.
- Nashor's Tooth gives mana on attack.
- Kraken's Fury gives stacking Attack Damage per attack, up to 15.
Note: On-hit carries scale with Attack Speed (AS) buffs. Stacking AS multiplies their damage and utility per second.
Items with On Hit effects (23)
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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
Attacks and Ability damage 30% Sunders the target for 3 seconds. This effect does not stack. Sunder: Reduce Armor
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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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- +150 HP
- +10% AS
- +15% AP
- +20% Crit
Attacks grant 2 bonus Mana, increased to 4 if they critically strike.
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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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- +15% AD
- +15% AP
- +1 Mana Regen
Attacks grant 5 bonus Mana.
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- +15% AS
- +35% AP
- +1 Mana Regen
Attacks and Ability damage 30% Shred the target for 5 seconds. This effect does not stack. Shred: Reduce Magic Resist
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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
Attacks and Ability damage 30% Sunders the target for the rest of combat. This effect does not stack. Sunder: Reduce Armor
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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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- +300 HP
- +20% AS
- +30% AP
- +40% Crit
Attacks grant 4 bonus Mana, increased to 6 if they critically strike.
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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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- +30% AD
- +30% AP
- +2 Mana Regen
Attacks grant 10 bonus Mana.
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- +30% AS
- +75% AP
- +2 Mana Regen
Attacks and Ability damage 30% Shred the target for the rest of combat. This effect does not stack. Shred: Reduce Magic Resist
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- +20% AS
- +10% AP
Attacks grant 4% stacking Attack Speed. Every 3 attacks also grant 2% Attack Damage and 2% Ability Power.
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- +55% AS
Grant 1% bonus Attack Speed per gold in your bank (up to 30 gold). Each attack has a 6% chance to drop 1 gold. Unique - only 1 per champion
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- +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
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- +400 HP
- +20% Omnivamp
Attacks deal 3% of the holder's max Health as bonus physical damage. For every 1% missing Health, gain 1.5% Attack Speed.
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- +40% AS
- +25% 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
- +20% AD
- +20% AS
Attacks deal 4% of the holder's max Health plus 2% of their Attack Damage as bonus physical damage to the target and adjacent enemies.
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- +300 HP
- +20 Armor
- +20 MR
- +25% AS
Attacks deal 25/45/65/85/100 bonus magic damage. Heals the holder for 25% of all magic damage dealt. Damage increases based on Stage.
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- +150 HP
The holder gains the Brawler trait. Attacks deal 2.5% of the holder's max Health as magic damage.
Your team gains 120 max Health. Brawlers gain more.
- 2
- 25%
- 4
- 40%
- 6
- 65%
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- +20% AS
The holder gains the Rapidfire trait. Attacks deal 1% of the target's max Health as true damage.
Your team gains 10% Attack Speed. Rapidfire champions gain more on every attack, up to 10 stacks.
- 2
- +3% per Attack
- 3
- +5% per Attack
- 4
- +8% per Attack
- 5
- +12% per Attack
Champions with On Hit effects (13)
What benefits from On Hit (1)
1 champion · paste in the game's Team Planner
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Whirling Death Passive: Attacks target random enemies in range and apply a bleed that deals 150 / 225 / 3000 physical damage over 12 seconds. Every attack has a 12% chance to deal 50 / 50 / 900% bonus physical damage and apply 2 bleeds instead. Active: Throw two giant axes towards the enemy with the most bleeds. Deal 100 / 150 / 400 physical damage to enemies hit and consume their bleed, instantly dealing the remaining damage. The axes then return, dealing 30 / 45 / 100 physical damage to enemies hit. If no enemies are hit refund 50% of mana spent.
What enables On Hit (12)
12 shown · a team holds 10 — filter to 10 or fewer
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Deadly Plumage Gain 50% Attack Speed for the next 5 attacks. These attacks are replaced with feathers that deal 73 / 108 / 165 physical damage and reduce Armor by 2 .
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Headshot Passive: Every third attack is replaced with a Headshot that deals 210 / 315 / 515 physical damage. -
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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Solar Judgement Passive: Kayle ascends based on her star level, granting her stacking bonuses. 1st Ascension: Attacks deal 65 / 97 / 110 bonus magic damage. 2nd Ascension: Attacks 20% Shred enemies hit for 2 seconds. 3rd Ascension: Attacks fire waves, dealing 35 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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Can You Dig It? Passive: Attacks are replaced by a dance that deals 50 / 75 / 113 physical damage to all adjacent enemies. Active: Burrow underground, gaining 15% Durability for 3 seconds and healing 325 / 400 / 675 over the duration. Green Buff: When allies fall below 50% Health, they restore 15% max Health.
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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 46 / 69 / 110 magic damage per attack. -
Wuju Style Passive: Every third attack is a Double Strike. On takedown, gain a burst of movement speed. Adaptor : Double Strikes grant 15% stacking Attack Speed. Adaptor : Double Strikes deal bonus damage and heal. -
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.
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Furious Fists Passive: On attack, restore 22 / 40 / 71 Health. Active: Unleash a primal roar, restoring 200 / 265 / 360 Health. Then gain 85 / 100 / 125% Attack Speed, 15% Durability, and is unstoppable for 3 seconds. -
Javelin Toss Adaptor : Gain 150% Attack Speed for the next 3 attacks. These attacks are replaced with javelins that deal 185 / 275 / 2000 magic damage. The 3rd attack instead targets the furthest enemy with the least items and deals 330 / 500 / 3000 magic damage. Adaptor : Transform into a Melee cougar Assassin that swipes enemies.
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Rampant Growth Spawn 2 / 2 / 4 plants around the battlefield that attack the nearest enemy 10 times. Each attack deals 35 / 53 / 225 magic damage. -
Heat Without Equal Passive: Attacks deal 75 / 75 / 100% damage to enemies adjacent to the target. Active: Become invulnerable and fly into the air. On return, stun all enemies for 1.25 / 1.25 / 99 seconds, gain 15 / 15 / 100% Omnivamp, and Ignite them for 3 / 3 / 99 seconds. Ignited enemies take 2 / 2 / 20% max Health physical damage per second. Replace this ability with Flame Breath and immediately cast it. Flame Breath: Spew fire at the most enemies in a line through the target, dealing 305 / 465 / 7200 physical damage, reduced by 20% for each enemy it passes through (minimum 20%.) Ignite those enemies for 3 / 3 / 99 seconds. Elder Dragon Buff: Damaging an enemy below 12% Health executes them.
Traits with On Hit effects (1)
What enables On Hit (1)
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Your team gains 10% Attack Speed. Rapidfire champions gain more on every attack, up to 10 stacks.
Wisps with On Hit effects (1)
What enables On Hit (1)
- Marksmen's Gale Combat
Your Marksmen's attacks grant 3% stacking Attack Speed.
See also
Frequently asked questions
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What does 'on-hit' mean in TFT, and what triggers it?
An on-hit effect is a bonus effect that fires when a unit's basic attack lands on a target.
The trigger is the auto-attack hit specifically. These do not count by default:
- Abilities.
- Item effects.
- Most secondary projectiles.
The on-hit fails to trigger when the attack misses, is dodged, or the attacker is disarmed.
These items all hang off this single trigger:
- Items that apply Burn or Wound on attack.
- Items that grant mana per attack.
- Items that add bonus magic damage on attack.
Note: This is why on-hit carries care so much about how often they auto-attack.
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Do abilities trigger on-hit effects in TFT?
By default, no. Most abilities do not trigger on-hit.
There are two important exceptions:
- A handful of abilities are explicitly tagged to apply on-hit, often at reduced effectiveness. The tooltip and patch notes call out the percent.
- Some items broaden the trigger themselves. A few anti-heal or burn items apply their debuffs on 'Attacks and Abilities', so the debuff hooks in even from spell damage.
Note: Read each tooltip. If it says 'Attacks and Abilities', abilities count for that specific item. Otherwise assume on-hit means autos only.
Sources
- On-hit effect — League of Legends Wiki (lists ability-tagged on-hit applications and effectiveness rates) (opens in new tab)
- Red Buff (TFT) — League of Legends Wiki ('Attacks and Abilities Burn and Wound enemies') (opens in new tab)
- Attack effects — League of Legends Wiki (ability on-hit effectiveness reductions) (opens in new tab)
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Do multiple on-hit effects all trigger on the same attack, or do they conflict?
Yes, they all trigger. Different on-hit effects fire together on the same hit. They do not compete.
A single auto can do all of this at once, and each effect rolls independently:
- Apply a Burn-and-Wound debuff.
- Generate bonus mana.
- Add bonus magic damage.
The 'do not stack' rule in TFT applies to a debuff keyword on the same target. For example, two Shred sources do not add up to 60%. It does not apply to different on-hit items on the same attacker.
Note: Stacking different on-hit items on one carry is the standard way to amplify auto-attack output.
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If a basic attack deals reduced damage (ricochets, bolts, secondary targets), are its on-hit effects also reduced?
Yes. When an attack deals reduced damage, its on-hit effects are reduced by the same amount.
Riot states the rule explicitly: "champions that have reduced attack effectiveness also have their on-hit effects reduced by the same amount."
The canonical example is an ability that ricochets onto extra targets. Those secondary hits already deal reduced damage. The on-hit effects they apply are scaled down by the same multiplier rather than landing at full strength:
- Burn ticks.
- Shred application.
- Mana-on-attack.
- Bonus magic damage.
Note: The payload used to be binary. Either the secondary hit triggered on-hits at full value, or it did not trigger them at all. That was a known source of confusion. The rule makes "reduced effectiveness" mean the same thing across damage and on-hit utility.
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Does on-hit damage scale with Ability Power or Attack Damage?
It depends on the damage type the on-hit is tagged as.
- Magic on-hit damage is amplified by the holder's AP. TFT's universal rule is 1 AP = 1% more magic damage, true damage, shielding, and healing.
- Physical on-hit damage scales with AD-style multipliers when the tooltip ties it to AD.
- Flat 'utility' on-hits, like mana gain or Shred/Sunder application, do not scale at all.
Note: Always read the tooltip's damage tag (magic, physical or true). That tag picks both the scaling stat and the resistance that mitigates the damage.
Sources
- TFT Stats and How to Use Them — Mobalytics (Ability Power scales magic damage) (opens in new tab)
- Ability Power (TFT) — League of Legends Wiki (1 AP = 1% magic damage, true damage, shielding and healing) (opens in new tab)
- Wit's End (TFT) — League of Legends Wiki (bonus magic damage on attacks) (opens in new tab)
- Resistances (TFT) — League of Legends Wiki (damage type matches mitigation type) (opens in new tab)
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Can on-hit damage critically strike?
Generally yes, for physical on-hit damage tied directly to a basic attack.
If the auto crits, the crit multiplier carries through to bolts and on-hit additions that are explicitly flagged 'can critically strike'.
Magic on-hit damage usually cannot crit, unless the unit has an item that lets abilities crit. Magic damage on auto-attacks is treated more like a spell payload.
Note: Each item's wiki entry says explicitly whether its on-hit can crit. Patch history shows Riot has flipped that flag on individual items more than once.
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How does Attack Speed scale on-hit output?
Linearly, because every basic attack rolls every on-hit effect once.
So doubling Attack Speed roughly doubles on-hit DPS (damage per second) and on-hit utility output:
- Mana.
- Shred refreshes.
- Debuff uptime.
TFT caps Attack Speed at 5.00 attacks per second. After that, raw AS (attack speed) stops adding throughput. A few set-specific traits can briefly exceed the cap.
Note: This linear scaling is why on-hit carries stack AS items aggressively. On an on-hit-heavy build, it also makes an AS buff usually worth more than a flat AD (attack damage) buff of equivalent gold value.
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Are on-hit damage instances reduced by the target's resistances?
Yes. On-hit damage follows the same mitigation rules as any other damage.
- Physical on-hit damage is reduced by Armor.
- Magic on-hit damage is reduced by Magic Resist.
- True on-hit damage, for example Burn ticks applied via on-hit, ignores both.
The on-hit trigger does not grant any bypass. Only the damage tag in the tooltip decides which resistance applies.
A Shred or Sunder applied via on-hit is the lever for amplifying later damage of the matching type.
Note: Percent reduction debuffs do not stack with themselves, but they do stack across keywords. One Shred plus one Sunder means both are active.
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Are on-hit and 'spell-hit' the same trigger?
No. They are distinct triggers.
- On-hit fires when a basic attack connects.
- Spell-hit (also called 'on-cast' or 'on-ability') fires when an ability lands.
Items, traits, and augments are written against one or the other. Effects worded 'Attacks and Abilities' are the bridge that fires on both.
In practice, a caster carry whose damage is mostly from their spell does not benefit from items hanging off the on-hit trigger. Those items want a basic-attack-driven holder.
Note: Read the keyword in the tooltip to know which trigger you are equipping. It will say 'Attacks', 'Abilities', or 'Attacks and Abilities'.