Team buffs

About team buffs

Buffs that land on your other units, not only on the unit that has them. Each entry below lists every Set 18 champion, trait, item and augment whose effect reaches allies. "Specific allies" means it picks some units, often the ones next to it. "Whole team" means every unit on your board gets it. Each entry carries a "Full breakdown" link to that effect's own page.

See also: Buffs — every positive effect, including the ones a unit keeps for itself — and Debuffs for effects you apply to enemies.

Defend allies

Champions, items, augments and traits that heal, shield or protect other units.

Untargetable

Full breakdown: Untargetable

Untargetable is a protective state where the unit stops being a valid target.

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Anything that has to pick a target cannot select it. That includes basic attacks and ability targeting.

Two things do not change:

  • Effects already on the unit keep running.
  • The unit stays visible on the board.

It is often triggered by HP-threshold trait passives or by item effects.

Note: It is distinct from invulnerability. Invulnerability blocks damage but still allows targeting.

Champions that grant Untargetability (1)

To specific allies (1)

1 champion · paste in the game's Team Planner

  • Flock Family ability
    Flock Family
    Summon 4 untargetable Tiny Beaks nearby for 5 Ability Power seconds. Whenever Mama Beak attacks, Tiny Beaks attack the same enemy, dealing 22 / 33 / 52 Attack Damage physical damage.
    
    Orange Buff: Dealing physical damage reduces enemy Armor by 2.

Shield

Full breakdown: Shield

A Shield is temporary HP that sits on top of a unit's real Health.

Damage hits the shield first. The unit's real Health is only touched once the shield is gone.

Champions that grant Shields (4)

To specific allies (4)

4 champions · paste in the game's Team Planner

  • Ki Barrier ability
    Ki Barrier
    Grant 375 / 450 / 575 Ability Power Shield to Shen and 225 / 300 / 400 Ability Power Shield to a nearby damaged ally for 4 seconds. Both of their next 3 attacks gain 40% Attack Speed and deal 35 / 55 / 80 Ability Power bonus magic damage.
  • Rock and Roll ability
    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 Ability Power max Health, then roll into the target, dealing 223 / 358 / 620 Attack DamageMax Health damage.
    
    Slate Buff: On death, Krug and Kruglettes Shield allies for 8% max Health.
  • Triggerseed ability
    Triggerseed
    Passive: Shields from this Ability can critically strike with Precision. 
    
    Active: Grant 2 / 2 / 10 allies 185 / 350 / 3000 Ability Power Shield and 10 / 15 / 100% Damage Amp for 6 seconds. Then deal 155 / 235 / 2000 Ability Power magic damage to enemies adjacent to them. After casting 6 times, also grant 100% stacking Attack Speed to targets. 
  • Emerald Radiance ability
    Emerald Radiance
    Passive: The first time Taric or his paired ally drops below 50% Health, unleash emerald energy from both of them, granting 270 / 501 / 14212 Max Health Shield to allies within 3 Hexes for 3 / 3 / 99 seconds.
    
    Active: Restore 275 / 450 / 3000 Ability Power Health. Taric and his paired ally deal 100 / 150 / 1000 Ability Power bonus magic damage on their next 2 attacks.

Traits that grant Shields (1)

To the whole team (1)
  • Description
    Your champions gain a 5% max Health shield and deal 8% bonus magic damage. Gain additional bonuses for each unique 3-star champion:
    
    1 : Increase shield and magic damage by 1% for each 3-star. 
    3 : 15% Attack Speed and 12 ArmorMagic Resist
    5 : Convert 40% of the bonus magic damage to true damage.
    7 : Every 4 seconds of combat, a 3-star champion ascends to 4-star.

Artifacts that grant Shields (2)

To specific allies (2)
    • +35% AP
    • +1 Mana Regen
    Eternal Pact description

    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.

    • +55 Armor
    • +55 MR
    Lightshield Crest description

    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.

Augments that grant Shields (4)

To specific allies (1)
  • Description
    Gain 3 gold now. On Stage 3-7, gain an Infinity Force. Infinity Force gives allies in the same row a 12% Health shield.
    
    Monsters Attack Championship, 2023
To the whole team (3)
  • Description
    Your team gains 12% Omnivamp. Excess healing is converted to a shield up to 200 Health.
  • Description
    Your team gains 18% Omnivamp. Excess healing is converted to a shield up to 400 Health.
  • Description
    Your team gains 25% Omnivamp. Excess healing is converted to a shield up to 1000 Health.

Heal

Full breakdown: Heal

A Heal restores Health to a unit.

It cannot raise the unit above its maximum HP.

Champions that grant Healing (3)

To specific allies (3)

3 champions · paste in the game's Team Planner

  • Triumphant Roar ability
    Triumphant Roar
    Roar, restoring 306 / 437 / 646 Ability Power Health, cleansing disables, and healing the two lowest percent Health allies for 80 / 105 / 130 Ability Power. Then slam the current target, dealing 180 / 270 / 420 Ability Power magic damage and Stunning them for 1.5 seconds.
  • Can You Dig It? ability
    Can You Dig It?
    Passive: Attacks are replaced by a dance that deals 50 / 75 / 113 Attack Damage physical damage to all adjacent enemies.
    
    Active: Burrow underground, gaining 15% Durability for 3 seconds and healing 325 / 400 / 675 Ability Power over the duration. 
    
    Green Buff: When allies fall below 50% Health, they restore 15% max Health.
  • Final Spark ability
    Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 Ability Power 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.

Traits that grant Healing (1)

To specific allies (1)

Completed items that grant Healing (1)

To specific allies (1)
    • +20% AD
    • +20% AP
    • +15% Omnivamp
    • +1 Mana Regen
    Hextech Gunblade description

    Heal the lowest percent Health ally for 20% of damage dealt.

    B.F. SwordNeedlessly Large Rod

Emblems that grant Healing (2)

To specific allies (2)
    • +250 HP
    • +2 Mana Regen
    Flora Fatalis Emblem description

    The holder gains the Flora Fatalis trait.

    1
    10 Mana
    2
    and grant a 8% max Health heal to the lowest Health ally.
    • +250 HP
    • +2 Mana Regen
    Flora Fatalis Emblem (Augment) description

    The holder gains the Flora Fatalis trait. They gain double benefits from Flora Fatalis.

    1
    10 Mana
    2
    and grant a 8% max Health heal to the lowest Health ally.

Radiant items that grant Healing (1)

To specific allies (1)
    • +40% AD
    • +40% AP
    • +30% Omnivamp
    • +2 Mana Regen
    Radiant Hextech Gunblade description

    Heal the lowest percent Health ally for 40% of damage dealt.

Augments that grant Healing (6)

To specific allies (3)
  • Description
    When an enemy dies, a nearby ally is healed for 250 Health.
  • Description
    When an enemy dies, a nearby ally is healed for 575 Health.
  • Description
    Gain a Spirit Visage. Every 5 seconds, Spirit Visage heals allies within 1 hex for 9% of their missing Health.
To the whole team (3)
  • Description
    Your team gains 12% Omnivamp. Excess healing is converted to a shield up to 200 Health.
  • Description
    Your team gains 18% Omnivamp. Excess healing is converted to a shield up to 400 Health.
  • Description
    Your team gains 25% Omnivamp. Excess healing is converted to a shield up to 1000 Health.

Max Health

Full breakdown: Max Health

Max Health is extra maximum HP given to a unit.

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It comes in two shapes:

  • A flat amount, like +150 Health.
  • A percentage, like +6% max Health.

You meet it whenever you:

  • Stack Giant's Belt items.
  • Pick health-boost augments such as Giant and Mighty.
  • Run the Old Growth trait.

Old Growth permanently raises the max Health of your strongest Old Growth champion. It does so every time an enemy dies near it.

Note: That last kind never resets. Stats that keep growing round after round, Old Growth's Health included, have their own page: Permanent Takedown Stacks.

Traits that grant Max Health (4)

To specific allies (2)
  • Description
  • Description
    Whenever an enemy within 3 hexes dies, your strongest Old Growth champion gains 30 permanent max Health.
To the whole team (2)
  • Description
    Your team gains 120 max Health. Brawlers gain more.
  • Description
    Your champions gain a 5% max Health shield and deal 8% bonus magic damage. Gain additional bonuses for each unique 3-star champion:
    
    1 : Increase shield and magic damage by 1% for each 3-star. 
    3 : 15% Attack Speed and 12 ArmorMagic Resist
    5 : Convert 40% of the bonus magic damage to true damage.
    7 : Every 4 seconds of combat, a 3-star champion ascends to 4-star.

Emblems that grant Max Health (3)

To specific allies (2)
    • +250 HP
    • +2 Mana Regen
    Flora Fatalis Emblem description

    The holder gains the Flora Fatalis trait.

    1
    10 Mana
    2
    and grant a 8% max Health heal to the lowest Health ally.
    • +250 HP
    • +2 Mana Regen
    Flora Fatalis Emblem (Augment) description

    The holder gains the Flora Fatalis trait. They gain double benefits from Flora Fatalis.

    1
    10 Mana
    2
    and grant a 8% max Health heal to the lowest Health ally.
To the whole team (1)
    • +150 HP
    Brawler Emblem description

    The holder gains the Brawler trait. Attacks deal 2.5% of the holder's max Health as magic damage.

    Your team gains 120 max Health. Brawlers gain more.
    2
    25% Max Health
    4
    40% Max Health
    6
    65% Max Health
    Frying PanGiant's Belt

Armor

Full breakdown: Armor

Armor is the physical-defense stat that reduces incoming Attack Damage (AD) damage.

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Three kinds of sources feed into it:

  • Tank items.
  • The Defender trait.
  • Champions or items that grant flat Armor.

A handful of effects also scale a bonus off a unit's Armor value.

Note: Sunder is its inverse, a debuff that reduces enemy Armor.

Traits that grant Armor (1)

To the whole team (1)
  • Description
    Your team gains 12 Armor and Magic Resist. Defenders gain more.

Emblems that grant Armor (1)

To the whole team (1)
    • +30 Armor
    • +30 MR
    Defender Emblem description

    The holder gains the Defender trait. Combat Start: Gain 6% Attack Speed for every ally that starts in the front row.

    Your team gains 12 Armor and Magic Resist. Defenders gain more.
    2
    25
    4
    60
    6
    115

Augments that grant Armor (13)

To specific allies (8)
  • Description
    Combat start: Champions grant other adjacent champions 7 Armor and Magic Resist. This effect stacks.
  • Description
    Combat start: Champions grant other adjacent champions 10 Armor and Magic Resist. This effect stacks.
  • Description
    Champions without items equipped gain 30 Armor and Magic Resist.
  • Description
    Champions without items equipped gain 50 Armor and Magic Resist.
  • Description
    If you have exactly 2 allies in your first row, grant them 100 Health, 35 Armor, and 35 Magic Resist.
  • Description
    Champions gain 1.5% Attack Damage, 1.5% Ability Power, 1.5 Armor, and 1.5 Magic Resist for each ally that shares a trait with them.
  • Description
    Champions gain 2.5% Attack Damage, 2.5% Ability Power, 2 Armor, and 2 Magic Resist for each ally that shares a trait with them.
  • Description
    Champions gain 4% Attack Damage, 4% Ability Power, 3.5 Armor, and 3.5 Magic Resist for each ally that shares a trait with them.
To the whole team (5)
  • Description
    Allies gain 15 Armor and Magic Resist, increased by 2 per player level.
    
    Gizmos & Gadgets Championship, 2022
  • Description
    Your team gains 2.5% Damage Amp and 3 Armor and Magic Resist for each Bronze-tier trait.
  • Description
    Your team gains 8 Armor and Magic Resist. After falling below 50% Health, increase this to 40 for the rest of combat.
  • Description
    Your team gains 44 Health, 4% Attack Damage, 4% Ability Power, 4 Armor, 4 Magic Resist, 4% Attack Speed, and 4 Mana.
  • Description
    Your team gains 88 Health, 8% Attack Damage, 8% Ability Power, 8 Armor, 8 Magic Resist, 8% Attack Speed, and 8 Mana.

Magic Resist

Full breakdown: Magic Resist

Magic Resist is the magic-defense stat that reduces incoming Ability Power (AP) damage.

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Sources that grant it or scale off it:

  • Many sustain items.
  • The Defender frontline trait.
  • "Gain X Armor and Magic Resist" effects.

Note: Shred is its inverse.

Traits that grant Magic Resist (1)

To the whole team (1)
  • Description
    Your team gains 12 Armor and Magic Resist. Defenders gain more.

Emblems that grant Magic Resist (1)

To the whole team (1)
    • +30 Armor
    • +30 MR
    Defender Emblem description

    The holder gains the Defender trait. Combat Start: Gain 6% Attack Speed for every ally that starts in the front row.

    Your team gains 12 Armor and Magic Resist. Defenders gain more.
    2
    25
    4
    60
    6
    115

Augments that grant Magic Resist (8)

To specific allies (3)
  • Description
    Combat start: Champions grant other adjacent champions 7 Armor and Magic Resist. This effect stacks.
  • Description
    Combat start: Champions grant other adjacent champions 10 Armor and Magic Resist. This effect stacks.
  • Description
    If you have exactly 2 allies in your first row, grant them 100 Health, 35 Armor, and 35 Magic Resist.
To the whole team (5)
  • Description
    Allies gain 15 Armor and Magic Resist, increased by 2 per player level.
    
    Gizmos & Gadgets Championship, 2022
  • Description
    Your team gains 2.5% Damage Amp and 3 Armor and Magic Resist for each Bronze-tier trait.
  • Description
    Your team gains 8 Armor and Magic Resist. After falling below 50% Health, increase this to 40 for the rest of combat.
  • Description
    Your team gains 44 Health, 4% Attack Damage, 4% Ability Power, 4 Armor, 4 Magic Resist, 4% Attack Speed, and 4 Mana.
  • Description
    Your team gains 88 Health, 8% Attack Damage, 8% Ability Power, 8 Armor, 8 Magic Resist, 8% Attack Speed, and 8 Mana.

Durability

Full breakdown: Durability

Durability is a percentage damage reduction that cuts incoming damage.

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It applies after Armor and Magic Resist and stacks multiplicatively.

Sources include the following.

  • The Vanguard trait.
  • The Juggernaut trait.
  • Steadfast Heart.
  • Augments like Gilded Steel.

Traits that grant Durability (3)

To the whole team (3)
  • Description
    Your strongest Alune cycles to a new phase of the moon after each cast. While the moon is at or below half full, your team gains 7% Durabilty. While above, your team gains 7% Damage Amp.
  • Description
    Your team gains Durability. Juggernauts gain more.
  • Description
    Your team gains 5% Durability, increased to 10% if 6 or more Zyra plants are alive.

Emblems that grant Durability (1)

To the whole team (1)
    • +250 HP
    Juggernaut Emblem description

    The holder gains the Juggernaut trait. Gain 10 mana whenever a Juggernaut dies.

    Your team gains Durability. Juggernauts gain more.
    2
    4% Durability or 20% Durability
    4
    6% Durability or 30% Durability
    6
    8% Durability or 42% Durability

Augments that grant Durability (1)

To the whole team (1)
  • Description
    Gain two 5-cost champions. If you field at least one 5-cost champion, your 1 to 4-cost champions gain 8% Durability.
    
    K.O. Coliseum Tactician's Crown, 2025

Boost allies' output

Champions, items, augments and traits that make other units hit harder or cast faster.

Attack Speed

Full breakdown: Attack Speed

Bonus Attack Speed (AS) makes a unit attack more often per second.

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That gives two things.

  • More auto-attack damage.
  • Faster mana generation toward the next ability cast.

Some carries scale beyond that. Their ability itself fires more hits when they have more Attack Speed.

Example: The number of swipes in Aphelios's onslaught grows with his Attack Speed.

Note: Stacking AS items and traits on these units compounds. You get faster autos, faster casts, and bigger casts.

Champions that grant Attack Speed (3)

To specific allies (3)

3 champions · paste in the game's Team Planner

  • Entrancing Dance ability
    Entrancing Dance
    Gain 290 / 340 / 435 Ability Power Shield for 4 seconds. Then grant the ally who has dealt the most damage this combat 90 / 100 / 130% Ability Power decaying Attack Speed for 4 seconds. 
  • Ki Barrier ability
    Ki Barrier
    Grant 375 / 450 / 575 Ability Power Shield to Shen and 225 / 300 / 400 Ability Power Shield to a nearby damaged ally for 4 seconds. Both of their next 3 attacks gain 40% Attack Speed and deal 35 / 55 / 80 Ability Power bonus magic damage.
  • Triggerseed ability
    Triggerseed
    Passive: Shields from this Ability can critically strike with Precision. 
    
    Active: Grant 2 / 2 / 10 allies 185 / 350 / 3000 Ability Power Shield and 10 / 15 / 100% Damage Amp for 6 seconds. Then deal 155 / 235 / 2000 Ability Power magic damage to enemies adjacent to them. After casting 6 times, also grant 100% stacking Attack Speed to targets. 

Traits that grant Attack Speed (2)

To specific allies (1)
  • Description
    Lunar champions and adjacent allies gain Attack Speed and Ability Power. Lunar champions gain 100% more.
To the whole team (1)
  • Description
    Your team gains 10% Attack Speed. Rapidfire champions gain more on every attack, up to 10 stacks.

Emblems that grant Attack Speed (2)

To specific allies (1)
    • +20% AS
    • +3 Mana Regen
    Lunar Emblem description

    The holder gains the Lunar trait.

    Lunar champions and adjacent allies gain Attack Speed and Ability Power. Lunar champions gain 100% more.
    2
    7% Attack Speed, 7% Ability Power
    3
    12% Attack Speed, 12% Ability Power
    4
    16% Attack Speed, 16% Ability Power
    5
    20% Attack Speed, 20% Ability Power
    SpatulaTear of the Goddess
To the whole team (1)
    • +20% AS
    Rapidfire Emblem description

    The holder gains the Rapidfire trait. Attacks deal 1% of the target's max Health as true damage.

    Your team gains 10% Attack Speed. Rapidfire champions gain more on every attack, up to 10 stacks.
    2
    +3% Attack Speed per Attack
    3
    +5% Attack Speed per Attack
    4
    +8% Attack Speed per Attack
    5
    +12% Attack Speed per Attack
    Frying PanRecurve Bow

Augments that grant Attack Speed (11)

To specific allies (1)
  • Description
    Gain a championship hex in the bottom right corner. The champion in it gains 15% Damage Amp and 15% Attack Speed, and drops 1 gold every 5 takedowns.
    
    Lore & Legends Tactician's Crown, 2026
To the whole team (10)
  • Description
    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.
  • Description
    Your team gains 10% Attack Speed every 3 seconds in combat.
  • Description
    Your team gains 4 Health and 0.3% Attack Speed per missing player Health.
  • Description
    Gain 2 XP at the start of player combat rounds. Your 5-cost champions gain 12% Health and 12% Attack Speed.
    
    Cyber City Tactician's Crown, 2025
  • Description
    Gain a random Emblem. Your 3-cost champions and all allies equipped with an Emblem gain 150 Health and 12% Attack Speed.
    
    Reckoning Championship, 2021
  • Description
    Champions that start combat adjacent to an Elderwood plant gain 15% Attack Speed and heal 2% of their maximum Health every 2 seconds. Gain an Alistar, an Ornn, and a Xayah.
  • Description
    Your team gains 44 Health, 4% Attack Damage, 4% Ability Power, 4 Armor, 4 Magic Resist, 4% Attack Speed, and 4 Mana.
  • Description
    Your team gains 88 Health, 8% Attack Damage, 8% Ability Power, 8 Armor, 8 Magic Resist, 8% Attack Speed, and 8 Mana.
  • U.R.F Gold
    Description
    Gain a Spatula. Champions holding Spatula or Frying Pan items gain 20% Attack Speed and 3 Mana Regen.
  • Description
    Gain a random Emblem and a completed item anvil. Allies that share a trait with that Emblem gain 30% Attack Speed.
    
    Into The Arcane Tactician's Crown, 2025

Ability Power

Full breakdown: Ability Power

Ability Power (AP) scaling means an effect gets stronger when its holder stacks AP.

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Champions and effects flagged as AP-scaling get bigger damage, healing, or shield values.

AP comes from items like these, or from trait bonuses.

  • Jeweled Gauntlet.
  • Rabadon's Deathcap.
  • Nashor's Tooth.

Traits that grant Ability Power (2)

To specific allies (1)
  • Description
    Lunar champions and adjacent allies gain Attack Speed and Ability Power. Lunar champions gain 100% more.
To the whole team (1)
  • Description
    Your team gains 10% Ability Power. Spellweavers gain more, plus extra Ability Power whenever a Spellweaver casts an Ability.

Emblems that grant Ability Power (2)

To specific allies (1)
    • +20% AS
    • +3 Mana Regen
    Lunar Emblem description

    The holder gains the Lunar trait.

    Lunar champions and adjacent allies gain Attack Speed and Ability Power. Lunar champions gain 100% more.
    2
    7% Attack Speed, 7% Ability Power
    3
    12% Attack Speed, 12% Ability Power
    4
    16% Attack Speed, 16% Ability Power
    5
    20% Attack Speed, 20% Ability Power
    SpatulaTear of the Goddess
To the whole team (1)
    • +25% AP
    Spellweaver Emblem description

    The holder gains the Spellweaver trait. Gain 2 Mana whenever an ally casts their Ability.

    Your team gains 10% Ability Power. Spellweavers gain more, plus extra Ability Power whenever a Spellweaver casts an Ability.
    2
    10% Ability Power, +1% Ability Power per cast
    4
    30% Ability Power, +1% Ability Power per cast
    6
    55% Ability Power, +2% Ability Power per cast
    Frying PanNeedlessly Large Rod

Augments that grant Ability Power (7)

To the whole team (7)
  • Baron's Lair Prismatic
    Description
    Gain a random Tank item. After 8 seconds of combat, your team gains 4% bonus Attack Damage and Ability Power every second for the rest of combat.
    
    TFT Paris Open, 2025
  • Description
    Your team gains 3% Attack Damage & Ability Power. This increases by 1% after each player combat. 1-cost champions gain double.
  • Description
    Champions that fight in player combat cannot be benched or sold. Your team gains 1% Health, and 1% Attack Damage and Ability Power after player combat.
  • Description
    Combat start: Your team gains 1.5% Attack Damage and Ability Power per second for 10 seconds. At max stacks, deal 12% bonus true damage.
  • Description
    Your units gain 1.5% Attack Damage and 1.5% Ability Power for each non-unique Trait active across your team.
  • Description
    Your team gains 44 Health, 4% Attack Damage, 4% Ability Power, 4 Armor, 4 Magic Resist, 4% Attack Speed, and 4 Mana.
  • Description
    Your team gains 88 Health, 8% Attack Damage, 8% Ability Power, 8 Armor, 8 Magic Resist, 8% Attack Speed, and 8 Mana.

Damage Amp

Full breakdown: Damage Amp

Damage Amp is a multiplicative bonus to all damage dealt.

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It is not the same as raw Attack Damage (AD) or Ability Power (AP). AD and AP are type-specific scaling. Damage Amp applies after that type-specific scaling.

Champions that grant Damage Amp (1)

To specific allies (1)

1 champion · paste in the game's Team Planner

  • Triggerseed ability
    Triggerseed
    Passive: Shields from this Ability can critically strike with Precision. 
    
    Active: Grant 2 / 2 / 10 allies 185 / 350 / 3000 Ability Power Shield and 10 / 15 / 100% Damage Amp for 6 seconds. Then deal 155 / 235 / 2000 Ability Power magic damage to enemies adjacent to them. After casting 6 times, also grant 100% stacking Attack Speed to targets. 

Traits that grant Damage Amp (1)

To the whole team (1)
  • Description
    Your strongest Alune cycles to a new phase of the moon after each cast. While the moon is at or below half full, your team gains 7% Durabilty. While above, your team gains 7% Damage Amp.

Augments that grant Damage Amp (8)

To specific allies (4)
  • Description
    Allies that start combat in the back row begin combat at 80% Health but gain 16% Damage Amp.
  • Description
    Allies that start combat in the back row begin combat at 80% Health but gain 25% Damage Amp.
  • Description
    Your Lunar champions gain 100 Health and 8% Damage Amp for each unique Solar champion fielded. Gain a Leona, a Kayle, and a Diana.
  • Description
    Your Lunar champions gain 100 Health and 8% Damage Amp for each unique Solar champion fielded. Gain a Leona, a Kayle, and an Aphelios.
To the whole team (4)
  • Description
    After 12 seconds of combat, your units gain 35% Damage Amp.
  • Description
    Your team gains 2.5% Damage Amp for each Bronze-tier trait.
  • Description
    Your team gains 2.5% Damage Amp and 3 Armor and Magic Resist for each Bronze-tier trait.
  • Description
    After 12 seconds of combat, your units gain 20% Damage Amp.

Omnivamp

Full breakdown: Omnivamp

Omnivamp heals a unit for a percentage of the damage it deals.

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The stat counts every damage type. Attacks and abilities both feed it.

Note: A few carriers use a smaller pool. Wit's End heals only from the magic damage it adds. They still count as Omnivamp: the same heal-from-your-own-damage effect, with a smaller pool to draw from.

Augments that grant Omnivamp (3)

To the whole team (3)
  • Description
    Your team gains 12% Omnivamp. Excess healing is converted to a shield up to 200 Health.
  • Description
    Your team gains 18% Omnivamp. Excess healing is converted to a shield up to 400 Health.
  • Description
    Your team gains 25% Omnivamp. Excess healing is converted to a shield up to 1000 Health.

Crit

Full breakdown: Crit

Crit means a unit's damage scales with crit chance and crit damage.

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Those stats come from items like Infinity Edge and Jeweled Gauntlet.

Note: By default, abilities cannot crit. The sibling Precision mechanic is what lets spell damage roll crits. So a crit-on-spell build needs a Precision source first. Only then do crit chance and crit damage apply to abilities.

Augments that grant Crit (3)

To specific allies (1)
  • Retribution Prismatic
    Description
    Gain 2 Hands of Justice. Allies equipped with Hand of Justice gain Precision and 15% Critical Strike Chance.
    
    Precision: Ability damage can critically strike. Additional Precision grants 10% Critical Strike Damage.
To the whole team (2)
  • Description
    Your team gains 15% Critical Strike Chance and Precision.
    
    Precision: Ability damage can critically strike. Additional Precision grants 10% Critical Strike Damage.
  • Description
    Your team gains 25% Critical Strike Chance, 10% Critical Strike Damage, and Precision.
    
    Precision: Ability damage can critically strike. Additional Precision grants 10% Critical Strike Damage.

Stacking In Combat

Full breakdown: Stacking In Combat

Stacking In Combat means a unit ramps its power within a single round.

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Two examples show the shape.

  • Titan's Resolve gains Attack Damage (AD) and Ability Power (AP) per attack or hit taken.
  • The Rapidfire trait builds stacking Attack Speed on every attack, up to a cap.

Note: All in-combat stacks reset when the round ends. Permanent takedown stacks are different. They carry across rounds.

Champions that grant in-combat stacks (1)

To specific allies (1)

1 champion · paste in the game's Team Planner

  • Triggerseed ability
    Triggerseed
    Passive: Shields from this Ability can critically strike with Precision. 
    
    Active: Grant 2 / 2 / 10 allies 185 / 350 / 3000 Ability Power Shield and 10 / 15 / 100% Damage Amp for 6 seconds. Then deal 155 / 235 / 2000 Ability Power magic damage to enemies adjacent to them. After casting 6 times, also grant 100% stacking Attack Speed to targets. 

Permanent Takedown Stacks

Full breakdown: Permanent Takedown Stacks

Permanent Takedown Stacks are stat gains that keep growing round after round instead of resetting when the fight ends.

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The usual trigger is a takedown. The unit banks a stack on every kill or assist and keeps it. So early-round farming compounds into late-game power.

But the trigger is not always a takedown you made.

  • Old Growth pays out whenever any enemy dies within three hexes of it. Your strongest Old Growth champion gains 30 permanent max Health each time.
  • Veigar banks Ability Power when the enemy it hit dies.

Note: What every source here shares is the persistence, not the kill. The stack survives the round. That is what separates it from in-combat stacking, which starts again from zero every fight.

Traits that grant Permanent Takedown Stacks (1)

To the whole team (1)

Attack Damage

Full breakdown: Attack Damage

Attack Damage (AD) scaling means an effect gets stronger when its holder stacks AD.

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Champions and effects flagged as AD-scaling get bigger auto-attack and ability damage.

AD comes from items like these, or from trait bonuses.

  • Deathblade.
  • Infinity Edge.
  • Giant Slayer.
  • Bloodthirster.

Traits that grant Attack Damage (1)

To the whole team (1)

Augments that grant Attack Damage (8)

To the whole team (8)
  • Baron's Lair Prismatic
    Description
    Gain a random Tank item. After 8 seconds of combat, your team gains 4% bonus Attack Damage and Ability Power every second for the rest of combat.
    
    TFT Paris Open, 2025
  • Description
    Your team gains 3% Attack Damage & Ability Power. This increases by 1% after each player combat. 1-cost champions gain double.
  • Description
    Your team gains 10% Attack Damage. Every 5 seconds, they gain 5% more.
  • Description
    Champions that fight in player combat cannot be benched or sold. Your team gains 1% Health, and 1% Attack Damage and Ability Power after player combat.
  • Description
    Combat start: Your team gains 1.5% Attack Damage and Ability Power per second for 10 seconds. At max stacks, deal 12% bonus true damage.
  • Description
    Your units gain 1.5% Attack Damage and 1.5% Ability Power for each non-unique Trait active across your team.
  • Description
    Your team gains 44 Health, 4% Attack Damage, 4% Ability Power, 4 Armor, 4 Magic Resist, 4% Attack Speed, and 4 Mana.
  • Description
    Your team gains 88 Health, 8% Attack Damage, 8% Ability Power, 8 Armor, 8 Magic Resist, 8% Attack Speed, and 8 Mana.

Mana

Full breakdown: Mana

Mana is the unit-level resource that gates ability casts.

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A champion casts once its mana bar fills. So a low-mana unit casts more often than a high-mana one.

Three things push casts faster:

  • Spear of Shojin gives mana per attack.
  • Adaptive Helm amplifies Mana from all sources.
  • Augments that grant starting mana.

Champions that grant Mana (11)

To specific allies (11)

11 shown · 2 team slots — forms of one champion share a slot

  • Azure Shockwave ability
    Azure Shockwave
    Gain 480 / 684 / 2421 Ability PowerMax Health 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 Ability Power 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.
  • Final Spark ability
    Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the largest group of enemies that deals 375 / 565 / 6500 Ability Power magic damage, reduced by 25 / 25 / 10% for each enemy hit.
  • Final Spark ability
    Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 Ability Power magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%).
    
    Blackthorn Bonus: Stuns targets hit for 1 second.
  • Final Spark ability
    Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 Ability Power magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%).
    
    Blossom Bonus: The first target hit is dealt 10% bonus damage.
  • Final Spark ability
    Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 Ability Power 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.
  • Final Spark ability
    Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 Ability Power 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.
  • Final Spark ability
    Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 Ability Power 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.
  • Final Spark ability
    Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 Ability Power magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%).
    
    Inferno Bonus: Restores 10 mana per takedown.
  • Final Spark ability
    Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 Ability Power 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
  • Final Spark ability
    Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 Ability Power magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%).
    
    Primal Bonus: Gain 60% Attack Speed for 6 seconds after cast.
  • Final Spark ability
    Final Spark
    Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 Ability Power mana. 
    
    Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 Ability Power 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.

Augments that grant Mana (5)

To the whole team (5)
  • Description
    Gain a Tear of the Goddess. Your team gains 1 Mana Regen. After 12 seconds in combat, increase this to 4.
  • Description
    Your champions holding an item gain 100 Health and 2 Mana Regen. Gain a Tear of the Goddess.
  • Description
    Your team gains 44 Health, 4% Attack Damage, 4% Ability Power, 4 Armor, 4 Magic Resist, 4% Attack Speed, and 4 Mana.
  • Description
    Your team gains 88 Health, 8% Attack Damage, 8% Ability Power, 8 Armor, 8 Magic Resist, 8% Attack Speed, and 8 Mana.
  • U.R.F Gold
    Description
    Gain a Spatula. Champions holding Spatula or Frying Pan items gain 20% Attack Speed and 3 Mana Regen.

Other help for allies

Champions, items, augments and traits that give other units something else, such as movement or a new damage type.

Dash

Full breakdown: Dash

Dash is a repositioning movement that breaks normal movement.

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It comes in two shapes.

  • A telegraphed dash across hexes.
  • An instant blink or teleport to a new position.

Units use it for three things.

  • To close on a target.
  • To reposition onto a new one.
  • To escape.

Augments with Dash effects (1)

To specific allies (1)
  • Description
    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.

True Damage

Full breakdown: True Damage

True Damage is damage that bypasses both Armor and Magic Resist.

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The damage number on the source is applied directly to the target's current Health.

Note: Shields still absorb true damage like any other damage type.

Augments that deal True Damage (1)

To the whole team (1)
  • Description
    Combat start: Your team gains 1.5% Attack Damage and Ability Power per second for 10 seconds. At max stacks, deal 12% bonus true damage.