Anti-tank

Levers for getting through a heavy frontline. The first three sections link to mechanic pages where every Set 17 source is enumerated; the last four are curated lists of specific items, champions, and augments whose anti-tank angle isn't captured by an existing mechanic.

Bypass defenses

Damage that ignores Armor, Magic Resist, and Shield outright — or removes the target without going through the damage formula at all.

  • True Damage 19 sources

    Damage that bypasses Armor, Magic Resist, and Shield. The damage number on the source is applied directly to current Health.

  • Execute 2 sources

    Instantly kills a target whose Health is below a threshold (typically a % of max Health). Distinct from raw damage because once the threshold is crossed no damage calculation occurs — the target is removed outright, bypassing Shield, Durability, and resists.

Strip defenses

Reduces the target's defensive stats so the rest of your board hits harder. Sunder eats Armor (helps AD); Shred eats Magic Resist (helps AP).

  • Sunder 7 sources

    Reduces the target's Armor for a duration.

  • Shred 7 sources

    Reduces the target's Magic Resist for a duration.

Chip max-HP and shut down sustain

The canonical anti-tank package: Burn deals % max-HP true damage over time, Wound cuts incoming healing. Stack them when the enemy frontline has lifesteal, omnivamp, or trait-driven sustain.

  • Burn 11 sources

    Deals % maximum-Health true damage over time. Stacks with Wound to define the canonical anti-tank package.

  • Wound 10 sources

    Reduces healing the target receives for a duration.

Punish high-HP targets

Effects whose text explicitly amps damage against the Tank trait or against high-Health enemies — direct counters to a heavy frontline.

Champions (2)

  • Summon a flying saucer over the current target that lasts 4 seconds. Each second it deals 220 / 330 / 3000 Ability Power magic damage to the target, plus 135 / 205 / 1500 Ability Power magic damage split between all enemies within 1 hex. The saucer deals 30% increased damage to Tanks.
    
    If an enemy under the UFO dies, Bard has a 15 / 20 / 100% chance to abduct them and create a 1-star copy on your bench.
    
    Meep bonus: On combat start, grant the nearest ? Meeple allies an additional Meep.
  • Passive: For every 1% missing Health, gain 2 / 2 / 2.5% Ability Power Attack Speed
    
    Active: Deal 130 / 195 / 320 Attack Damage physical damage to the target, increased by 50% if they're a tank.

Items (1)

Augments (1)

  • Gain a Giant Slayer. Giant Slayers gain their Damage Amp against all enemies instead of just Tanks.

Hit % of the tank's max HP

One-shot damage that scales with the target's maximum Health, so the bigger the tank, the bigger the chunk. Distinct from Burn (which is over-time).

Items (2)

  • Every 4 attacks and every 8 times being attacked, zap the 3 nearest enemies, dealing 7% of enemy Health as magic damage.
    
    Recommended users: Gragas and Master Yi.
  • Combat Start: Unleash a shockwave forward that deals 15% of Graves' max Health as magic damage and stun enemies hit for 2 seconds.

Augments (1)

  • Gain a giant Training Dummy with increased Health (increases with Stage). Every 4 seconds, it zaps the 3 nearest enemies dealing 5% max Health true damage.

Steal and repurpose defenses

Drain Armor or Magic Resist off the enemy and convert the stolen stat into damage or healing — the swing is double-sided.

Items (4)

  • Every 15% max health lost, fire crescent projectiles in a line dealing physical damage equal to 50% of the holder's Armor and Magic Resist. Steal 4 Armor and Magic Resist from all enemies hit.
    
    Recommended Roles: Attack or Magic Tank
  • Every 15% max health lost, fire crescent projectiles in 3 lines dealing physical damage equal to 50% of the holder's Armor and Magic Resist. Steal 10 Armor and Magic Resist from all enemies hit.
    
    Recommended Roles: Attack or Magic Tank
  • Every 2.5 seconds, steal 3 Magic Resist from enemies within 1 hex and deal ?% of the holder's Magic Resist as magic damage.
    
    If Aegis of Dawn is also equipped, trigger this item's effect every 1.25 seconds instead.
    
    Damage increases based on Stage.
  • Every 2.5 seconds, steal 3 Armor from enemies within 1-hex and heal ?% of the holder's Armor.
    
    If Aegis of Dusk is also equipped, trigger this item's effect every 1.25 seconds instead.
    
    Healing increases based on Stage.

Ignore armor without removing it

Penetration: damage is calculated as if the target had less Armor / MR, but the stat itself is untouched. Stacks alongside Sunder / Shred rather than competing with it.

Items (2)

  • Attacks and Abilities ignore 30% of enemy Armor
  • Attacks and Abilities ignore 60% of enemy Armor