Description
A passive is the part of a champion's ability that runs on its own.
Read moreShow less about Passive
It needs no cast and is always in effect.
Many TFT carries pair a passive with an active. The active fires when the mana bar fills.
What enables Passive (31)
Champions with Passive effects (31)
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31 shown · a team holds 10 — filter to 10 or fewer
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Shield Bash Passive: Start combat with 60 / 80 / 100 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, increased by 85% at 3-star. Gain an Artifact Anvil each time he gains enough Forge Power. (Forge Power: ? / ?)
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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. -
Last Rites Passive: On death, spawn a Spirit Walker with 330 / 634 / 1171 max Health which immediately taunts, forcing enemies to attack it. Active: Restore 280 / 325 / 435 Health and strike the target, dealing 150 / 225 / 340 physical damage.
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Headshot Passive: Every third attack is replaced with a Headshot that deals 210 / 315 / 515 physical damage. -
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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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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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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Rock and Roll Passive: On death, split into two Kruglettes with 182 / 338 / 608 Health which immediately taunt, forcing enemies to attack them. Active: Gain 175 / 225 / 325 max Health, then roll into the target, dealing 223 / 358 / 620 damage. Slate Buff: On death, Krug and Kruglettes Shield allies for 8% max Health.
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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. -
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. -
Tantrum Passive: Every second, restore 33 / 59 / 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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Crimson Fury Passive: When the target dies, leap at the next target, dealing 135 / 205 / 1000 physical damage. Active: Gain 100 / 100 / 300% Attack Damage for 8 seconds. During this time ignore 45 / 45 / 90% Armor. Red Buff: Attacks 1% Burn enemies and heal Brambleback for 4% max Health.
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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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Haymaker Passive: Upon falling below 40% max Health the first time each combat, gain 100 mana. Active: Wind up a big punch, rapidly healing for 225 / 275 / 2000 before dealing 222 / 355 / 5233 physical damage in a large cone.
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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.
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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. -
Rage Gene Passive: Gain 5 / 5 / 50 Rage per second and 5 / 5 / 20 Rage per attack. Active: Transform into Mega Gnar and leap into the largest group of enemies within 3 hexes. Then, deal 100 / 150 / 2000 physical damage to enemies within 2 / 2 / 10 hexes, reduce their Armor and Magic Resist by 15 / 20 / 250 , and Stun them for 1 / 1 / 15 second. Mega Gnar gains 400 / 600 / 15000 Health, and replaces his Ability with Grab n' Throw. Grab n' Throw: Throw the target at the farthest enemy, dealing 380 / 570 / 9000 physical damage to them and 135 / 205 / 4500 physical damage to enemies they pass through. If there's only 1 enemy left, throw them off the battlefield instead.
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Triggerseed Passive: Shields from this Ability can critically strike with Precision. Active: Grant 2 / 2 / 10 allies 185 / 350 / 3000 Shield and 10 / 15 / 100% Damage Amp for 6 seconds. Then deal 155 / 235 / 2000 magic damage to enemies adjacent to them. After casting 6 times, also grant 100% stacking Attack Speed to targets.
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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 375 / 565 / 6500 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 375 / 565 / 6500 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 375 / 565 / 6500 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 375 / 565 / 6500 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 375 / 565 / 6500 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 375 / 565 / 6500 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 375 / 565 / 6500 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 375 / 565 / 6500 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Lunar Bonus: Applies 8% 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 375 / 565 / 6500 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 375 / 565 / 6500 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Solar Bonus: Deal 15% bonus damage. For each unique 3-star champion fielded, deal an additional 12% bonus damage.
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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 270 / 501 / 14212 Shield to allies within 3 Hexes for 3 / 3 / 99 seconds. Active: Restore 275 / 450 / 3000 Health. Taric and his paired ally deal 100 / 150 / 1000 bonus magic damage on their next 2 attacks.
See also
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 on its own. It needs no mana-bar cast and is always in effect on the board.
The wiki says: "Some champions are manaless and instead have a permanent passive effect."
Many carries pair a passive part with an active part. The passive part is, for example, bonus on-attack damage or an aura. The active part fires when mana fills.
Note: 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 does not 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 place of an active.
In practice, their tooltip lists conditions and effects that run all the time. Examples:
- Every Nth attack.
- While above X HP (health points).
- When an ally dies.
You also do not see a mana bar above their head in combat.
Note: 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-wide or role-wide bonus.
- An item passive is the stats-plus-effect a completed item adds to its holder.
A trait passive activates when you field enough units sharing that trait. It persists for the round and benefits whoever the trait targets.
The wiki defines a Completed Item as one that gives "more stats and usually an effect."
All three can stack on the same unit. 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. During the round they do not:
- Attack.
- Take damage.
- Generate mana.
- Trigger their ability's passive line.
Their passive only matters once they are fielded on the board.
Note: A small handful of bench-aware augments ("reserve seat" or "bench buff" effects) explicitly grant the team a stat or aura sourced from benched units. That is augment text reading from the bench. It is 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 state where the unit "is unable to move, declare attacks, or cast their Special Ability for the duration".
So passives gated on these triggers stop while the unit is stunned:
- Attacks (every-Nth-hit, on-attack riders).
- Casting the active.
They stop because the trigger itself is suppressed.
Always-on auras and pre-combat conditions generally keep ticking. Examples: "start combat with X stacks", "while above 50% HP".
Note: Crowd control (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.
First, a star-up multiplies a unit's base stats. Wiki figures:
- A 2-star has 180% HP and 150% AD of the 1-star.
- A 3-star has 324% HP and 225% AD of the 1-star.
Any passive whose damage reads off AD (attack damage) or AP (ability power) automatically grows with those stats.
Second, the wiki also states the ability itself "becomes stronger" at each star. So passive coefficients typically tier up too. Those are the "deals X% AP" or "X bonus damage" numbers in the tooltip.
Note: Passives that grant flat percentages independent of star usually do not change. Example: "+10% Attack Speed per attack".
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What's the difference between a passive and an active ability?
An active ability is gated on a mana bar. A passive is not.
The wiki says: "Champions with mana automatically use their Special Abilities when their mana bar is full." 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. Examples:
- Always.
- Every Nth attack.
- On a hit landing.
Note: The same champion can have both. The passive line sits at the top of the tooltip and the active spell below it.