Description
Damage that Armor reduces. 50 Armor cuts it by about a third, and 100 Armor cuts it in half. Magic Resist does nothing against it. Every basic attack deals physical damage equal to the unit's Attack Damage, and abilities that deal physical damage usually scale with Attack Damage too. Sunder lowers the target's Armor, so physical hits after it land harder — at 0 Armor the full amount lands. Shields absorb physical damage like any other damage type.
What enables Physical Damage (29)
Champions (25)
Refine champions…
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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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Defensive Sweep Slice the target for 170 / 255 / 435 physical damage and gain 60 / 90 / 200 Shield for 2 seconds. -
Razor Leaves Summon five razor-sharp leaves that converge on the current target, dealing a total of 370 / 555 / 835 physical damage and applying 20% Wound and 1% Burn for 4 seconds. Scarlet Buff: Cinderling gains 22% Attack Damage each cast. Wound: Reduces healing received. Burn: Deals a percent of the target's max Health as true damage every second. -
Piercing Arrow Wind up, then fire an arrow at the most enemies in line with the target. It deals 415 / 625 / 995 physical damage to enemies hit, reduced by 40% for each enemy it passes through (minimum 40%). -
Deadly Plumage Gain 50% Attack Speed for the next 5 attacks. These attacks are replaced with feathers that deal 68 / 102 / 155 physical damage and reduce Armor by 2 .
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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. -
Rending Claws Leap to the lowest Health enemy within 3 Hexes and deal 500 / 1050 / 2250 physical damage. The next 2 attacks gain 175% Attack Speed and deal 60 / 90 / 135 bonus physical damage. Grey Buff: Gain Precision and 25% Critical Strike Chance, increased up to 75% based on missing Health.
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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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Jaws of The Beast Bite the current target, dealing 215 / 325 / 500 physical damage and healing for 20% of the damage dealt. Gain 20% Attack Speed for the rest of combat.
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Cultivation of Spirit Dash, then launch an orb at the current target that deals 160 / 240 / 360 physical damage and splits, dealing 56 / 84 / 126 physical damage to 2 nearby enemies.
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Raining Artillery Adaptor : Launch acid at the target and the other nearest enemy, dealing 165 / 250 / 425 physical damage. Enemies below 50% max Health take 231 / 350 / 595 physical damage instead. Adaptor: Damages enemies over time.
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Flock Family Summon 4 untargetable Tiny Beaks nearby for 5 seconds. Whenever Mama Beak attacks, Tiny Beaks attack the same enemy, dealing 20 / 30 / 48 physical damage. Orange Buff: Dealing physical damage reduces enemy Armor by 2.
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Defensive Ball Curl Taunt, forcing enemies to attack this champion. For 4 seconds, gain 350 / 450 / 550 Shield and 60 Armor and Magic Resist. When the Shield breaks, deal 50 / 75 / 120 physical damage to enemies in 2 Hexes. -
Savagery Jump to the lowest percent Health enemy within 3 hexes and stab them, dealing 255 / 385 / 615 physical damage. Then heal for 60 / 90 / 90 , increased to up to 120 / 180 / 180 based on their missing Health.
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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 160 / 240 / 385 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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Moonlight's Onslaught Equip Severum and swipe the target 5 times over 2 seconds, each dealing 70 / 105 / 850 physical damage. After the onslaught finishes, fire a blast that deals 490 / 735 / 5225 physical damage split among all enemies in a 2 Hex radius.
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Crimson Fury Passive: When the target dies, leap at the next target, dealing 170 / 255 / 600 physical damage. Active: Gain 80 / 80 / 280% Attack Damage for 8 seconds. During this time ignore 40 / 40 / 60% Armor. Red Buff: Attacks 1% Burn enemies and heal Brambleback for 4% max Health.
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Forest's Flurry Blink away from the current target, deal 235 / 355 / 1200 physical damage to them, and gain 30 / 30 / 100% Attack Speed. Every 4th cast consumes the Attack Speed granted from Nature's Wrath and fires a blast through the largest group of enemies that deals 385 / 580 / 2500 physical damage, reduced by 25% for each enemy it passes through (minimum 50%).
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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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Boomerang Blade Throw a large crossblade that deals 205 / 305 / 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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Spirit Rift Fire an arrow through the most enemies in a line that deals 440 / 660 / 1000 physical damage, reduced by 80 / 80 / 40% per enemy hit (minimum 20%). The arrow leaves a trail for 4 / 4 / 20 seconds that deals 7 / 11 / 220 + 2 / 3 / 10% max Health physical damage per second to enemies within and 20% Slows them. Slow: Reduce Attack Speed
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Whirling Death Passive: Attacks target random enemies in range and apply a bleed that deals 140 / 210 / 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.
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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 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 / 100 , and Stun them for 1 / 1 / 15 second. Mega Gnar gains 400 / 600 / 10000 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.
Artifacts (2)
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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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- +300 HP
- +20% AD
- +20% AS
Attacks deal 2% of the holder's max Health plus 4% of their Attack Damage as bonus physical damage to the target and adjacent enemies.
Augments (1)
Silver (1)
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Carve a Path Silver Gain a B.F. Sword. After your champions deal 65000 physical damage, gain 2 more.
Wisps (1)
- Treetop Archers Combat
Archers fire from the trees, dealing 500 physical damage every 3 seconds.
See also
What counters Physical Damage
Frequently asked questions
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What is physical damage in TFT, and how is it different from Attack Damage?
Physical damage is a tag on a hit that decides which resistance applies: Armor reduces it, Magic Resist does nothing. Attack Damage is a stat on the unit dealing the hit — a basic attack deals physical damage based on that unit's Attack Damage. The stat sets the size; the tag decides who resists. Stacking Attack Damage never changes a hit's type, though some effects do convert damage into another type.
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How can I tell whether a unit deals physical or magic damage?
Read the source of the damage, not the items on the unit. Basic attacks deal physical damage. Abilities deal magic damage by default, so an ability is physical where its text says so. Effects that replace or ride along with attacks carry the type their own text names — that can differ from the attack. Stats are not the tell: a unit with attack-based items can still cast for magic damage.
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Does an ability that scales with Attack Damage deal physical damage?
Not necessarily — the scaling stat and the damage type are set independently. Only the type printed in the text decides which resistance applies. Plenty of physical-tagged abilities also scale with Ability Power, and some attack-attached effects scale with Attack Damage yet deal magic damage, where Magic Resist reduces them and Armor does nothing. Read the ratio and the type as two separate facts.
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Does Armor reduce every physical hit, or only a percentage of it?
It applies to every hit tagged physical, but removes a share, not a fixed number. Each physical hit is multiplied by 100 divided by (100 plus the target's Armor), so 50 Armor lets about two-thirds through and 100 Armor lets half through. The share is the same on a small hit as a huge one, so more Attack Damage cannot out-scale it. Separate damage reduction can stack on top of that step.
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Two of my units both reduce enemy Armor — do the cuts add up?
It depends on the keyword. Sunder does not stack — its own text says the effect does not stack, so two Sunder sources on one target do not add together. An Armor cut written as a flat number rather than the keyword is a separate effect, and the current set has several of those alongside Sunder. Doubling up the same keyword on one carry does not double the Armor cut.
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My board only deals physical damage and armored frontlines survive it — what actually gets through?
Four lanes. Cut the Armor first — Sunder lowers it, so every later physical hit lands harder. Switch to true damage, which ignores resistances — but it also ignores Damage Amp, so those two do not combine. Add Damage Amp or an increased-damage-taken debuff, which apply after mitigation. Or change targeting. Percent-max-Health damage carries its own type, so a physical-tagged one is still cut by Armor.
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Does TFT have Armor Penetration or Lethality like League of Legends?
No. There is no penetration or lethality stat, and no current effect ignores Armor. The only ways to make physical damage land harder are to lower the target's Armor or to switch to damage the resistance does not touch. That difference matters: reduction is a debuff sitting on the target, so it helps every physical hit your whole board lands on it, not just the unit that applied it.
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Does Attack Speed make my physical damage bigger?
It makes more hits, not bigger ones. A basic attack deals physical damage based on the unit's Attack Damage, so Attack Speed raises output over time, and attack-attached bonus damage triggers more often. A single hit is unchanged, so the target's Armor removes the same share. Attack Speed is capped at 5.00 attacks per second. For an ability carry, attacking mainly builds mana.