Description
The carrier gains a permanent stack on each takedown (kill or assist) and keeps those stacks across rounds, unlike in-combat stacking which resets. Set 17 Ezreal is the headline example: every 8 takedowns earns him a permanent damage drone, so early-round farming compounds into late-game burst.
Items (2)
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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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- +10 Armor
- +10 MR
- +25 AP
- +20% Omnivamp
Takedowns increase the holder's Armor, Magic Resist, and Ability Power by 20.
Augments (2)
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Deadlier Blades Gold Gain a Deathblade. Deathblades permanently gain 1% Attack Damage whenever their holders score a takedown.
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Deadlier Caps Gold Gain a Rabadon's Deathcap. Rabadon's Deathcaps grant 1 Mana Regen and permanently gain 1% Ability Power whenever their holders score a takedown.
Champions (2)
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Accretion Deal magic damage to the lowest Health enemy in range and permanently gain 12 / 18 / 33 maximum Health. If this kills them, permanently gain 30 / 40 / 70 maximum Health instead.
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Temporal Shot Active: Fire a blast at the current target that deals 184 / 276 / 412 physical damage. Every 8 takedowns, gain a drone that deals 8 / 12 / 18 physical damage to the current target on cast.
Frequently asked questions
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What is takedown-stacking in TFT?
Takedown-stacking is a scaling pattern where the carrier earns a permanent stack every time it secures a takedown (a kill or assist), and those stacks remain on it for the rest of the game rather than resetting at end of round. Stack effects vary — bonus AD, AP, Armor / MR, or progress bars that unlock new payoffs at thresholds — but the defining trait is permanence: every round you survive, the carrier gets stronger, so early-round farming compounds into late-game burst.
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How is takedown-stacking different from in-combat stacking?
Both ramp the carrier mid-fight, but the lifecycle is opposite. In-combat stacks reset every round — anything tagged "this combat" or "per round" starts at zero on the next planning phase. Takedown-stacks persist for the rest of the game; once banked, they stay through wins, losses, and round transitions until the game ends. Read the tooltip carefully — the absence of "this combat" wording is usually the tell that the stacks are permanent.
Sources
- Seeker's Armguard (TFT) — League of Legends Wiki ("Takedowns increase the holder's Armor, Magic Resist, and Ability Power by 20" — no "this combat" wording, so the stat banks permanently) (opens in new tab)
- TFT Patch 15.1 notes — Tacter (Deadlier Blades / Caps: permanent stacks across rounds) (opens in new tab)
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How is takedown-stacking different from "on-takedown"?
"On-takedown" is the trigger — it fires whenever the holder lands a kill or assist. Takedown-stacking is one specific *payoff* shape that uses that trigger to bank a permanent stat or progress increment. Plenty of on-takedown effects are not takedown-stacks: an on-cast mana refund, a few seconds of bonus Attack Speed, a dash to the next target — all are on-takedown payoffs that expire at end of round. Takedown-stacking is the subset whose payoff sticks for the rest of the game.
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What kinds of stacks can a takedown-stacking effect grant?
The common shapes are: flat AD per N takedowns on a weapon, flat AP per N takedowns on a hat, and Armor / Magic Resist / Ability Power bundled per takedown on an artifact. A second flavor is threshold-based: every N takedowns the carrier earns a discrete reward (a bonus drone, a new buff tier, etc.) instead of a continuous per-stack stat. Both flavors share the persistence rule — the gain stays for the rest of the game.
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Is there a cap on how many stacks a takedown-stacking effect can hold?
It depends on the source — some effects are explicitly uncapped, others gate at a threshold. Always read the tooltip: if it says "up to N" the stacks halt at N, if it says "every N takedowns" without a ceiling the gain continues uncapped, and a few hero abilities define a hard maximum at 3-star ("up to 999" is functionally infinite). Patch notes have repeatedly tuned both the per-takedown value and the cap, so the live numbers are patch-specific — verify against the current patch's tooltip.
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If I sell the carrier, do takedown-stacks on items transfer to the next holder?
Stacks tied to an *item* persist with that item — when the carrier is sold the item returns to the bench with its accumulated stacks, and equipping the item to a new holder keeps those stacks. Stacks tied to a *champion's ability* (kill counters, permanent HP gained on cast) are tied to that specific unit instance and are lost when that unit is sold. The rule of thumb: read where the stack is displayed — on an item icon, it's item-bound; on the unit's hover tooltip, it's unit-bound.
Sources
- Champion (TFT) — League of Legends Wiki ("selling a champion will move all items they're holding to the bench") (opens in new tab)
- Seeker's Armguard (TFT) — tactics.tools ("Takedowns increase the holder's Armor, Magic Resist, and Ability Power by 20" — item-bound per-takedown stacks) (opens in new tab)
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Does starring up a takedown-stacking carrier reset its stacks?
No. Combining copies into a higher star level keeps the stacks the carrier had accumulated — the unit is upgraded in place and its kill-counter / per-cast permanent gains carry over. The same holds for stacks on items the unit is wearing: they remain on the items through the star-up. The only common reset path is *selling* the unit (for unit-bound ability stacks) — combining never wipes the counter, which is what makes takedown-stacking so valuable on reroll carries.
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Do takedown-stacks carry across rounds, or do they reset between fights?
They carry. That is the defining property — once a takedown-stack is banked, it remains on the carrier through every subsequent round for the rest of the game, regardless of whether the round is won or lost. This is opposite to in-combat stacking, which resets every round. Cookpit lists every Set-17 entity whose effect carries this way on the /permanent landing page — items, augments, traits, and hero abilities are gathered there in one place.