Description
Scales with Ability Power. Damage and effect magnitudes that read "(scales with AP)" target this mechanic.
Also known as: ap, ap scaling, scale ap
What enables Ability Power
Traits (6)
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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.
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Innate: Mecha units can transform into their Ultimate form, upgrading their ability and gaining 50% Health. Transformed Mechas take up two team slots and count twice for the Mecha trait. (3) Energy Cells: Mechas gain 20%. (3) Overclocked Cells: Increased to 20%. (3) Precision Engineering: +1 max team size Use the Mecha-Former item to toggle the forms of your Mecha units
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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. (2) 12% (2) 12% (2) 12% (2) 12%
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(3) Groovians can enter The Groove. While in it, they gain Attack Speed and max Health Regen, increased per Groovian on your team. (3) All Groovians start combat in The Groove for 3 seconds. (3) Each second spent in The Groove grants ?% stacking Attack Damage and Ability Power. (3) Increase these effects by ?%! (3) The Groove
- The Groove
- ?%, ?%
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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. (3) Gain 12% Health (3) AND ?% Attack Damage and Ability Power (3) AND ? Armor and Magic Resist (3) AND ?% Attack Speed (3) AND ?% Durability (3) AND increase all other bonuses by ?% More hexes reveal at each player level
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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. (3) 1 gold, 2%, 10% More hexes reveal at each player level
What scales with Ability Power
Champions (56)
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1 Aatrox Plated Heal 300 / 375 / 575 , then deal 80 / 120 / 180 physical damage to the current target. N.O.V.A. Strike: Cleave the battlefield, briefly knocking up all enemies and dealing ? physical damage. -
1 Briar Plated 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.
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1 Caitlyn Plated Passive: Attacks have a 15% Lucky chance to fire an empowered Headshot, dealing ? 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 ? physical damage. Lucky: Check twice and take the better outcome.
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1 Cho'Gath Plated Deal ? magic damage to the lowest Health enemy in range and permanently gain 12 / 18 / 33 maximum Health. If this kills them, permanently gain 25 / 35 / 65 maximum Health instead. -
1 Ezreal Plated Active: Fire a blast at the current target that deals ? physical damage. Every 8 takedowns, gain a drone that deals 8 / 12 / 18 physical damage to the current target on cast. -
1 Leona Plated Gain ? Shield for 4 seconds. Bash the current target, dealing 100 / 150 / 225 magic damage and stunning them for 1.75 / 1.75 / 2 seconds. -
1 Lissandra Plated Hurl a shard towards the current target, dealing 250 / 375 / 600 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 magic damage to nearby targets.
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1 Nasus Plated Transform for 6 seconds, temporarily gaining 250 / 350 / 550 max Health, entering The Groove, and dealing 30 / 45 / 70 magic damage to adjacent enemies each second.
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1 Poppy Plated Gain 400 / 475 / 575 Shield for 4 seconds. For the duration, allies within two hexes gain 15 / 25 / 60 Armor and Magic Resistance. Meep Bonus: Meeps grant 125 / 160 / 210 Shield to the nearest ? allies for 4 seconds. -
1 Rek'Sai Plated Heal ? , then briefly knock up adjacent enemies and deal 80 / 120 / 180 magic damage. -
1 Talon Plated Stab the target, causing them to bleed for 460 / 690 / 1090 physical damage over 18 seconds. After the attack, leap to the highest percent Health enemy within 3 hexes.
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1 Teemo Plated Passive: Attacks deal 30 / 45 / 100 bonus magic damage and an additional 70 / 105 / 190 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.
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1 Twisted Fate Plated 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 190 / 285 / 430 and 380 / 570 / 860 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.
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1 Veigar Plated Call down a Meepteor on the target that deals 310 / 465 / 700 magic damage. Meep Bonus: An additional ? mini Meepteor are called down on nearby targets dealing 31 / 47 / 70 magic damage each. -
2 Bel'Veth Plated Unleash a flurry of ? slashes at the current target over 2 seconds, dealing ? physical damage each.
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2 Gnar Plated Passive: Every 5th attack, launch a returning boomerang at the target that travels two hexes past the first enemy it hits. It deals 225 / 340 / 525 physical damage, reduced by 75% per hit. Meep Bonus: ? Meeps attack alongside Gnar, dealing ? physical damage per second.
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2 Gragas Plated Heal ? over 2 seconds. Then, deal ? magic damage to target and enemies adjacent to them and 30% Chill them for 2 seconds.
- Slow
- Slow: Reduce Attack Speed
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2 Gwen Plated 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 / 380 magic damage to the target and 75 / 110 / 190 magic damage to enemies in a cone. If this kills, dash and snip again at 65% damage!
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2 Jax Plated Enter a defensive stance for 3 seconds, reducing incoming damage by 15 / 25 / 35 and gaining 400 / 500 / 675 Shield. When the stance ends, strike all nearby enemies, dealing ? magic damage and Stunning them for 1 / 1.25 / 1.5 second(s). -
2 Meepsie Plated Heal ? Health over 3 seconds. Slam the target, dealing 160 / 240 / 360 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 ? .
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2 Milio Plated Kick a ball at the current target that deals 230 / 345 / 520 magic damage. On impact, the ball has a 100% Lucky chance to bounce to a new target dealing 75 / 115 / 175 magic damage. These bounces can trigger additional bounces, but the odds halve with each bounce. Lucky: Check twice and take the better outcome.
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2 Mordekaiser Plated Gain 300 / 375 / 500 Shield. Each second for the next 4 seconds, gain 75 / 90 / 105 more Shield and deal 45 / 70 / 100 magic damage to adjacent enemies. When this ability ends, consume the remaining Shield and heal for 40% of its value.
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2 Pantheon Plated Gain 275 / 300 / 500 Shield and 15% Durability for 4 seconds. Over the duration, deal ? physical damage each second to enemies in a cone. -
2 Pyke Plated 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 ? physical damage. Then, teleport behind them and cleave, dealing 210 / 315 / 720 physical damage to them and ? physical damage to nearby enemies.
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2 Zoe Plated Fire a paddle star at the current target, dealing 68 / 102 / 153 magic damage to the first target hit and 34 / 51 / 77 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.
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3 Aurora Plated Open a 2 hex rift containing the target, Hacking enemies within for 4 seconds and dealing 80 / 120 / 190 magic damage to each, plus 370 / 555 / 890 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.
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3 Diana Plated Passive: Attacks deal 50 / 75 / 130 bonus magic damage. Active: Gain 225 / 275 / 375 Shield and summon 3 encircling orbs for 3 seconds. Orbs deal ? magic damage to enemies they pass through, and rotate faster based on Attack Speed. -
3 Fizz Plated Dash through the current target, dealing ? magic damage. Every third cast also summons a Mega Meep after a delay, briefly knocking the target up and dealing ? magic damage. Adjacent enemies take 50% damage. Meep Bonus: Add ? Meep to the bait, increasing Mega Meep damage by ? .
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3 Illaoi Plated Gain 450 / 525 / 650 Shield for 3 seconds. Over the duration, drain 55 / 85 / 130 Health from the nearest 3 enemies. Then slam down, dealing 80 / 120 / 180 magic damage to all enemies within 2 hexes.
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3 Lulu Plated Passive: Gain a different secondary effect each game based on the Stargazer constellation. Active: Call down something from the sky, dealing 150 / 225 / 360 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 5 / 7 / 10 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 / 6 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.
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3 Maokai Plated Passive: Gain 45% more max Health from all sources. Active: Converge an X-shape of vines on the target, dealing ? 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 ? bonus physical damage.
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3 Ornn Plated 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 100 / 150 / 500 Shield for 3 seconds, then breath fire in a cone dealing 180 / 270 / 430 magic damage. After any Shield on Ornn expires, Ornn enters The Groove for 3 seconds.
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3 Rhaast Plated Gain 20% Durability for 2 seconds, healing ? over the duration. Afterwards, slash forward in a line, dealing 120 / 180 / 300 physical damage to enemies hit and knocking them up for 1 second. -
3 Samira Plated Passive: Whenever an enemy is knocked up, shoot them, dealing ? physical damage and entering The Groove for 3 seconds. Active: Unleash a volley of bullets at the target, dealing 380 / 570 / 915 physical damage and knocking up for 1.25 seconds.
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3 Urgot Plated Passive - Proximity Blast: Whenever an enemy enters a ? hex radius, fire a blast in a cone towards the closest adjacent hex that deals 85 / 125 / 200 physical damage with 30% falloff per hex. Each adjacent hex has a 5 second cooldown, and starts combat on cooldown. Active: Gain ? 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.
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3 Viktor Plated Channel a one-hex psionic storm that follows enemies for 4 seconds. Each second, it grows larger and deals 220 / 330 / 545 magic damage to enemies within, reduced by 60% per hex from the epicenter.
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4 Aurelion Sol Plated Channel a deathbeam in a line towards the current target for 3 seconds. It deals ? magic damage per second, reduced by 60% per enemy it passes through. Deathbeam ignores 30% of the enemy's Magic Resist. -
4 Corki Plated Strafe to a nearby position, unleashing 21 missiles split between the target and all enemies within two hexes. Missiles deal ? physical damage with a 20% Lucky chance of firing a mega missile that deals ? instead. Meep Bonus: Every ? seconds, launch an Explosive Meep at the target, dealing 120 / 180 / 900 physical damage in a one hex radius on impact. Lucky: Check twice and take the better outcome.
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4 Karma Plated Gather the force of a black hole, dealing 570 / 855 / 5000 magic damage split between the target and the 2 / 2 / 4 closest enemies to them. The target takes an additional 120 / 180 / 1000 magic damage.
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4 Kindred Plated Passive: Attacks and Abilities mark the target. When an enemy reaches 3 marks, Wolf consumes the marks, dealing ? physical damage. Active: Jump up to 1 hex away and fire arrows at the nearest 3 / 3 / 5 targets, each dealing 115 / 175 / 900 physical damage. N.O.V.A. Strike: Gain 5% Damage Amp. Now and every 5 seconds after, add a mark to all enemies. -
4 LeBlanc Plated Passive: Attacks deal ? 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 70 / 105 / 750 magic damage. -
4 Master Yi Plated Passive: Every third attack is a doubleslash that deals 60 / 90 / 550 bonus physical damage. Active: After brief meditation, enter a Psi-State for 5 seconds, gaining 15% Omnivamp, 70% Attack Speed, and increased movement speed. Twice a second, fire a psychic projection at a random nearby enemy that deals 50 / 75 / 600 physical damage
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4 Nami Plated Toss a disco bubble at the target that deals 410 / 615 / 5000 split between enemies in a one hex radius. The explosion sends 3 globs towards nearby enemies that deal 110 / 165 / 1000 magic damage. On cast, Nami enters The Groove for 3 seconds.
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4 Nunu & Willump Plated Gain 475 / 575 / 2000 Shield for 4 seconds. Summon an astrolabe to crash down on a nearby hex, dealing 120 / 180 / 2000 magic damage to enemies within 2 hexes. Then, push the astrolabe towards the end of the board, dealing 100 / 150 / 2000 magic damage. All enemies hit by the astrolabe are knocked up for 1.75 / 2 / 8 seconds.
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4 Rammus Plated Gain 675 / 825 / 2000 shield for 4 seconds. Then, strike enemies in a three hex line, dealing 50 / 75 / 700 magic damage. Meep Bonus: Reduce the damage of incoming attacks by ? . After being attacked 20 times, deal ? magic damage in a two hex radius.
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Passive: This Ability adapts to Attack Damage or Ability Power, whichever is higher. Attacks deal ? physical damage. Active: Dash to a nearby hex, gaining 100 / 150 / 1200 Shield for 2 seconds and slashing adjacent enemies for ? physical damage. Every third cast, leap into the air and launch a wave of energy that deals ? physical damage to enemies in a line.
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4 Tahm Kench Plated Passive: Once per combat after dropping below 35% Health, gain Shield for 4 seconds equal to 40% of healing received this combat. Active: Heal 275 / 315 / 1500 , then tongue lash all enemies within two hexes dealing 45 / 60 / 800 magic damage.
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4 The Mighty Mech Plated Enter a defensive stance for 4 seconds gaining 20 / 20 / 90% Durability. While in the defensive stance, attract nearby enemy projectiles and heal 850 / 1200 / 3000 over the duration. When this ends, release a shockwave that deals ? as physical damage in a 2-hex range. -
5 Bard Plated 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. -
5 Blitzcrank Plated Passive: Every 2 / 2 / 0.5 seconds, call down a bolt on the highest Health nearby enemy that deals 60 / 90 / 150 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 magic damage. They crash down into the disco ball, dealing 175 / 265 / 5000 magic damage in a three hex radius. Enter The Groove for 1 second per enemy hit.
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5 Fiora Plated Passive: Every 2 attacks, reveal a Vital on the target. If a Vital exists, dash to attack it dealing 40 / 60 / 777 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 ? over 5 seconds. -
5 Graves Plated Passive: Attacks fire 5 projectiles in a cone that deal ? physical damage each. Active: Fire an explosive shell that deals 360 / 540 / 5555 physical damage to the target, and 120 / 180 / 3333 physical damage to adjacent enemies. -
5 Morgana Plated Passive: Heal for 20% of Ability damage. Active: Transform into Dark Form for 5 seconds, gaining 250 / 300 / 4000 Shield for the duration. While in Dark Form, tether the 3 nearest enemies, dealing ? magic damage per second to each one. At the end of the transfomation, deal 240 / 360 / 4000 magic damage to all tethered enemies. -
5 Shen Plated Passive: On cast, attacks gain ? stacking bonus magic damage. Starting from the third cast, gain true damage instead. Active: Gain 225 / 300 / 3456 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 / 999% while allies within gain 80 / 80 / 999% Attack Speed, both rapidly decaying over 3 seconds. -
5 Sona Plated Hurl a chunk of magnetic debris at the nearest target without one, dealing 240 / 360 / 999 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 magic damage, then crush all the debris onto the target, dealing 620 / 930 / 9999 magic damage and briefly stunning them.
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5 Vex Plated Passive: Every time Vex attacks, Shadow strikes a nearby enemy, dealing 30 / 45 / 250 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 magic damage instead.
Components (1)
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- +10 AP
Completed items (6)
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- +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.
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- +30 AP
- +1 Mana Regen
Combat start: Gain 20% Ability Power every 5 seconds in combat.
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- +15% AD
- +15 AP
- +5 Mana Regen
Gain 10% additional Attack Damage and Ability Power from all sources.
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- +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.
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- +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.
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- +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.
Emblems (1)
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- +150 HP
- +20 Armor
- +20 MR
The holder gains the Vanguard trait. Gain 3% 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
Radiant items (6)
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- +40 MR
- +6 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 25% Attack Damage and Ability Power.
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- +60 AP
- +2 Mana Regen
Combat start: Gain 40% Ability Power every 5 seconds in combat.
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- +30% AD
- +30 AP
- +10 Mana Regen
Gain 20% additional Attack Damage and Ability Power from all sources.
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- +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.
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- +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.
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- +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.
Artifacts (9)
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- +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. (Hats: [TFT_Item_Artifact_CappaJuice_NumHats])
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- +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.
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- +20% AS
- +10 AP
Attacks grant 5% stacking Attack Speed. Every 3 attacks also grant 2% Attack Damage and 2% Ability Power.
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- +60 Armor
- +60 MR
Combat Start: If there are no adjacent allies, gain 400 Health, 10% Attack Damage, and 10% Ability Power.
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- +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
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- +100 HP
- +10 Armor
- +10 MR
- +10% AD
- +10% AS
- +10 AP
Every 6 player combats gain a lesser copy of Mirrored Persona ([TFT_Item_Artifact_MirroredPersona_Combats]/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
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- +10 Armor
- +10 MR
- +25 AP
Takedowns increase the holder's Armor, Magic Resist, and Ability Power by 20.
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- +50% AS
- +15 AP
Every 3rd attack deals 30 + 50% of the holder's Ability Power as additional magic damage to 4 enemies.
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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.
Anima items (4)
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- +40% AD
- +40 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
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- +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 9 Ability Power when the bolt hits. Damage increases based on Stage.
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- +15 AP
Every 5 seconds, this item loses 3 Ability Power and gains 1 Mana Regen.
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- +10% AD
- +40 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
Augments (13)
Prismatic (3)
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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
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Allies in your back 2 rows gain 10% Ability Power and 9% Attack Damage for each ally that starts combat in your front row.
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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.
Gold (8)
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Your team gains 2% Attack Damage and Ability Power per level. Gain 2 XP each round for the rest of the game.
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Each time an ally dies, allies that share at least one trait with them gain 5% Ability Power, 5% Attack Damage, 5 Armor, and 5 Magic Resist.
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Gain a Rabadon's Deathcap. Rabadon's Deathcaps permanently gain ?% Ability Power whenever their holders score a takedown. -
Your team gains 4% Attack Damage & Ability Power. This increases by 1% after each player combat. 1-cost champions gain double. TFT Vegas Open, 2023
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Champions that fight in player combat cannot be benched or sold. Your team gains 1% Health, and 1.5% Attack Damage and Ability Power after player combat.
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Gain an Archangel's Staff. Archangel's Staff grants 2 additional Mana Regen if its holder has 90% or more Ability Power.
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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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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.
Silver (2)
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Each time an ally dies, allies that share at least one trait with them gain 3% Ability Power, 3% Attack Damage, 3 Armor, and 3 Magic Resist.
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Gain 1.5% Attack Damage and 1.5% Ability Power for each non-unique Trait active across your team.