Description
A passive is the part of a champion's ability that runs automatically — it doesn't require a cast and is always in effect. Many TFT carries pair a passive with an active that triggers when the mana bar fills.
Sources that apply it to themselves
What enables Passive (1)
Traits (1)
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Once per combat, after falling below 45% percent Health, become untargetable and repair 15% max Health per second. Upon reaching full Health, or when no other allies remain, return to combat. If fully healed, for the rest of combat Blitzcrank is in The Groove and Party Crasher's passive fires bolts four times as fast.
Sources without a recorded recipient
What enables Passive (24)
Champions (24)
Refine champions…
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Fish Frenzy Passive: For every 1% missing Health, gain 2 / 2 / 2.5% Attack Speed Active: Deal 130 / 195 / 310 physical damage to the target, increased by 50% if they're a tank.
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Aim For The Head Passive: Attacks have a 15% Lucky chance to fire an empowered Headshot, dealing physical damage. N.O.V.A. Strike: Mark all enemies, increasing damage taken by 10%. The first time marked targets drop below 50% Health, Headshot them for physical damage. Lucky: Check twice and take the better outcome.
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Double Time Passive: Attacks deal 30 / 45 / 100 bonus magic damage and an additional 70 / 105 / 190 stacking magic damage over 6 seconds. While an enemy has 5 or more stacks, Teemo is in The Groove. Active: Gain 150% Attack Speed for 3 attacks.
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Slingshot Maneuver Passive: Every 5th attack, launch a returning boomerang at the target that travels two hexes past the first enemy it hits. It deals 245 / 370 / 605 physical damage, reduced by 75% per hit. Meep Bonus: ? Meeps attack alongside Gnar, dealing physical damage per second.
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Dance n' Dice Passive: Attacks deal magic damage. Gwen is in The Groove while targeting an enemy below 40% Health. Active: Dash to a nearby hex to snip the lowest percent Health enemy, dealing 145 / 220 / 410 magic damage to the target and 75 / 110 / 215 magic damage to enemies in a cone. If this kills, dash and snip again at 65% damage!
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Pale Cascade Passive: Attacks deal 52 / 78 / 135 bonus magic damage. Active: Gain 275 / 325 / 475 Shield and summon 3 encircling orbs for 3 seconds. Orbs deal magic damage to enemies they pass through, and rotate faster based on Attack Speed.
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Bullet Cluster Passive: On takedown, gain 10 mana. Active: Fire 16 missiles in a 2-hex radius around the current target, dealing 33 / 50 / 79 physical damage each. -
It's Raining Stars Passive: Gain a different secondary effect each game based on the Stargazer constellation. Active: Call down something from the sky, dealing 150 / 225 / 360 magic damage to 3 nearby enemies and do some special effect based on this game's Stargazer Constellation.- Stargazer constellation secondary effects
- The data feed redacts Lulu's per-constellation secondary effect into "do some special effect". These are the seven variants — one is active per game, picked by the Stargazer constellation.
- The Huntress
- Apply 33% Wound and cause enemies to take 10% more damage for 5 seconds.
- The Mountain
- Briefly Stun them and deal 20 / 30 / 50% AP additional true damage.
- The Serpent
- Remove 4 / 6 / 8 Magic Resistance from enemies within 1 hex of each of them.
- The Altar
- Apply 30% Slow to them for 2 seconds.
- The Medallion
- Every 6 casts drops 1 / 3 / 5 gold.
- The Fountain
- Deal 50 / 75 / 125% AP additional magic damage to 3 other enemies.
- The Boar
- Deal 5% of their Health as bonus physical damage.
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Grasp of Convergence Passive: Gain 50% more max Health from all sources. Active: Converge an X-shape of vines on the target, dealing magic damage to each enemy hit and Stunning them for 1.5 / 1.5 / 1.75 seconds. N.O.V.A. Strike: Send forth a wave of dragons that stun all enemies for 1.5 / 1.5 / 1.75 seconds. For the rest of combat, Maokai's attacks deal bonus physical damage.
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Disco Inferno Passive: On combat start, forge a temporary completed item. If 3 items are already equipped, a random completed item becomes Radiant this combat instead. Active: Gain 125 / 200 / 500 Shield for 3 seconds, then breath fire in a cone dealing 180 / 270 / 430 magic damage. After any Shield on Ornn expires, Ornn enters The Groove for 2.5 seconds.
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Jump and Jive Passive: Whenever an enemy is knocked up, shoot them, dealing physical damage and entering The Groove for 3 seconds. Active: Unleash a volley of bullets at the target, dealing 375 / 560 / 900 physical damage and knocking up for 1 seconds. -
Unstoppable Dreadnought Passive - Proximity Blast: Whenever an enemy enters a ? hex radius, fire a blast in a cone towards the closest adjacent hex that deals 85 / 125 / 200 physical damage with 30% falloff per hex. Each adjacent hex has a 5 second cooldown, and starts combat on cooldown. Active: Gain Shield for 3 seconds and reposition up to one hex to maximize the number of targets within Proximity Blast's radius. Reset Proximity Blast's cooldowns.
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Cosmic Pursuit Passive: Attacks and Abilities mark the target. When an enemy reaches 3 marks, Wolf consumes the marks, dealing 125 / 190 / 1000 physical damage. Active: Jump up to 1 hex away and fire arrows at the nearest 3 / 3 / 5 targets, each dealing 125 / 190 / 1000 physical damage. N.O.V.A. Strike: Gain 15% Damage Amp. Now and every 4.5 seconds after, add a mark to all enemies.
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Fracture Reality Passive: Attacks deal magic damage instead. Active: Summon 5 clones that attack alongside for 5 attacks, dealing 25 / 25 / 150% damage. For their final attack, clones fire a bolt that deals 85 / 130 / 750 magic damage. -
Psi Strikes Passive: Every third attack is a doubleslash that deals 70 / 105 / 550 bonus physical damage. Active: After brief meditation, enter a Psi-State for 5 seconds, gaining 10% Omnivamp, 70% Attack Speed, and increased movement speed. Twice a second, fire a psychic projection at a random nearby enemy that deals 70 / 105 / 800 physical damage
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Time Warp Passive: This Ability adapts to Attack Damage or Ability Power, whichever is higher. Attacks deal physical damage. Active: Dash to a nearby hex, gaining 100 / 150 / 1200 Shield for 2 seconds and slashing adjacent enemies for physical damage. Every third cast, leap into the air and launch a wave of energy that deals physical damage to enemies in a line.
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Tounge Lash Passive: Once per combat after dropping below 35% Health, gain Shield for 4 seconds equal to 40% of healing received this combat. Active: Heal 300 / 360 / 1500 , then tongue lash all enemies within two hexes dealing 45 / 60 / 1500 magic damage. -
Stellar Ricochet Passive: Attacks bounce to strike 3 / 3 / 5 times, dealing 60 / 60 / 30% reduced damage per target hit and leaving a Feather behind the final target. Active: Gain 75% Attack Speed for the next 6 attacks. At the end, recall all Feathers split between the closest 3 enemies, dealing 51 / 77 / 960 physical damage each. Xayah's current target takes 25 / 40 / 200 additional physical damage per feather.
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Party Crasher Passive: Every 2 / 2 / 0.5 seconds, call down a bolt on the highest Health nearby enemy that deals 60 / 90 / 150 magic damage. Active: Summon a disco ball at the largest clump of enemies, then knock up the current target into it, dealing 150 / 225 / 999 magic damage. They crash down into the disco ball, dealing 175 / 265 / 5000 magic damage in a three hex radius. Enter The Groove for 1 second per enemy hit.
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Perfect Bladework Passive: Every 2 attacks, reveal a Vital on the target. If a Vital exists, dash to attack it dealing 37 / 56 bonus true damage and heal for 15% of the damage dealt. Active: Reveal 6 Vitals on the target and quickly attack them all. If the target dies, remaining Vitals transfer to the nearest enemy. Upon striking the final Vital, create a two hex aura that heals allies within for over 5 seconds. -
Collateral Damage Passive: Attacks fire 5 projectiles in a cone that deal ? physical damage each. Active: Fire an explosive shell that deals 390 / 585 / 5555 physical damage to the target, and 165 / 245 / 4110 physical damage to adjacent enemies.
- Passive cone damage falloff
- Per-target falloff
- Passive cone projectiles deal 60% less damage per additional enemy hit (patch 17.4).
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Space Opera Passive: Jhin has a fixed attack speed of 0.9 / 0.9 / 1.4 and converts every 1% of bonus Attack Speed into 0.75 bonus Attack Damage. Active: Summon 4 spectral hands that fire alongside Jhin for the next 4 attacks. Each hand deals 45 / 68 / 688 physical damage per shot. The final shots deal 244% more damage and pierce through the most enemies in a line, dealing 44% reduced damage per target hit. -
Reality Tear Passive: On cast, attacks gain stacking bonus magic damage. Starting from the third cast, gain true damage instead. Active: Gain 200 / 250 / 3456 Shield for 3 seconds, then slice open a rift on the largest group of champions dealing the Passive's bonus damage to all enemies within. Enemies have their Attack Speed slowed by 50 / 50 / 99% while allies within gain 80 / 80 / 999% Attack Speed, both rapidly decaying over 3 seconds. Shen always gains his rift's full bonus for this duration.
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Lend Me a Hand, Shadow! Passive: Every time Vex attacks, Shadow strikes a nearby enemy, dealing 27 / 40 / 250 magic damage. Whenever an enemy is struck 5 times by Shadow, Shadow strikes them again. Active: Shadow launches 3 empowered strikes, dealing 140 / 210 / 1000 magic damage instead.
Frequently asked questions
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What does "passive" mean for a TFT champion ability?
A passive is the part of a champion's ability that runs automatically — it doesn't require a mana-bar cast and is always in effect on the board. Wiki phrasing: "Some champions are manaless and instead have a permanent passive effect." Many carries pair a passive component (e.g., bonus on-attack damage, an aura) with an active component that fires when mana fills. If a tooltip's first sentence reads "Passive:", that clause is the always-on effect; everything below it is the active spell that needs a cast.
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Are manaless units the ones that have only a passive?
Yes. A manaless unit doesn't generate or spend mana, so it never "casts" — its entire ability is the passive line. The wiki states plainly that manaless champions "have a permanent passive effect" in lieu of an active. Practically: their tooltip lists conditions and effects that run continuously (every Nth attack, while above X HP, when an ally dies, etc.), and you don't see a mana bar above their head in combat. Most champions are not manaless; they have a small passive plus a mana-gated active.
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Champion passive vs trait passive vs item passive — what's the difference?
Three different scopes. A champion passive lives on one unit. A trait passive is a team- or role-wide bonus that activates when you field enough units sharing that trait — it persists for the round and benefits whoever the trait targets. An item passive is the stats-plus-effect a completed item adds to its holder; the wiki defines a Completed Item as one that gives "more stats and usually an effect." All three can stack on the same unit, and all three apply automatically without a mana cast.
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Do champion passives apply while a unit is on the bench?
No, by default. Bench units are not in combat — they don't attack, take damage, generate mana, or trigger their ability's passive line during the round. Their passive only matters once they're fielded on the board. A small handful of bench-aware augments ("reserve seat" / "bench buff" effects) explicitly grant the team a stat or aura sourced from benched units, but those are augment text reading from the bench, not the champion passive itself running off the board.
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Does crowd control like Stun shut off a unit's passive?
Partially, and it depends on the trigger. The wiki defines stun as: "A unit that is stunned is unable to move, declare attacks, or cast their Special Ability for the duration." So passives gated on attacks (every-Nth-hit, on-attack riders) or on casting the active stop while the unit is stunned, because the trigger itself is suppressed. Always-on auras and pre-combat conditions ("start combat with X stacks", "while above 50% HP") generally keep ticking — CC blocks the actions, not the existence of the unit.
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Do passive abilities scale with star level?
Yes, in two ways. Star-up multiplies a unit's base stats — wiki figures: 2-star is 180% HP and 150% AD of the 1-star, 3-star is 324% HP and 225% AD. Any passive whose damage reads off AD or AP automatically grows with those stats. The wiki also states the ability itself "becomes stronger" at each star, so passive coefficients (the "deals X% AP" or "X bonus damage" numbers in the tooltip) typically tier up too. Passives that grant flat percentages independent of star (e.g., "+10% Attack Speed per attack") usually don't change.
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What's the difference between a passive and an active ability?
An active ability is gated on a mana bar — "Champions with mana automatically use their Special Abilities when their mana bar is full," per the wiki, and mana fills from basic attacks plus damage taken. A passive has no mana cost and no cooldown of its own; it runs whenever its trigger condition is met (always, every Nth attack, on a hit landing, etc.). The same champion can have both — the passive line at the top of the tooltip and the active spell below it.
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Is the Set 17 Realm of the Gods boon a passive?
Yes, in spirit. The Set 17 mechanic gives you a god alignment and a Boon at stage 4-7 — Riot's overview notes "your faith will be continually rewarded as your favorite God will drop off loot periodically for the remainder of the game." The Boon itself behaves like an always-on team buff for the rest of the match, and the periodic loot drops trigger automatically without an input. It's a set-mechanic-scoped passive layered on top of whatever champion, trait, and item passives your board already has.