Description
On Takedown is a trigger that fires when a unit gets a kill or an assist.
An assist counts. A unit that only dealt part of the damage still triggers it.
Items with On Takedown effects (5)
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- +25% AD
- +25% AS
- +25% AP
The holder dons a Hat on each takedown. The holder gains 1% Attack Damage and Ability Power per Hat. On death lose 20% of all Hats.
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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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- +55% AS
- +5% Damage Amp
Gain +1 Attack Range, increased by 1 whenever the holder kills an enemy.
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- +10 Armor
- +10 MR
- +25% AP
- +20% Omnivamp
Takedowns increase the holder’s Armor, Magic Resist, and Ability Power by 20.
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- +25% AD
The holder gains the Hunter trait. Takedowns grant 15% Attack Damage.
Hunters gain Attack Damage. If a Hunter hasn't swapped targets for 3 seconds, they gain 10% Damage Amp.
- 2
- 20%
- 3
- 30%
- 4
- 40%
- 5
- 60%
Champions with On Takedown effects (6)
6 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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Primordial Burst Launch a giant blast at the target that deals 190 / 285 / 430 magic damage, increased to 285 / 430 / 640 if they're below 30% max Health. If they die, permanently gain 2% Ability Power.
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Mirror Image Passive: After player combat, your strongest LeBlanc has a 10 / 15 / 30% 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 260 / 390 / 615 magic damage and 100 / 150 / 230 to adjacent enemies.
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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. -
Boomerang Blade Throw a large crossblade that deals 215 / 320 / 1150 physical damage to the current target and bounces 8 times between nearby enemies, dealing 41 / 61 / 460 physical damage each bounce. When this kills an enemy, bounce 3 / 3 / 6 additional times.
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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 375 / 565 / 6500 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Inferno Bonus: Restores 10 mana per takedown.
Augments with On Takedown effects (5)
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Deadlier Blades Prismatic Gain a Deathblade. Deathblades permanently gain 1% Attack Damage whenever their holders score a takedown.
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Deadlier Caps Prismatic Gain a Rabadon's Deathcap. Rabadon's Deathcaps grant 1 Mana Regen and permanently gain 1% Ability Power whenever their holders score a takedown.
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Challenger's Grace Gold At the start of combat, allies gain 25% Attack Speed for 4 seconds. On takedown, allies dash to their next target and gain this bonus again.
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It's Me, Baby Gold Gain a championship hex in the bottom right corner. The champion in it gains 15% Damage Amp and 15% Attack Speed, and drops 1 gold every 5 takedowns. Lore & Legends Tactician's Crown, 2026
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Solo Leveling Gold For the next 5 combats, your team size is 1, but the champion you field has massively increased stats. Gain 1 XP for every kill they get. Afterwards, gain 2 item components.
Traits that benefit from On Takedown (4)
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Choose a bounty. Your strongest Draven can progress on the bounty to earn its reward. Upon completing a bounty, choose another.
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Gather Essence by killing champions, plus more by losing player combat. Beginning at 40 Essence, choose to convert Essence to rewards or continue gathering Essence. Each reward requires increasing amounts of Essence.
Wisps with On Takedown effects (6)
What enables On Takedown (6)
- Blood Money Gold & XP
Gain 1 gold for every champion you kill.
- Heated Rivalry Champion
Gain a Rengar or a Kha'Zix. They gain 3 takedowns.
- Killing Frenzy Combat
Fighters execute targets under 12% Health. They gain 30% Attack Speed on kill.
- Nature's Wrath Combat
Kill EVERYONE without an item after 10 seconds.
- Rolling Bones Shop
You have a 50% chance to get a free reroll with each kill.
- Trophy Hunter Risky
Next player combat, your Rivals' takedowns count twice.
See also
Frequently asked questions
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What does "on takedown" mean in TFT — kills only, or also assists?
Both. Takedown is the umbrella term for either a kill or an assist.
Wherever a tooltip reads "on takedown", the trigger fires in both cases:
- When the unit lands the killing blow.
- When the unit merely contributed to an enemy's death.
Some effects scope down to "on kill" specifically when they need to, for example bonus loot drops.
Note: The "on takedown" wording is the more permissive trigger. It is the default choice when designers want assist-credit to count.
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What's the difference between "on kill" and "on takedown"?
"On kill" needs the final blow. "On takedown" also counts assists.
- "On kill" requires the holder to land the final blow that drops an enemy to 0 HP (health points). Assists do not trigger it.
- "On takedown" is broader. A kill counts, and so does an assist, so any unit that contributed to bringing the enemy down also fires the effect.
Designers reach for "on kill" when the bonus is meant to reward last-hitting, which is rare in TFT. They reach for "on takedown" when it should reward participation.
Note: This is why the takedown wording dominates TFT items, augments, and traits.
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What counts as an assist for an "on takedown" trigger?
Any meaningful contribution to an enemy's death. Most commonly, that means dealing some damage to it within a short window before it dies.
The base-League rule that defines "assist" is contribution within a short pre-death window of 10–15 seconds, depending on mode. TFT inherits that family of rules, so all of these can qualify:
- Damage.
- Certain debuffs.
- Shielding or buffing the actual killer.
Note: There is no documented public minimum-damage threshold for TFT specifically. So any non-trivial hit on the dying unit typically credits the attacker with the takedown.
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What kinds of effects do "on takedown" abilities and items grant?
Common payouts are mana, permanent stats, a short buff, or a heal.
- A flat mana refund, so the unit instantly chunks toward its next cast.
- A permanent stack on a weapon, hat, or artifact that raises Armor, Magic Resist, Ability Power, or Attack Damage.
- A temporary buff, for example a few seconds of Attack Speed and a dash to the next target.
- A percent-Health heal.
The shape varies by source, but the trigger is identical.
Note: Anything tagged "on takedown" only requires the holder to be credited with a kill or an assist on the unit that just died.
Sources
- Seeker's Armguard (TFT) — League of Legends Wiki (+Armor/MR/AP per takedown) (opens in new tab)
- Seeker's Armguard (TFT) — tactics.tools (permanent Armor / Magic Resist / Ability Power per takedown) (opens in new tab)
- Patch notes — Tacter (Deadlier Blades / Caps: AD/AP per 3 takedowns) (opens in new tab)
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If multiple enemies die to one AOE ability, do I get a takedown for each?
Yes. Takedowns are credited per dying unit, not per ability cast.
An AOE (area of effect) that kills three enemies at the same time fires "on takedown" three times.
Each triggered effect resolves independently against its own per-trigger value. For example, a +20-stack item gains +60 from a triple kill.
Note: The same is true for assist credit. Every enemy that dies inside the AOE while you are tagged for damage gives you a separate takedown.
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If I have several "on takedown" sources, do they all fire from one takedown?
Yes. Each item, augment, and trait that lists "on takedown" is its own independent trigger. They all subscribe to the same event.
A single takedown fires every subscribed effect once. All of these can resolve from the same kill or assist:
- A mana refund.
- A stack on one item.
- A stack on another item.
- A trait bonus.
Note: There is no shared cooldown across distinct takedown effects. So layering takedown-payoff sources is genuinely additive.
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Do "on takedown" stacks reset between rounds, or do they carry over?
It depends on the source.
Most in-combat takedown payoffs reset when the round ends and start over next combat:
- Mana refunds.
- Dash-and-Attack-Speed buffs.
- This-combat ramps.
That is the same lifecycle as in-combat stacking.
A separate group of takedown sources is permanent. Weapons, hats, and artifacts that say "gain X per takedown" without a duration carry stacks across every round for the rest of the game. That is the takedown-stacking pattern.
Note: Read the tooltip. The "per round" or "this combat" wording is the tell.
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How is "on takedown" different from "on death"?
The difference is perspective.
- "On takedown" fires from the killer or contributor's side when an enemy dies. The bonus goes to the unit that did the work.
- "On death" fires from the dying unit's side when it drops to 0 HP. The effect resolves on or around the corpse, regardless of who landed the killing blow.
The same combat event can trigger both. A unit's "on death" passive detonates an explosion, and the unit that killed it banks an "on takedown" stack at the same time.
Note: They are independent triggers reading opposite sides of the same death.