Description
Taunt forces affected enemies to attack the unit that applied it.
Read moreShow less about Taunt
It lasts for a duration. It overrides their normal target selection. It is a targeting override, not a disable.
A taunted enemy still acts.
- It keeps attacking.
- It keeps casting.
- It only cannot choose whom to hit.
Frontline units use it to hold enemy damage on themselves. That damage then does not get through to the backline.
Listed in: Debuffs
What enables Taunt (3)
Champions that apply Taunt (3)
Cost selected
Trait selected
Scaling selected
3 champions · paste in the game's Team Planner
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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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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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Defensive Ball Curl Taunt, forcing enemies to attack this champion. For 4 seconds, gain 400 / 550 / 700 Shield and 60 Armor and Magic Resist. When the Shield breaks, deal 50 / 75 / 120 physical damage to enemies in 2 Hexes.
What counters Taunt
What Taunt counters
See also
Frequently asked questions
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What does a taunt actually do in TFT — is it a stun?
No. A taunt only changes who an enemy attacks. For a duration, its target becomes the unit that applied the taunt.
A stun is the opposite: no moving, no attacking, no casting. Taunt is listed as a separate effect that forces the target to attack the source. So a taunted unit keeps fighting:
- It keeps attacking.
- It keeps casting.
- Its mana keeps building, gained by attacking and by being attacked.
Note: League's taunt also blocks casting. This game's taunt does not.
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Does a taunt drag every enemy on the board onto the taunter?
The reach comes from the effect doing the taunting, not from the taunt keyword itself.
No source says taunt is board-wide. No source states a hex radius either. The keyword sets no reach of its own. It says an affected enemy changes its target to the unit that applied it. How many enemies are affected comes from the effect doing the taunting, not from the keyword. The current taunt wording names no radius.
What to do about it:
- Read the reach off the tooltip.
- Place a taunter where enemy damage already is.
Note: See targeting.
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Does a taunt redirect enemy abilities too, or only their basic attacks?
Attacks, not abilities. The keyword forces affected enemies to attack the source. It changes their attack target.
Abilities are a separate layer.
- Some abilities carry their own targeting, such as the furthest unit or the lowest-Health enemy in range.
- That range is separate from attack range.
- No source says a taunt overrides those selectors.
- An ability that hits whatever the unit is currently attacking does follow, because the taunt moved that target.
So taunt soaks attacks. It is not spell protection.
Note: See targeting.
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Does CC immunity block a taunt?
Yes. Taunt sits on the crowd-control list. Crowd-control (CC) immunity prevents any type of crowd control from being applied. So a unit that is immune when the taunt arrives keeps choosing its own target.
Immunity only blocks application. Crowd control already on a unit still has its effect. Timing decides it:
- Switching immunity on afterwards will not shake a live taunt off.
- A taunt that lands once the window has ended applies normally.
Note: See stun.
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If a unit is taunted twice, do the taunts stack?
Not as added-up duration, as far as anything documented goes.
A taunted unit's target is set to the unit that applied the taunt. So it holds one forced target at a time. A second taunt re-points it at the newer source rather than giving it two.
Whether the timer refreshes, extends, or is simply replaced is not stated in any current source. So do not count on overlapping taunts lasting longer.
Note: Firing them one after another is the safer plan.
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What happens if the taunter dies or goes untargetable mid-taunt?
Death ends the taunt. Going untargetable is not confirmed to end it.
If the taunter dies, the forced target is gone. The enemies it held take a new one. The documented fallback when a unit loses its target is the closest enemy. That is often the unit you were protecting.
Untargetability is a different case. Effects already applied are not cancelled by a unit becoming untargetable, unless specially coded. So do not assume it ends a running taunt.
Note: Plan for the snap-back either way.
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Is taunting ever a trap?
Yes. A taunt concentrates enemy attacks onto one unit. Affected enemies are forced to attack the source instead of picking their own target.
When that unit dies, they fall back to the default: the closest enemy. If the rest of your frontline is already gone, that is your backline, hit immediately.
So a taunt pays off only on a holder that survives the attention it buys.
Note: The holder needs real durability or a shield behind it.
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Is "taunt" the combat effect the same as a taunt emote?
No. They are unrelated and only share a word.
The keyword on this page is a combat effect. Affected enemies are forced to attack the unit that applied it.
Emotes are a different thing.
- They are cosmetic images used in this game and in League.
- They are shown for champions and for the little creature you play as.
- They do nothing in a fight.
Note: No taunt emote command or key binding is documented for this game's client. If you came for animations, this is the wrong page.