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.
-
Damage that bypasses Armor, Magic Resist, and Shield. The damage number on the source is applied directly to current Health.
-
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).
-
Reduces the target's Armor for a duration.
-
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.
-
Deals % maximum-Health true damage over time. Stacks with Wound to define the canonical anti-tank package.
-
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 magic damage to the target, plus 135 / 205 / 1500 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% Attack Speed Active: Deal 130 / 195 / 320 physical damage to the target, increased by 50% if they're a tank.
Items (1)
-
Gain 15% Damage Amp against Tanks.
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