Ability Power

Description

Scales with Ability Power (AP). Champions and effects flagged as AP-scaling get bigger damage, healing, or shield values when the holder stacks AP from items like Jeweled Gauntlet, Rabadon's Deathcap, and Nashor's Tooth, or from trait bonuses.

Listed in: Buffs

Items (73)

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Role
Category
AP effect

    • +20 MR
    • +3 Mana Regen

    Gain an additional 15% Mana from all sources. The holder gains an additional bonus based on their Role: Tanks and Fighters: Gain 30 Armor and Magic Resistance. Other Roles: Gain 10% Attack Damage and Ability Power.

    Negatron CloakTear of the Goddess
    • +30 AP
    • +1 Mana Regen

    Combat start: Gain 20% Ability Power every 5 seconds in combat.

    Needlessly Large RodTear of the Goddess
    • +20 MR
    • +15% AD
    • +15 AP
    • +20% Omnivamp

    Once per combat at 40% Health, gain a 25% max Health Shield that lasts up to 5 seconds.

    B.F. SwordNegatron Cloak
    • +15% AD
    • +15 AP
    • +5 Mana Regen

    Gain 10% additional Attack Damage and Ability Power from all sources.

    Tear of the GoddessTear of the Goddess
    • +100 HP
    • +20 Armor
    • +20 AP

    Combat Start: Gain a 25% max Health Shield for 8 seconds. When the Shield expires, gain 25% Ability Power.

    Needlessly Large RodChain Vest
    • +20 Armor
    • +10% AD
    • +15% AS
    • +10 AP

    At 60% Health, briefly become untargetable, shed negative effects, and heal 20% missing health.

    B.F. SwordChain Vest
    • +15% AD
    • +15% AS
    • +15 AP
    • +15% Damage Amp

    Gain 15% additional Damage Amp against Tanks.

    B.F. SwordRecurve Bow
    • +10% AS
    • +10 AP

    Gain 7% stacking Attack Speed every second.

    Recurve BowNeedlessly Large Rod
    • +20% Crit
    • +1 Mana Regen

    Gain 2 effects: • 15% Attack Damage and 15% Ability Power. • 12% Omnivamp. While above 50% health, double the Attack Damage and Ability Power. While below 50% Health, double the Omnivamp.

    Tear of the GoddessSparring Gloves
    • +20% AD
    • +20 AP
    • +15% Omnivamp
    • +1 Mana Regen

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

    B.F. SwordNeedlessly Large Rod
    • +250 HP
    • +35 MR
    • +15 AP

    30% Shred enemies within 2 hexes. When enemies cast an Ability, deal magic damage equal to 150% of the Mana spent Shred: Reduce Magic Resist

    Needlessly Large RodNegatron Cloak
    • +35 AP
    • +35% Crit

    Gain Precision.

    Needlessly Large RodSparring Gloves
    • +150 HP
    • +20 AP
    • +1 Mana Regen

    Attacks and Abilities deal 1% Burn and 33% Wound to enemies for 10 seconds. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received

    Needlessly Large RodGiant's Belt
    • +150 HP
    • +10% AS
    • +15 AP
    • +20% Crit

    Attacks grant 2 bonus Mana, increased to 4 if they critically strike.

    Recurve BowGiant's Belt
    • +55 AP

    This humble hat can help you make, or unmake, the world itself.

    Needlessly Large RodNeedlessly Large Rod
    • +15% AD
    • +15 AP
    • +1 Mana Regen

    Attacks grant 5 bonus Mana.

    B.F. SwordTear of the Goddess
    • +20 Armor
    • +10% AS

    Gain 2% Attack Damage and 2% Ability Power when attacking or taking damage, stacking up to 25 times. At full stacks, gain 10% Damage Amp and gain immunity to crowd control.

    Chain VestRecurve Bow
    • +15% AS
    • +35 AP
    • +1 Mana Regen

    Damage from attacks and Abilities 30% Shred the target for 5 seconds. This effect does not stack. Shred: Reduce Magic Resist

    Recurve BowTear of the Goddess
    • +10 AP
    • +50% AD
    • +30% AS
    • +50 AP

    Behold, the righteous flame!

    • +40 MR
    • +7 Mana Regen

    Gain an additional 30% Mana from all sources. The wearer gains an additional bonus based on their Role: Tank/Fighter: Gain 80 Armor and Magic Resistance. Marksman/Caster: Gain 40% Attack Damage and Ability Power.

    • +60 AP
    • +2 Mana Regen

    Combat start: Gain 40% Ability Power every 5 seconds in combat.

    • +40 MR
    • +30% AD
    • +30 AP
    • +40% Omnivamp

    Once per combat: At 40% Health, gain a 50% max Health Shield that lasts up to 5 seconds.

    • +30% AD
    • +30 AP
    • +10 Mana Regen

    Gain 20% additional Attack Damage and Ability Power from all sources.

    • +200 HP
    • +40 Armor
    • +40 AP

    Combat Start: Gain a 50% max Health Shield for 8 seconds. When the Shield expires, gain 50% Ability Power.

    • +40 Armor
    • +30% AD
    • +30% AS
    • +30 AP

    At 60% Health, briefly become untargetable, shed negative effects, and heal all missing health.

    • +30% AD
    • +30% AS
    • +30 AP
    • +30% Damage Amp

    Gain 30% additional Damage Amp against Tanks.

    • +25% AS
    • +20 AP

    Gain 16% stacking Attack Speed every second.

    • +40% Crit
    • +2 Mana Regen

    Gain 2 effects: • 30% Attack Damage and 30% Ability Power. • 24% Omnivamp. While above 50% health, double the Attack Damage and Ability Power. While below 50% Health, double the Omnivamp.

    • +40% AD
    • +40 AP
    • +30% Omnivamp
    • +2 Mana Regen

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

    • +500 HP
    • +70 MR
    • +30 AP

    30% Shred enemies within 2 hexes. When enemies cast an Ability, deal magic damage equal to 300% of the Mana spent. [Direct damage item] Shred: Reduce Magic Resist

    • +75 AP
    • +75% Crit

    Gain Precision.

    • +300 HP
    • +35 AP
    • +2 Mana Regen

    Attacks and Abilities deal 2% Burn and 33% Wound to enemies for 10 seconds. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received

    • +300 HP
    • +20% AS
    • +30 AP
    • +40% Crit

    Attacks grant 4 bonus Mana, increased to 6 if they critically strike.

    • +100 AP

    It's witnessed - and unleashed - miracles and calamities both.

    • +30% AD
    • +30 AP
    • +2 Mana Regen

    Attacks grant 10 bonus Mana.

    • +40 Armor
    • +20% AS

    Gain 4% Attack Damage and 4% Ability Power when attacking or taking damage, stacking up to 25 times. At full stacks, gain 20% Damage Amp and gain immunity to crowd control.

    • +30% AS
    • +75 AP
    • +2 Mana Regen

    Damage from attacks and Abilities 30% Shred the target for the rest of combat. This effect does not stack. Shred: Reduce Magic Resist

    • +20 AP
    • +4 Mana Regen

    The holder is orbited by 3 foxfires. Each one deals 50 Ability Power magic damage and the orbit expands to hit the holder's current target. For every 20 Mana the holder spends, foxfires travel 5% faster for the rest of combat.

    • +60 AP
    • +2 Mana Regen

    Dealing magic damage reduces the target's Magic Resist by 6. If their Magic Resist is 0, grant the holder 2 Mana instead. Ability damage can only trigger on each enemy once every 0.5 seconds.

    • +25% AD
    • +25% AS
    • +25 AP

    The holder dons a Hat on each takedown. The holder gains 1% Attack Damage and Ability Power per Hat. On death lose 20% of all Hats.

    • +15% AD
    • +15 AP
    • +2 Mana Regen

    Reduce the holder's max Mana by 10. Subsequent spellcasts reduce max Mana by 10%, to a minimum of 10.

    • +30 AP
    • +2 Mana Regen

    Combat start: Blast the current target for 40% of their max Health as magic damage. Repeat this every 13 seconds.

    • +200 HP
    • +25 AP

    Once per combat: At 50% Health, become invulnerable for 1.5 seconds and grant 1 gold.

    • +25% AD
    • +25 AP

    Total Ability damage is increased by 45%, but is dealt over 2 seconds instead.

    • +40 AP
    • +1 Mana Regen

    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 15 Mana. Every 6 seconds, shield your ally for 200% of the holder's Ability Power.

    • +10% AD
    • +40% AS
    • +10 AP
    • +15% Omnivamp

    When switching targets, blink to the next target. Attacks and Abilities execute the holder's target below 12% of their Health. Kills grant the holder 50% Attack Speed decaying over 3 seconds.

    • +20% AS
    • +10 AP

    Attacks grant 5% stacking Attack Speed. Every 3 attacks also grant 2% Attack Damage and 2% Ability Power.

    • +60 Armor
    • +60 MR

    Combat Start: If there are no adjacent allies, gain 400 Health, 10% Attack Damage, and 10% Ability Power.

    • +300 HP
    • +30 Armor
    • +30 MR
    • +30% AD
    • +30% AS
    • +30 AP

    Tons of EVERYTHING!

    • +100 HP
    • +10 Armor
    • +10 MR
    • +10% AD
    • +10% AS
    • +10 AP

    Share 15% of the holder's bonus Attack Damage, Ability Power, Attack Speed, Armor, Magic Resist, and Health with other Mirrored Persona holders. Can't be Reforged Unique: one per champion

    • +10% AS
    • +55 AP

    The holder's first attack after each Ability cast deals 250–700 (by Stage) bonus magic damage. Damage increases based on Stage.

    • +60% AD
    • +60 AP

    100% of overkill damage plus 100 is dealt as magic damage to the two enemies nearest to the target.

    • +15% AD
    • +15% AS
    • +10 AP
    • +1 Mana Regen

    After casting the first time in combat, gain 100 Mana over 5 seconds. [Unique - only 1 per champion]

    • +100 HP
    • +10 Armor
    • +10 MR
    • +10% AD
    • +10% AS
    • +10 AP

    Every 6 player combats gain a lesser copy of Mirrored Persona ( /6). Share 15% of the holder's bonus Attack Damage, Ability Power, Attack Speed, Armor, Magic Resist, and Health with other Mirrored Persona holders. Can't be Reforged, Lesser copies do not produce copies. Unique: one per champion

    • +10 Armor
    • +10 MR
    • +25 AP
    • +20% Omnivamp

    Takedowns increase the holder's Armor, Magic Resist, and Ability Power by 20.

    • +20% AD
    • +20% AS
    • +20 AP
    • +3 Mana Regen

    Gain 40% Damage Amp against targets 4 or more hexes away.

    • +50% AS
    • +15 AP

    Every 3rd attack deals 30 + 50% of the holder's Ability Power as additional magic damage to 4 enemies.

    • +450 HP
    • +20% AD
    • +20 AP
    • +120% Damage Amp

    After 22 seconds gain 100% max Health and 120% Damage Amp for the rest of combat.

  • Combat Start: Your strongest Tank becomes the Soulmate. For each second they are alive, the holder gains 3% stacking Attack Damage and Ability Power. The Soulmate heals for 20% of damage the holder deals.

    • +25 Armor
    • +25 MR
    • +25 AP

    Once per combat at 40% Health, become invulnerable and untargetable for 3 seconds. [Unique - only 1 per champion]

    • +20 Armor
    • +20 MR

    The holder gains the Vanguard trait. Gain 2% Ability Power whenever an ally gains a shield.

    Vanguards gain 5% Durability while Shielded. 
    
    Combat start and 50% Health: Gain a max Health Shield for 10 seconds.
    2
    16% max Health
    4
    30% max Health
    6
    40% max Health
    Frying PanNegatron Cloak
    • +30% AD
    • +30 AP
    • +5 Mana Regen

    Store 20% of damage dealt. Every 6 seconds and on death, deal the stored damage as true damage to all enemies, reduced by 5% for each hex they are from the epicenter. Recommended Roles: Attack or Magic Caster

    • +15 Armor
    • +15 MR
    • +20% AD
    • +20 AP

    Gain 3 orbiting razors. Razors deal ? magic damage, and 30% Shred and Sunder enemies for 4 seconds. Deal 10% increased damage to Shredded or Sundered enemies. Damage increases based on Stage. Recommended Roles: Attack or Magic Fighter

    • +40% AD
    • +45 AP
    • +5 Mana Regen

    For every 15 mana spent, fire a projectile at a nearby enemy dealing ? + 50% of the holder's Ability Power magic damage, and applying 1% Burn and 33% Wound to enemies for 10 seconds. Each projectile leaves a lingering field that deals ? magic damage to enemies each second. Damage increases based on Stage. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received Recommended Roles: Magic Caster

    • +15 AP

    Every 3 seconds, fire a bolt at a random enemy in Attack Range, dealing ? magic damage. Aurora Bonus: If this item is equipped on Aurora, she gains 12 Ability Power when the bolt hits. Damage increases based on Stage.

    • +15 AP

    Every 5 seconds, this item loses 3 Ability Power and gains 1 Mana Regen.

    • +10000 HP
    • +100 Armor
    • +100 MR
    • +100% AD
    • +100% AS
    • +100 AP
    • +75% Crit
    • +100% Omnivamp
    • +10 Mana Regen

    The pinnacle of Anima technology.

    • +15% AD
    • +45 AP
    • +4 Mana Regen

    For every 20 mana spent, fire a projectile at a nearby enemy, dealing ? + 75% of the holder's Ability Power magic damage and applying 1% Burn and 33% Wound to enemies for 3 seconds. Damage increases based on Stage. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received Recommended Role: Magic Caster

    • +20% AD
    • +30 AP
    • +5 Mana Regen

    Store 25% of damage dealt. On death or after 16 seconds in combat, deal the stored damage as true damage to all enemies, reduced by 15% for each hex they are away from the epicenter. Recommended Roles: Attack or Magic Caster

    • +40 Armor
    • +40 MR
    • +30% AD
    • +30 AP

    Gain 6 orbiting razors. Razors deal ? true damage, and 30% Shred and Sunder enemies for the rest of combat. Deal 30% increased damage to Shredded or Sundered enemies. Damage increases based on Stage. Recommended Roles: Attack or Magic Fighter

    • +10% AD
    • +20% AS
    • +10 AP

    When the holder damages each enemy for the first time each combat, gain: Attack Champions: 9% Attack Damage Magic Champions: 7% Ability Power Recommended users: Pyke and Master Yi

    • +20% AD
    • +30% AS
    • +20 AP

    When the holder damages each enemy for the first time each combat, gain: Attack Champions: 9% Attack Damage Magic Champions: 7% Ability Power At (4): If the holder is Psionic, they heal 20% of their max Health whenever their target dies. Recommended users: Pyke and Master Yi

Augments (14)

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Role
Tier

  • Baron's Lair Prismatic
    Gain a random Tank item. After 8 seconds of combat, your team gains 5% bonus Attack Damage and Ability Power every second for the rest of combat.
    
    TFT Paris Open, 2025
  • Hold the Line Prismatic
    Allies in your back 2 rows gain 9% Ability Power and 8% Attack Damage for each ally that starts combat in your front row.
  • 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.
  • Your team gains 2% Attack Damage and Ability Power per level. Gain 2 XP each round for the rest of the game.
  • Gain a Bloodthirster. Combat start: Allies holding Bloodthirsters lose 15% Health but gain a 20% Health shield and 12% Attack Damage and Ability Power. 
  • Each time an ally dies, allies that share at least one trait with them gain 7% Ability Power, 7% Attack Damage, 6 Armor, and 6 Magic Resist.
  • Gain a Rabadon's Deathcap. Rabadon's Deathcaps grant 1 Mana Regen and permanently gain 1% Ability Power whenever their holders score a takedown.
  • Your team gains 5% Attack Damage & Ability Power. This increases by 1% after each player combat. 1-cost champions gain double.
    TFT Vegas Open, 2023
  • For each unique completed item on your team, your team gains 10 Health, 1% Attack Damage, and 1% Ability Power.
  • 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. 
  • Gain an Archangel's Staff. Archangel's Staff grants 2 additional Mana Regen if its holder has 90% or more Ability Power.
  • Voyagers gain 130 Health, 13% Attack Damage, and 13% Ability Power, increased by 10% each time you fight a new player. You prefer to fight players you haven't fought recently. Gain a Pyke and a Meepsie.
  • Every round, your team gain 5% Attack Damage and Ability Power. Champions start with 1 stack of this effect, and can stack up to 4 times.
  • Each time an ally dies, allies that share at least one trait with them gain 3.5% Ability Power, 3.5% Attack Damage, 3.5 Armor, and 3.5 Magic Resist.

Champions (56)

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Cost
Trait
Scaling
Range
Role

  • Stellar Slash
    Heal 325 / 400 / 650 Ability Power, then deal 80 / 120 / 180 Attack DamageArmor physical damage to the current target.
    
    N.O.V.A. Strike: Cleave the battlefield, briefly knocking up all enemies and dealing Attack Damage Armor physical damage.
  • Fish Frenzy
    Passive: For every 1% missing Health, gain 2 / 2 / 2.5% Ability Power Attack Speed
    
    Active: Deal 130 / 195 / 310 Attack Damage physical damage to the target, increased by 50% if they're a tank.
  • Aim For The Head
    Passive: Attacks have a 15% Lucky chance to fire an empowered Headshot, dealing Attack Damage Ability Power physical damage.
    
    N.O.V.A. Strike: Mark all enemies, increasing damage taken by 10%. The first time marked targets drop below 50% Health, Headshot them for Attack Damage Ability Power physical damage.
    
    Lucky: Check twice and take the better outcome.
  • Accretion
    Deal Max Health Ability Power magic damage to the lowest Health enemy in range and permanently gain 12 / 18 / 33 maximum Health. If this kills them, permanently gain 30 / 40 / 70 maximum Health instead.
  • Temporal Shot
    Active: Fire a blast at the current target that deals 184 / 276 / 412 Attack DamageAbility Power physical damage. Every 8 takedowns, gain a drone that deals 8 / 12 / 18 Attack Damage physical damage to the current target on cast.
  • Shield of Daybreak
    Gain Ability Power  Shield for 4 seconds. Bash the current target, dealing 100 / 150 / 225 ArmorMagic Resist magic damage and stunning them for 1.75 / 1.75 / 2 seconds.
  • Dark Matter
    Hurl a shard towards the current target, dealing 250 / 375 / 600 Ability Power magic damage to the first target it hits. After hitting its initial target or at its final destination, the dagger explodes dealing 50 / 75 / 115 Ability Power magic damage to nearby targets.
  • Groovin' Susan
    Transform for 6 seconds, temporarily gaining 300 / 400 / 600 max Health, entering The Groove, and dealing 30.02 / 45.02 / 70.02 Max HealthAbility Power magic damage to adjacent enemies each second. 
  • Huddle Up!
    Gain 400 / 475 / 575 Ability Power Shield for 4 seconds. For the duration, allies within two hexes gain 15 / 25 / 60 Ability Power Armor and Magic Resistance.
    
    Meep Bonus: Meeps grant 125 / 160 / 210 Ability Power Shield to the nearest ? allies for 4 seconds.
  • Upheaval
    Heal Max Health Ability Power, then briefly knock up adjacent enemies and deal 80 / 120 / 180 Ability Power magic damage.
  • Diviner's Judgment
    Stab the target, causing them to bleed for 460 / 690 / 1135 Attack DamageAbility Power physical damage over 18 seconds. After the attack, leap to the highest percent Health enemy within 3 hexes.
  • Double Time
    Passive: Attacks deal 30 / 45 / 100 Ability Power bonus magic damage and an additional 70 / 105 / 190 Ability Power stacking magic damage over 6 seconds. While an enemy has 5 or more stacks, Teemo is in The Groove.
    
    Active: Gain 150% Attack Speed for 3 attacks.
  • Fate's Gambit
    Draw a card with a value between 1 and 9 by Lucky chance, then throw it at the target. Based on the card drawn, deal between 205 / 305 / 460 Ability Power and 410 / 610 / 920 Ability Power magic damage. Overkill damage bounces to the nearest enemy. 
    
    3-Star Bonus: If a 9 is thrown, generate 1 gold.
    
    Lucky: Check twice and take the better outcome.
  • Meepteor Shower
    Call down a Meepteor on the target that deals 330 / 495 / 750 Ability Power magic damage.
    
    Meep Bonus: An additional ? mini Meepteor are called down on nearby targets dealing 31 / 47 / 70 Ability Power magic damage each.
  • Tidal Slashes
    Unleash a flurry of 12 Attack Speed slashes at the current target over 2 seconds, dealing 25 / 38 / 57 Attack DamageAbility Power physical damage each.
  • Slingshot Maneuver
    Passive: Every 5th attack, launch a returning boomerang at the target that travels two hexes past the first enemy it hits. It deals 245 / 370 / 605 Attack DamageAbility Power physical damage, reduced by 75% per hit.
    
    Meep Bonus: ? Meeps attack alongside Gnar, dealing Attack Damage Attack Speed physical damage per second.
  • Chemical Rage
    Heal Max Health Ability Power over 2 seconds. Then, deal Ability Power  magic damage to target and enemies adjacent to them and 30% Chill them for 2 seconds.
    Slow
    Slow: Reduce Attack Speed
  • Dance n' Dice
    Passive: Attacks deal magic damage. Gwen is in The Groove while targeting an enemy below 40% Health.
    
    Active: Dash to a nearby hex to snip the lowest percent Health enemy, dealing 145 / 220 / 410 Ability Power magic damage to the target and 75 / 110 / 215 Ability Power magic damage to enemies in a cone. If this kills, dash and snip again at 65% damage!
  • Counter Star-ike
    Enter a defensive stance for 3 seconds, reducing incoming damage by 20 / 25 / 30 and gaining 400 / 450 / 500 Ability Power Shield. When the stance ends, strike all nearby enemies, dealing Armor Magic Resist magic damage and Stunning them for 1 / 1.25 / 1.5 second(s).
  • Meep Impact
    Heal Max Health Ability Power Health over 3 seconds. Slam the target, dealing 160 / 240 / 360 Ability Power magic damage and knocking up for 1.5 / 1.75 / 2 seconds. The impact creates meepwaves that deal 50% of these effects in the target's row.
    
    Meep Bonus: Meeps water Meepsie's flower, increasing all incoming Healing and Shielding by ? .
  • Mega Time Kick
    Kick a ball at the current target that deals 255 / 380 / 575 Ability Power magic damage. On impact, the ball has a 100% Lucky chance to bounce to a new target dealing 85 / 130 / 190 Ability Power magic damage. These bounces can trigger additional bounces, but the odds halve with each bounce.
    
    Lucky: Check twice and take the better outcome.
  • Indestructible
    Gain 350 / 450 / 625 Ability Power Shield. Each second for the next 4 seconds, gain 75 / 100 / 115 Ability Power more Shield and deal 45 / 70 / 100 Ability Power magic damage to adjacent enemies. When this ability ends, consume the remaining Shield and heal for 40% of its value.
  • Advanced Defences
    Gain 275 / 300 / 500 Max HealthAbility Power Shield and 15% Durability for 4 seconds. Over the duration, deal Attack Damage  physical damage each second to enemies in a cone.
  • Marked for Death
    Reposition up to one hex to throw a harpoon at the furthest enemy. The harpoon pulls the first enemy hit one hex forward and deals Ability Power  physical damage. Then, teleport behind them and cleave, dealing 210 / 315 / 720 Attack Damage physical damage to them and Attack Damage  physical damage to nearby enemies.
  • Paddle Star
    Fire a paddle star at the current target, dealing 68 / 102 / 180 Ability Power magic damage to the first target hit and 34 / 51 / 77 Ability Power to others it passes through. When the missile reaches its destination, redirect it to a distant enemy, increasing its speed and repeating the damage. This redirect can occur 4 times.
  • Hopped-Up Hacks
    Open a 2 hex rift containing the target, Hacking enemies within for 4 seconds and dealing 80 / 120 / 190 Ability Power magic damage to each, plus 400 / 600 / 960 Ability Power magic damage split between all enemies hit.
    
    Hacked enemies store 10% of all damage they take. When the Hack ends, they take true damage equal to the stored damage. The Hack ends early if it would kill the target.
  • Pale Cascade
    Passive: Attacks deal 52 / 78 / 135 Ability Power bonus magic damage.
    
    Active: Gain 275 / 325 / 475 Ability Power Shield and summon 3 encircling orbs for 3 seconds. Orbs deal Ability Power  magic damage to enemies they pass through, and rotate faster based on Attack Speed.
  • Meep Bait
    Dash through the current target, dealing Ability Power  magic damage. Every third cast also summons a Mega Meep after a delay, briefly knocking the target up and dealing Ability Power  magic damage. Adjacent enemies take 50% damage.
    
    Meep Bonus: Add ? Meep to the bait, increasing Mega Meep damage by Ability Power .
  • Test of Spirit
    Gain 450 / 525 / 650 Ability Power Shield for 3 seconds. Over the duration, drain 55 / 85 / 130 Ability Power Health from the nearest 3 enemies. Then slam down, dealing 80 / 120 / 180 Ability Power magic damage to all enemies within 2 hexes.
  • It's Raining Stars
    Passive: Gain a different secondary effect each game based on the Stargazer constellation.
    
    Active: Call down something from the sky, dealing 150 / 225 / 360 Ability Power magic damage to 3 nearby enemies and do some special effect based on this game's Stargazer Constellation.
    Stargazer constellation secondary effects
    The data feed redacts Lulu's per-constellation secondary effect into "do some special effect". These are the seven variants — one is active per game, picked by the Stargazer constellation.
    The Huntress
    Apply 33% Wound and cause enemies to take 10% more damage for 5 seconds.
    The Mountain
    Briefly Stun them and deal 20 / 30 / 50% AP additional true damage.
    The Serpent
    Remove 4 / 6 / 8 Magic Resistance from enemies within 1 hex of each of them.
    The Altar
    Apply 30% Slow to them for 2 seconds.
    The Medallion
    Every 6 casts drops 1 / 3 / 5 gold.
    The Fountain
    Deal 50 / 75 / 125% AP additional magic damage to 3 other enemies.
    The Boar
    Deal 5% of their Health as bonus physical damage.
  • Grasp of Convergence
    Passive: Gain 50% more max Health from all sources.
    
    Active: Converge an X-shape of vines on the target, dealing Ability Power  magic damage to each enemy hit and Stunning them for 1.5 / 1.5 / 1.75 seconds. 
    
    N.O.V.A. Strike: Send forth a wave of dragons that stun all enemies for 1.5 / 1.5 / 1.75 seconds. For the rest of combat, Maokai's attacks deal Max Health  bonus physical damage.
  • Disco Inferno
    Passive: On combat start, forge a temporary completed item. If 3 items are already equipped, a random completed item becomes Radiant this combat instead.
    
    Active: Gain 125 / 200 / 500 Ability Power Shield for 3 seconds, then breath fire in a cone dealing 180 / 270 / 430 Ability Power magic damage. After any Shield on Ornn expires, Ornn enters The Groove for 2.5 seconds.
  • Divine Scythe
    Gain 20% Durability for 2 seconds, healing Ability Power  over the duration. Afterwards, slash forward in a line, dealing 120 / 180 / 300 Attack Damage physical damage to enemies hit and knocking them up for 1 second.
  • Jump and Jive
    Passive: Whenever an enemy is knocked up, shoot them, dealing Attack Damage Ability Power physical damage and entering The Groove for 3 seconds.
    
    Active: Unleash a volley of bullets at the target, dealing 375 / 560 / 900 Attack Damage physical damage and knocking up for 1 seconds.
  • Unstoppable Dreadnought
    Passive - Proximity Blast: Whenever an enemy enters a ? Range hex radius, fire a blast in a cone towards the closest adjacent hex that deals 85 / 125 / 200 Attack Damage physical damage with 30% falloff per hex. Each adjacent hex has a 5 second cooldown, and starts combat on cooldown.
    
    Active: Gain Ability Power  Shield for 3 seconds and reposition up to one hex to maximize the number of targets within Proximity Blast's radius. Reset Proximity Blast's cooldowns.
  • Psionic Storm
    Channel a one-hex psionic storm that follows enemies for 4 seconds. Each second, it grows larger and deals 200 / 300 / 530 Ability Power magic damage to enemies within, reduced by 60% per hex from the epicenter.
  • Deathbeam
    Channel a deathbeam in a line towards the current target for 3 seconds. It deals Ability Power  magic damage per second, reduced by 80% per enemy it passes through. Deathbeam ignores 30% of the enemy's Magic Resist.
  • Asteroid Blaster
    Strafe to a nearby position, unleashing 21 missiles split between the target and all enemies within two hexes. Missiles deal Attack Damage Ability Power physical damage with a 20% Lucky chance of firing a mega missile that deals Attack Damage  instead.
    
    Meep Bonus: Every ? seconds, launch an Explosive Meep at the target, dealing 110 / 165 / 900 Attack Damage physical damage in a one hex radius on impact.
    
    Lucky: Check twice and take the better outcome.
  • Singularity
    Gather the force of a black hole, dealing 630 / 945 / 5000 Ability Power magic damage split between the target and the 2 / 2 / 4 closest enemies to them. The target takes an additional 180 / 270 / 1000 Ability Power magic damage.
  • Cosmic Pursuit
    Passive: Attacks and Abilities mark the target. When an enemy reaches 3 marks, Wolf consumes the marks, dealing 125 / 190 / 1000 Attack DamageAbility Power physical damage. 
    
    Active: Jump up to 1 hex away and fire arrows at the nearest 3 / 3 / 5 targets, each dealing 125 / 190 / 1000 Attack Damage physical damage. 
    
    N.O.V.A. Strike: Gain 15% Damage Amp. Now and every 4.5 seconds after, add a mark to all enemies.
  • Fracture Reality
    Passive: Attacks deal Ability Power  magic damage instead.
    
    Active: Summon 5 clones that attack alongside for 5 attacks, dealing 25 / 25 / 150% damage. For their final attack, clones fire a bolt that deals 85 / 130 / 750 Ability Power magic damage.
  • Psi Strikes
    Passive: Every third attack is a doubleslash that deals 70 / 105 / 550 Attack Damage bonus physical damage.
    
    Active: After brief meditation, enter a Psi-State for 5 seconds, gaining 10% Omnivamp, 70% Attack Speed, and increased movement speed. Twice a second, fire a psychic projection at a random nearby enemy that deals 70 / 105 / 800 Attack DamageAbility Power physical damage
  • Dark Form
    Transform for 3 seconds, gaining 600 / 700 / 2500 Ability PowerMax Health Health and tethering to nearby champions. Over the duration, deal 100 / 150 / 3000 Ability Power magic damage to the closest 3 enemies and restore Ability Power  health to the closest 2 injured allies.
  • Bubble Pop
    Toss a disco bubble at the target that deals 440 / 660 / 5000 Ability Power split between enemies in a one hex radius. The explosion sends 3 globs towards nearby enemies that deal 110 / 165 / 1000 Ability Power magic damage. On cast, Nami enters The Groove for 3 seconds.
  • Calamity
    Gain 475 / 575 / 2000 Ability Power Shield for 4 seconds. Summon an astrolabe to crash down on a nearby hex, dealing 120 / 180 / 2000 Ability Power magic damage to enemies within 2 hexes. Then, push the astrolabe towards the end of the board, dealing 100 / 150 / 2000 Ability Power magic damage. All enemies hit by the astrolabe are knocked up for 1.5 / 1.75 / 8 seconds.
  • Gravitational Spin
    Gain 675 / 825 / 2000 Ability Power shield for 4 seconds. Then, strike enemies in a three hex line, dealing 50.5 / 75.75 / 711 Ability PowerArmor magic damage.
    
    Meep Bonus: Reduce the damage of incoming attacks by ? . After being attacked 20 times, deal Armor  magic damage in a two hex radius.
  • Time Warp
    Passive: This Ability adapts to Attack Damage or Ability Power, whichever is higher. Attacks deal Attack Damage  physical damage.
    
    Active: Dash to a nearby hex, gaining 100 / 150 / 1200 Shield for 2 seconds and slashing adjacent enemies for Attack Damage  physical damage. Every third cast, leap into the air and launch a wave of energy that deals Attack Damage  physical damage to enemies in a line.
  • Tounge Lash
    Passive: Once per combat after dropping below 35% Health, gain Shield for 4 seconds equal to 40% of healing received this combat.
    
    Active: Heal 300 / 360 / 1500 Max HealthAbility Power, then tongue lash all enemies within two hexes dealing 45 / 60 / 1500 Ability PowerMax Health magic damage.
  • Gravity Matrix
    Enter a defensive stance for 4 seconds gaining 20 / 20 / 60% Durability. While in the defensive stance, attract nearby enemy projectiles and heal 900 / 1300 / 3000 Ability Power over the duration. When this ends, release a shockwave that deals Armor Magic Resist as physical damage in a 2-hex range.
  • Ultra Friendly Object
    Summon a flying saucer over the current target that lasts 4 seconds. Each second it deals 240 / 360 / 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.
  • Party Crasher
    Passive: Every 2 / 2 / 0.5 seconds, call down a bolt on the highest Health nearby enemy that deals 60 / 90 / 150 Ability Power magic damage.
    
    Active: Summon a disco ball at the largest clump of enemies, then knock up the current target into it, dealing 150 / 225 / 999 Ability Power magic damage. They crash down into the disco ball, dealing 175 / 265 / 5000 Ability Power magic damage in a three hex radius. Enter The Groove for 1 second per enemy hit.
  • Perfect Bladework
    Passive: Every 2 attacks, reveal a Vital on the target. If a Vital exists, dash to attack it dealing 37 / 56 Attack Damage bonus true damage and heal for 15% of the damage dealt.
    
    Active: Reveal 6 Vitals on the target and quickly attack them all. If the target dies, remaining Vitals transfer to the nearest enemy. Upon striking the final Vital, create a two hex aura that heals allies within for Ability Power  over 5 seconds.
  • Collateral Damage
    Passive: Attacks fire 5 projectiles in a cone that deal ? physical damage each.
    
    Active: Fire an explosive shell that deals 390 / 585 / 5555 Attack Damage physical damage to the target, and 165 / 245 / 4110 Attack DamageAbility Power physical damage to adjacent enemies.
    Passive cone damage falloff
    Per-target falloff
    Passive cone projectiles deal 60% less damage per additional enemy hit (patch 17.4).
  • Reality Tear
    Passive: On cast, attacks gain Max Health Ability Power stacking bonus magic damage. Starting from the third cast, gain true damage instead.
    
    Active: Gain 200 / 250 / 3456 Max HealthAbility Power Shield for 3 seconds, then slice open a rift on the largest group of champions dealing the Passive's bonus damage to all enemies within. Enemies have their Attack Speed slowed by 50 / 50 / 99% while allies within gain 80 / 80 / 999% Attack Speed, both rapidly decaying over 3 seconds. Shen always gains his rift's full bonus for this duration.
  • Psionic Crush
    Hurl a chunk of magnetic debris at the nearest target without one, dealing 300 / 450 / 999 Ability Power magic damage and sticking it to them. If an enemy with debris dies, it passes to the nearest enemy without one.
    
    Every 5 casts, instead rip off all debris dealing 120 / 180 / 999 Ability Power magic damage, then crush all the debris onto the target, dealing 720 / 1100 / 9999 Ability Power magic damage and briefly stunning them.
  • Lend Me a Hand, Shadow!
    Passive: Every time Vex attacks, Shadow strikes a nearby enemy, dealing 27 / 40 / 250 Ability Power magic damage. Whenever an enemy is struck 5 times by Shadow, Shadow strikes them again.
    
    Active: Shadow launches 3 empowered strikes, dealing 140 / 210 / 1000 Ability Power magic damage instead.

Traits (8)

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Role

  • Combat Start: Mark all enemies with Doom.
    
    The first time enemies are damaged each combat, their Doom is consumed, stealing 12% Attack Damage and Ability Power from them and granting it to your strongest Vex.
  • Innate: Mecha units can transform into their Ultimate form, upgrading their ability and gaining 40% Health. Transformed Mechas take up two team slots and count twice for the Mecha trait.
    
    Use the Mecha-Former item to toggle the forms of your Mecha units
  • Rogues gain Attack Damage and Ability Power. The first time they fall below 50% health, they slip into shadows. Enemies targeting them are redirected to a nearby unit, preferring Tanks.
  • The Groove: Attack Speed,
    The Groove
    Attack Speed,
  • Stargazers chart a different constellation every game. This game: The Boar.
    
    Gain gold after winning player combat. Allies in empowered hexes gain 8% Health, Attack Damage, and Ability Power. Stargazers gain more.
    
    More hexes reveal at each player level
  • Stargazers chart a different constellation every game. This game: The Fountain.
    
    Allies in empowered hexes heal 1% max Health every 2 seconds. Stargazers in empowered hexes heal an additional 3% and gain stacking Attack Damage and Ability Power every 2 seconds.
    
    More hexes reveal at each player level
  • Stargazers chart a different constellation every game. This game: The Mountain
    
    Every 5 player combats, gain a Stargazer Emblem. Stargazers in empowered hexes gain various bonuses.
    
    More hexes reveal at each player level

Frequently asked questions