Description
Targeting is how a unit chooses what to attack or hit with an ability.
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By default a champion attacks the closest enemy by hex distance. It keeps hitting that enemy until it dies or moves out of range. Then it retargets to the next-closest enemy.
That default is why frontline placement matters. A tank parked up front soaks the enemy carry's attacks. Your own backline carry is left alone.
Some abilities override the default with a special selector that picks a different enemy:
- The lowest-Health target. Rengar leaps at the lowest percent-Health enemy nearby. Murkwolf leaps at the lowest current-Health enemy nearby.
- The furthest enemy. Kha'Zix leaps at the farthest enemy in range.
- The highest-Health enemy.
- The largest clump of enemies. Gnar jumps into the largest group.
Note: Untargetable removes a unit from the pool of valid targets entirely.
What benefits from Targeting (1)
Radiant items that benefit from Targeting (1)
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- +400 HP
- +50 Armor
- +50 MR
Gain 20 Armor and 20 Magic Resist for each enemy targeting the holder.
What enables Targeting (52)
Champions that change Targeting (33)
Cost selected
Trait selected
Scaling selected
Range selected
Role selected
33 shown · a team holds 10 — filter to 10 or fewer
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Entrancing Dance Gain 290 / 340 / 435 Shield for 4 seconds. Then grant the ally who has dealt the most damage this combat 90 / 100 / 130% decaying Attack Speed for 4 seconds.
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Piercing Arrow Wind up, then fire an arrow at the most enemies in line with the target. It deals 445 / 670 / 1070 physical damage to enemies hit, reduced by 40% for each enemy it passes through (minimum 40%). -
Triumphant Roar Roar, restoring 306 / 437 / 646 Health, cleansing disables, and healing the two lowest percent Health allies for 80 / 105 / 130 . Then slam the current target, dealing 180 / 270 / 420 magic damage and Stunning them for 1.5 seconds.
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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 65 / 100 / 160 bonus physical damage. Grey Buff: Gain Precision and 25% Critical Strike Chance, increased up to 75% based on missing Health.
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Fungus Among Us Throw 2 clusters of mushrooms that deal 55 / 82 / 155 magic damage to the 3 nearest enemies. Then hurl a giant mushroom that deals 135 / 200 / 310 magic damage to the target. Each cast has a 10 / 12 / 15% chance to forage an extra mushroom that can be collected for bonus effects. Red: 1 Reroll Green: 1 Tactician Health Yellow: 2 XP
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Noxious Blast Poison the target and the nearest non-poisoned enemy, dealing 425 / 630 / 1020 magic damage over 15 seconds. Poisons stack. -
Harvest Reduce the Magic Resist of the 3 nearest enemies by 10. Then drain life from them over 2 seconds, healing for 410 / 485 / 850 Health and dealing 70 / 105 / 170 magic damage to each over the duration.
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Spirit of Dread Gain 50 Armor and Magic Resist for 3 seconds and restore 375 / 475 / 685 Health over the duration. Launch spectral riders at the 3 nearest enemies, dealing 80 / 120 / 195 magic damage and Stunning them for 1.5 / 1.5 / 1.75 seconds.
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Taste Their Fear Leap to the farthest enemy within 3 Hexes, dealing 265 / 370 / 535 magic damage. If they have no adjacent allies, deal 285 / 410 / 605 magic damage instead and gain 10 mana.
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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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Savagery Jump to the lowest percent Health enemy within 3 hexes and stab them, dealing 255 / 385 / 650 physical damage. Then heal for 60 / 90 / 90 , increased to up to 120 / 180 / 180 based on their missing Health.
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Spirit Bomb Launch a spirit bomb at the location within 4 hexes that has the most surrounding enemies. It deals 455 / 685 / 3500 magic damage to enemies in a 3 hex radius, reduced by 21% per hex away from the epicenter. -
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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Forest's Flurry Blink away from the current target, deal 270 / 405 / 1200 physical damage to them, and gain 30 / 30 / 100% Attack Speed. Every 4th cast consumes the Attack Speed granted from Forest's Flurry 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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Javelin Toss Adaptor : Gain 150% Attack Speed for the next 3 attacks. These attacks are replaced with javelins that deal 185 / 275 / 2000 magic damage. The 3rd attack instead targets the furthest enemy with the least items and deals 330 / 500 / 3000 magic damage. Adaptor : Transform into a Melee cougar Assassin that swipes enemies.
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Azure Shockwave Gain 480 / 684 / 2421 Shield for 4 seconds. Slam the ground, sending a fissure in the direction of the most enemies. Enemies hit are briefly knocked up, take 100 / 150 / 3500 magic damage, and are Mana Reaved for 10. Blue Buff: Each time Sentinel casts, allies gain 2 Mana Regen. Mana Reave: Increase the Mana cost of the next Ability cast.
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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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Rampant Growth Spawn 2 / 2 / 4 plants around the battlefield that attack the nearest enemy 10 times. Each attack deals 35 / 53 / 225 magic damage. -
Moonfall Rain 9 moonshards split among the 3 nearest enemies, dealing 55 / 83 / 500 magic damage each. If the moon is full, instead crash it onto the board, dealing 2350 / 3600 / 7500 magic damage split among all enemies.
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Spirit Rift Fire an arrow through the most enemies in a line that deals 465 / 700 / 1000 physical damage, reduced by 80 / 80 / 40% per enemy hit (minimum 20%). If no enemies are hit refund 70% of mana spent. The arrow leaves a trail for 3 / 3 / 20 seconds that deals 11 / 17 / 220 + 1.5 / 1.5 / 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 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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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.
Traits that change Targeting (3)
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Hunters gain Attack Damage. If a Hunter hasn't swapped targets for 3 seconds, they gain 10% Damage Amp.
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Monoliths gain 10 Armor and Magic Resist for each enemy targeting them.
Completed items that change Targeting (2)
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- +100 HP
- +25 Armor
- +25 MR
Gain 10 Armor and 10 Magic Resist for each enemy targeting the holder.
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- +20% AD
- +20% AP
- +15% Omnivamp
- +1 Mana Regen
Heal the lowest percent Health ally for 20% of damage dealt.
Radiant items that change Targeting (1)
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- +40% AD
- +40% AP
- +30% Omnivamp
- +2 Mana Regen
Heal the lowest percent Health ally for 40% of damage dealt.
Artifacts that change Targeting (4)
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- +35% AP
- +1 Mana Regen
Combat start: Form a pact with the highest Health allied champion, If they die, gain 10 Mana regen and 40% Ability Power. When the ally uses their ability, gain 10 Mana. Every 6 seconds, shield your ally for 200% of the holder's Ability Power.
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- +25% AD
- +25% AS
The holder's attacks target random enemies. Gain +2 Attack Range.
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- +55 Armor
- +55 MR
Every 3 seconds, Shields the lowest percent Health ally for 70% of the holder’s combined Armor and Magic Resist for 5 seconds. On death grants this shield to all allies.
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- +55% AD
- +55% AP
100% of overkill damage plus 130 is dealt as magic damage to the two enemies nearest the target.
Augments that change Targeting (4)
Gold (2)
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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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Cooking Pot Gold At the start of each turn, all allies holding a Frying Pan or Spatula item grant the nearest champion 60 permanent Health. Gain a Frying Pan.
Silver (2)
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Flame On Silver Your 1 and 2-cost Inferno champions gain 0.2 Attack Damage and Ability Power. The one who did the most damage last combat gains double. Gain a Varus and an Akali.
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The Tower Silver Gain a giant Training Dummy. Every 4 seconds, it zaps the 3 nearest enemies dealing 5% max Health true damage.
Wisps that change Targeting (5)
- Giant Growth Combat
Your highest Health unit grows, gaining 800 Health.
- Giant's Aura Combat
Your highest Health ally deals 2% max Health damage per second in an area.
- Grove Armor Combat
Your highest Health champion gains 15 Armor and 15 Magic Resist.
- Hugify Combat
Your highest Health unit grows, gaining 350 Health.
- Ironwood Combat
Enemies attacking your highest health champion deal 14% less damage.
What counters Targeting
See also
Frequently asked questions
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Do all my units attack the same enemy?
Usually not. Every unit picks its target on its own.
The default rule is closest enemy by hex distance. Each of your units measures the board from its own hex. It locks onto whichever enemy is nearest to it. Your units stand on different hexes, so they routinely fan out across several enemies rather than all piling onto one.
A unit keeps hitting the target it picked until that target dies or moves out of range. Only then does it re-acquire the next-closest enemy.
Note: If you want focus-fire, you have to build it through positioning. Clump your units so they share a nearest enemy. It is not the automatic behaviour.
Sources
- Champion (TFT) — League of Legends Wiki ("if the target moves out of range, the attacker only chases their target for 1 hex before switching to the closest enemy") (opens in new tab)
- TFT Positioning Guide — Mobalytics (units prioritise the closest enemy; clump units to focus the same target) (opens in new tab)
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Can I choose which enemy my carry attacks?
Not directly. TFT has no "attack that unit" command, so you never click an enemy to assign a target.
The only lever you have is positioning. Units default to the closest enemy. So where you place a unit on your side of the board decides which enemy ends up nearest to it. That decides which enemy it attacks first. Move the same carry one hex and it can flip onto a completely different opener.
Note: "Controlling targeting" in TFT always means "controlling distances", not giving a target order.
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How do I make my carry hit the enemy backline or a specific enemy?
You shape it with front-to-back positioning, not a target button.
Both boards target by proximity. So your frontline tanks should sit in the front rows. That way they are the closest enemies the opponent acquires first. This pins the enemy's attention (aggro) on your durable units and buys your backline carry time.
To push a carry onto a specific enemy, move it so the enemy you want is the closest one to that carry. Or place a decoy or bait unit to get the same result.
Note: The whole "closest-enemy" rule applies to the enemy board too. That is exactly why repositioning your frontline changes who the enemy focuses.
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Does my unit's ability hit the same enemy it's auto-attacking?
Not necessarily. Ability targeting and auto-attack targeting are independent systems.
A basic attack defaults to the closest enemy. Many abilities run their own selector, for example:
- The lowest-percent-Health enemy in range.
- The furthest unit.
- The largest clump.
- The highest current Health.
So an ability can fire at a completely different enemy than the one the unit is auto-attacking. It depends on how that specific ability is scripted.
Note: The common assumption is that a carry's ability lands on whatever it is auto-attacking. That is often false. Check the ability's own targeting before you position around it.
Sources
- Champion (TFT) — League of Legends Wiki ("Some abilities have their own targeting (such as targeting the further unit) that is separate or more specialized (such as lowest health in range)") (opens in new tab)
- TFT Positioning Guide — Mobalytics (some units have special targeting mechanics beyond proximity, so positioning holes can be exploited) (opens in new tab)
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Does untargetable mean a unit can't be hit at all?
No. Untargetable is a targeting filter, not a damage shield.
It removes the unit from the single-target pool. Attackers and target-picking abilities can no longer pick it. They must re-acquire the next valid enemy.
Effects that do not need to newly acquire the unit still land:
- Area or zone damage on the ground keeps ticking on whoever stands in it.
- Splash from an ability anchored on a different unit can still clip it.
- Any debuff already applied keeps running.
Note: "Untargetable" buys a retarget window on the enemy. It does not make a unit immune to everything.
Sources
- Champion (TFT) — League of Legends Wiki (attacker switches to the closest valid enemy once its target leaves the single-target pool) (opens in new tab)
- Untargetability — League of Legends Wiki ("no longer valid targets for ... unit-targeted, auto-targeted ... effects"; "Effects that have already been applied ... are not invalidated") (opens in new tab)
- TFT Positioning Guide — Mobalytics (decoy / bait units pull targeted abilities, so a unit removed from targeting forces a re-pick) (opens in new tab)