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.
Kind selected
Effect selected
Who gets it selected
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
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Flock Family ability
Flock Family Summon 4 untargetable Tiny Beaks nearby for 5 seconds. Whenever Mama Beak attacks, Tiny Beaks attack the same enemy, dealing 22 / 33 / 52 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
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Ki Barrier ability
Ki Barrier Grant 375 / 450 / 575 Shield to Shen and 225 / 300 / 400 Shield to a nearby damaged ally for 4 seconds. Both of their next 3 attacks gain 40% Attack Speed and deal 35 / 55 / 80 bonus magic damage.
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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 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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Triggerseed ability
Triggerseed Passive: Shields from this Ability can critically strike with Precision. Active: Grant 2 / 2 / 10 allies 185 / 350 / 3000 Shield and 10 / 15 / 100% Damage Amp for 6 seconds. Then deal 155 / 235 / 2000 magic damage to enemies adjacent to them. After casting 6 times, also grant 100% stacking Attack Speed to targets.
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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 Shield to allies within 3 Hexes for 3 / 3 / 99 seconds. Active: Restore 275 / 450 / 3000 Health. Taric and his paired ally deal 100 / 150 / 1000 bonus magic damage on their next 2 attacks.
Traits that grant Shields (1)
To the whole team (1)
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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% and 12 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)
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- +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.
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- +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)
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Infinity Protection Gold 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)
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Celestial Blessing I Silver Description
Your team gains 12% Omnivamp. Excess healing is converted to a shield up to 200 Health.
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Description
Your team gains 18% Omnivamp. Excess healing is converted to a shield up to 400 Health.
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Celestial Blessing III Prismatic 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
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Triumphant Roar ability
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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Can You Dig It? ability
Can You Dig It? Passive: Attacks are replaced by a dance that deals 50 / 75 / 113 physical damage to all adjacent enemies. Active: Burrow underground, gaining 15% Durability for 3 seconds and healing 325 / 400 / 675 over the duration. Green Buff: When allies fall below 50% Health, they restore 15% max Health.
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Final Spark ability
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.
Traits that grant Healing (1)
To specific allies (1)
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Description
Completed items that grant Healing (1)
To specific allies (1)
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- +20% AD
- +20% AP
- +15% Omnivamp
- +1 Mana Regen
Hextech Gunblade description
Heal the lowest percent Health ally for 20% of damage dealt.
Emblems that grant Healing (2)
To specific allies (2)
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- +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.
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- +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)
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- +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)
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Healing Orbs I Silver Description
When an enemy dies, a nearby ally is healed for 250 Health.
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Healing Orbs II Gold Description
When an enemy dies, a nearby ally is healed for 575 Health.
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Spirit Of Redemption Gold 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)
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Celestial Blessing I Silver Description
Your team gains 12% Omnivamp. Excess healing is converted to a shield up to 200 Health.
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Description
Your team gains 18% Omnivamp. Excess healing is converted to a shield up to 400 Health.
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Celestial Blessing III Prismatic 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)
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Description
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Description
Whenever an enemy within 3 hexes dies, your strongest Old Growth champion gains 30 permanent max Health.
To the whole team (2)
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Description
Your team gains 120 max Health. Brawlers gain more.
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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% and 12 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)
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- +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.
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- +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)
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- +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%
- 4
- 40%
- 6
- 65%
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)
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Description
Your team gains 12 Armor and Magic Resist. Defenders gain more.
Emblems that grant Armor (1)
To the whole team (1)
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- +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)
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Group Hug I Silver Description
Combat start: Champions grant other adjacent champions 7 Armor and Magic Resist. This effect stacks.
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Group Hug II Gold Description
Combat start: Champions grant other adjacent champions 10 Armor and Magic Resist. This effect stacks.
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Makeshift Armor I Silver Description
Champions without items equipped gain 30 Armor and Magic Resist.
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Makeshift Armor II Gold Description
Champions without items equipped gain 50 Armor and Magic Resist.
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Twin Guardians Silver Description
If you have exactly 2 allies in your first row, grant them 100 Health, 35 Armor, and 35 Magic Resist.
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Verticality I Silver 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.
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Verticality II Gold 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.
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Verticality III Prismatic 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)
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Bodyguard Training Gold Description
Allies gain 15 Armor and Magic Resist, increased by 2 per player level. Gizmos & Gadgets Championship, 2022
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Bronze for Life II Prismatic Description
Your team gains 2.5% Damage Amp and 3 Armor and Magic Resist for each Bronze-tier trait.
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Plot Armor Gold Description
Your team gains 8 Armor and Magic Resist. After falling below 50% Health, increase this to 40 for the rest of combat.
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Tons of Stats! (I) Gold Description
Your team gains 44 Health, 4% Attack Damage, 4% Ability Power, 4 Armor, 4 Magic Resist, 4% Attack Speed, and 4 Mana.
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TONS of Stats! (II) Prismatic 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.
Read moreShow less about Magic Resist
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)
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Description
Your team gains 12 Armor and Magic Resist. Defenders gain more.
Emblems that grant Magic Resist (1)
To the whole team (1)
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- +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)
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Group Hug I Silver Description
Combat start: Champions grant other adjacent champions 7 Armor and Magic Resist. This effect stacks.
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Group Hug II Gold Description
Combat start: Champions grant other adjacent champions 10 Armor and Magic Resist. This effect stacks.
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Twin Guardians Silver 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)
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Bodyguard Training Gold Description
Allies gain 15 Armor and Magic Resist, increased by 2 per player level. Gizmos & Gadgets Championship, 2022
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Bronze for Life II Prismatic Description
Your team gains 2.5% Damage Amp and 3 Armor and Magic Resist for each Bronze-tier trait.
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Plot Armor Gold Description
Your team gains 8 Armor and Magic Resist. After falling below 50% Health, increase this to 40 for the rest of combat.
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Tons of Stats! (I) Gold Description
Your team gains 44 Health, 4% Attack Damage, 4% Ability Power, 4 Armor, 4 Magic Resist, 4% Attack Speed, and 4 Mana.
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TONS of Stats! (II) Prismatic 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)
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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.
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Description
Your team gains Durability. Juggernauts gain more.
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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)
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- +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)
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Gilded Steel Gold 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
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Entrancing Dance ability
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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Ki Barrier ability
Ki Barrier Grant 375 / 450 / 575 Shield to Shen and 225 / 300 / 400 Shield to a nearby damaged ally for 4 seconds. Both of their next 3 attacks gain 40% Attack Speed and deal 35 / 55 / 80 bonus magic damage.
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Triggerseed ability
Triggerseed Passive: Shields from this Ability can critically strike with Precision. Active: Grant 2 / 2 / 10 allies 185 / 350 / 3000 Shield and 10 / 15 / 100% Damage Amp for 6 seconds. Then deal 155 / 235 / 2000 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)
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Description
Lunar champions and adjacent allies gain Attack Speed and Ability Power. Lunar champions gain 100% more.
To the whole team (1)
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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)
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- +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% , 7%
- 3
- 12% , 12%
- 4
- 16% , 16%
- 5
- 20% , 20%
To the whole team (1)
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- +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% per Attack
- 3
- +5% per Attack
- 4
- +8% per Attack
- 5
- +12% per Attack
Augments that grant Attack Speed (11)
To specific allies (1)
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It's Me, Baby Gold 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)
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Challenger's Grace Gold 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.
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Description
Your team gains 10% Attack Speed every 3 seconds in combat.
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Comeback Story Prismatic Description
Your team gains 4 Health and 0.3% Attack Speed per missing player Health.
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Late Game Scaling Gold 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
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Legion of Threes Gold 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
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Nature's Shelter Gold -
Tons of Stats! (I) Gold Description
Your team gains 44 Health, 4% Attack Damage, 4% Ability Power, 4 Armor, 4 Magic Resist, 4% Attack Speed, and 4 Mana.
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TONS of Stats! (II) Prismatic Description
Your team gains 88 Health, 8% Attack Damage, 8% Ability Power, 8 Armor, 8 Magic Resist, 8% Attack Speed, and 8 Mana.
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U.R.F Gold Description
Gain a Spatula. Champions holding Spatula or Frying Pan items gain 20% Attack Speed and 3 Mana Regen.
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We Stick Together Prismatic 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)
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Description
Lunar champions and adjacent allies gain Attack Speed and Ability Power. Lunar champions gain 100% more.
To the whole team (1)
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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)
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- +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% , 7%
- 3
- 12% , 12%
- 4
- 16% , 16%
- 5
- 20% , 20%
To the whole team (1)
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- +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% , +1% per cast
- 4
- 30% , +1% per cast
- 6
- 55% , +2% per cast
Augments that grant Ability Power (7)
To the whole team (7)
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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
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Early Learnings Gold Description
Your team gains 3% Attack Damage & Ability Power. This increases by 1% after each player combat. 1-cost champions gain double.
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NO SCOUT NO PIVOT Gold 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.
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Soul Awakening Prismatic 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.
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Stand United Silver Description
Your units gain 1.5% Attack Damage and 1.5% Ability Power for each non-unique Trait active across your team.
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Tons of Stats! (I) Gold Description
Your team gains 44 Health, 4% Attack Damage, 4% Ability Power, 4 Armor, 4 Magic Resist, 4% Attack Speed, and 4 Mana.
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TONS of Stats! (II) Prismatic 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.
Read moreShow less about Damage Amp
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
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Triggerseed ability
Triggerseed Passive: Shields from this Ability can critically strike with Precision. Active: Grant 2 / 2 / 10 allies 185 / 350 / 3000 Shield and 10 / 15 / 100% Damage Amp for 6 seconds. Then deal 155 / 235 / 2000 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)
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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)
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Glass Cannon I Silver Description
Allies that start combat in the back row begin combat at 80% Health but gain 16% Damage Amp.
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Glass Cannon II Gold Description
Allies that start combat in the back row begin combat at 80% Health but gain 25% Damage Amp.
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Sun and Moon Gold -
Sun and Moon+ Gold
To the whole team (4)
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Ascension Gold Description
After 12 seconds of combat, your units gain 35% Damage Amp.
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Bronze for Life I Gold Description
Your team gains 2.5% Damage Amp for each Bronze-tier trait.
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Bronze for Life II Prismatic Description
Your team gains 2.5% Damage Amp and 3 Armor and Magic Resist for each Bronze-tier trait.
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Partial Ascension Silver 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)
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Celestial Blessing I Silver Description
Your team gains 12% Omnivamp. Excess healing is converted to a shield up to 200 Health.
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Description
Your team gains 18% Omnivamp. Excess healing is converted to a shield up to 400 Health.
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Celestial Blessing III Prismatic 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)
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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)
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Jeweled Lotus I Gold Description
Your team gains 15% Critical Strike Chance and Precision. Precision: Ability damage can critically strike. Additional Precision grants 10% Critical Strike Damage.
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Jeweled Lotus II Prismatic 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
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Triggerseed ability
Triggerseed Passive: Shields from this Ability can critically strike with Precision. Active: Grant 2 / 2 / 10 allies 185 / 350 / 3000 Shield and 10 / 15 / 100% Damage Amp for 6 seconds. Then deal 155 / 235 / 2000 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)
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Description
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)
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Description
Augments that grant Attack Damage (8)
To the whole team (8)
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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
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Early Learnings Gold Description
Your team gains 3% Attack Damage & Ability Power. This increases by 1% after each player combat. 1-cost champions gain double.
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Focused Fire Silver Description
Your team gains 10% Attack Damage. Every 5 seconds, they gain 5% more.
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NO SCOUT NO PIVOT Gold 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.
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Soul Awakening Prismatic 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.
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Stand United Silver Description
Your units gain 1.5% Attack Damage and 1.5% Ability Power for each non-unique Trait active across your team.
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Tons of Stats! (I) Gold Description
Your team gains 44 Health, 4% Attack Damage, 4% Ability Power, 4 Armor, 4 Magic Resist, 4% Attack Speed, and 4 Mana.
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TONS of Stats! (II) Prismatic 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
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Azure Shockwave ability
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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Final Spark ability
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 ability
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 ability
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 ability
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 ability
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 ability
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 ability
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 ability
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 ability
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 ability
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.
Augments that grant Mana (5)
To the whole team (5)
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Cry Me a River Gold Description
Gain a Tear of the Goddess. Your team gains 1 Mana Regen. After 12 seconds in combat, increase this to 4.
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Cybernetic Uplink Gold Description
Your champions holding an item gain 100 Health and 2 Mana Regen. Gain a Tear of the Goddess.
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Tons of Stats! (I) Gold Description
Your team gains 44 Health, 4% Attack Damage, 4% Ability Power, 4 Armor, 4 Magic Resist, 4% Attack Speed, and 4 Mana.
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TONS of Stats! (II) Prismatic Description
Your team gains 88 Health, 8% Attack Damage, 8% Ability Power, 8 Armor, 8 Magic Resist, 8% Attack Speed, and 8 Mana.
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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)
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Challenger's Grace Gold 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)
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Soul Awakening Prismatic 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.