Anti-tank

Levers for getting through a heavy frontline. The first three sections link to mechanic pages where every Set 18 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 13 sources

    Damage that bypasses Armor and Magic Resist — the damage number on the source is applied directly to current Health. Shields still absorb true damage like any other damage type.

  • Execute 3 sources

    Instantly kills a target whose Health is below a threshold (typically a % of max Health). Resolves as true damage equal to the target's current Health, so it ignores Armor, Magic Resist, Durability, and damage reduction. Unlike ordinary true damage, an execute destroys any active Shield before applying its kill — a shielded unit at low HP is still executed once the threshold check passes; the Shield does not save it.

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); Stat Steal pulls Armor or Magic Resist off the enemy and onto the holder.

  • Sunder 9 sources

    Reduces the target's Armor for a duration.

  • Shred 11 sources

    Reduces the target's Magic Resist (commonly by 30%, though the amount varies by source) for a duration, or for the rest of combat with some effects.

  • Stat Steal 2 sources

    Drains a stat (Armor, Magic Resist, Attack Damage, Ability Power) from enemies and grants it to the source or an ally. Distinct from Shred and Sunder (one-way debuffs that only reduce the enemy stat) because the holder gains what the enemy loses.

Chip max-HP and shut down healing

The canonical anti-tank package: Burn deals % max-HP true damage over time, Wound cuts incoming healing — including Health Regen, lifesteal, and omnivamp. Stack them when the enemy frontline out-sustains your damage.

  • Burn 13 sources

    Deals a percent of the target's maximum Health as true damage every second. Most burn sources also apply Wound, which reduces healing received — together they form the standard answer to high-Health frontlines.

  • Wound 9 sources

    Reduces healing the target receives by 33% for a duration.

Punish high-HP targets

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

Items (2)

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 (1)

  • Stunning an enemy causes lightning to strike them, dealing 30% of their max Health as magic damage.

Augments (1)

  • Gain a giant Training Dummy. 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 (2)

  • Every 2.5 seconds, steal 3 Magic Resist from enemies within 1-hex and deal 18% 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 a Stage-scaled amount 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.

Champions (1)

  • Crimson Fury ability
    Crimson Fury
    Passive: When the target dies, leap at the next target, dealing 170 / 255 / 600 Attack Damage physical damage.
    
    Active: Gain 80 / 80 / 280% Attack Damage for 8 seconds. During this time ignore 40 / 40 / 60% Ability Power Armor.
    
    Red Buff: Attacks 1% Burn enemies and heal Brambleback for 4% max Health.

Frequently asked questions