Description
Increases the damage an affected unit takes from every source for a duration. Distinct from Sunder and Shred, which each cut one resistance stat rather than amplifying the hit, and from Weaken, which reduces what a unit deals instead of raising what it takes. It is the debuff mirror of Damage Amp — the same multiplier, applied to the victim rather than granted to the attacker.
What enables Vulnerable (1)
Champions (1)
-
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 330 / 520 / 5000 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Lunar Bonus: Applies 10% Vulnerable to enemies hit for 4 seconds. Vulnerable: Increases damage taken
See also
What Vulnerable counters
Frequently asked questions
-
What does Vulnerable — an effect that "increases damage taken" — actually do in TFT?
It is a debuff on the enemy, not a stat on your own unit. The keyword text is simply that a vulnerable unit takes increased damage, so the target carries it and every attacker hitting that target gains from it — not only whoever applied it. Live sources state a percentage and a duration. It mirrors Damage Amp, which amplifies one holder's outgoing damage instead. One documented exception: true damage ignores damage amplification entirely.
-
If two effects apply Vulnerable to the same target, do the percentages add or multiply?
No published rule covers this keyword specifically — treat it as unconfirmed. Every comparable debuff keyword here follows one convention: multiple sources do not stack, the duration refreshes, and a stronger application overwrites a weaker one. The resistance-cutting keywords carry an explicit "This effect does not stack" line, and the burn family is documented the same way. Plan around one reliable applier rather than doubling up, and check the specific source's tooltip.
-
Does Vulnerable work before or after the target's Armor and Magic Resist?
After. Amplification in this game is documented as applying post-mitigation, so resistances cut the hit first and the increase then scales what is left — it never strips Armor or Magic Resist. Because it multiplies an already-mitigated number, it pays the same percentage against a squishy target and a tanky one. True damage is a real exception, not a guess: it ignores resistances, damage reduction and damage amplification alike.
-
Is Vulnerable redundant if I already apply Sunder and Shred?
No — they act at different steps, so they compound. Sunder and Shred lower a resistance, changing the value fed into the mitigation formula; the increased-damage debuff then scales whatever survives. Cutting resistances pays most against a high-resistance frontline and little against a squishy backline, while the debuff pays the same percentage everywhere. Neither replaces the other, and the resistance keywords carry an explicit no-stacking line, so a second copy of one adds little.
-
Does it matter which of my units applies the increased-damage-taken debuff?
For the size of the increase, no — it rides on the enemy, so every unit hitting that target gains from it. What matters is uptime and where it lands. A live source applies it to all enemies hit, for a few seconds, so it is not always single-target; an applier that reaches the enemy backline is worth far more than one that only debuffs the frontline it faces. Damage Amp is the opposite — it follows the holder.
-
What happens if Vulnerable is reapplied while it is already running?
Unconfirmed for this keyword specifically. Comparable debuffs here refresh rather than add: the duration returns to full and a stronger application overwrites a weaker one, while a weaker one changes nothing. Live sources state both a percentage and a duration in seconds — a few seconds is typical — so a unit reapplying it steadily holds it up, and a single application is a short window. Once reapplication stops, it expires on its stated timer.
-
Does Vulnerable also boost Burn, bleed and other damage-over-time ticks?
Often no, and for the most common tick the assumption is backwards. Burn is dealt as true damage, and true damage ignores damage amplification outright, so the increase does nothing to it. Ticks dealt as ordinary physical or magic damage are amplified like any other hit. Bleed has no single documented damage type — it varies by source. Read the damage type in the tooltip before counting on the boost.
-
Can a unit cleanse Vulnerable, or does crowd-control immunity block it?
Treat it as a damage debuff, not crowd control. Crowd-control immunity is defined as preventing any type of crowd control from being applied, and damage-amplification debuffs are not among the listed crowd-control types — so it should not block the damage increase, and effects that clear crowd control need not remove it. The reliable counterplay is defensive: Durability and flat damage reduction both cut the damage a unit receives.
-
Does the extra damage also chew through the target's shields faster?
Yes. Resistances mitigate a hit before a shield absorbs it, and this amplification applies post-mitigation, so the number the shield must eat is the already-increased one — shields break faster. It is not a shield bypass: nothing here lets damage skip the shield layer. Against a shield-heavy board the debuff keeps its value, since it scales the hit regardless of what absorbs it. Whether overflow past a broken shield keeps the increase is undocumented.