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)
Refine list…
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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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- +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.
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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 Armor
- +10% AD
- +15% AS
- +10 AP
At 60% Health, briefly become untargetable, shed negative effects, and heal 20% missing health.
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- +15% AD
- +15% AS
- +15 AP
- +15% Damage Amp
Gain 15% additional Damage Amp against Tanks.
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- +10% AS
- +10 AP
Gain 7% stacking Attack Speed every second.
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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% AD
- +20 AP
- +15% Omnivamp
- +1 Mana Regen
Heal the lowest percent Health ally for 20% of damage dealt.
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- +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
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- +35 AP
- +35% Crit
Gain Precision.
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- +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
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- +150 HP
- +10% AS
- +15 AP
- +20% Crit
Attacks grant 2 bonus Mana, increased to 4 if they critically strike.
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- +55 AP
This humble hat can help you make, or unmake, the world itself.
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- +15% AD
- +15 AP
- +1 Mana Regen
Attacks grant 5 bonus Mana.
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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.
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- +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
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- +10 AP
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- +50% AD
- +30% AS
- +50 AP
Behold, the righteous flame!
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- +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.
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- +60 AP
- +2 Mana Regen
Combat start: Gain 40% Ability Power every 5 seconds in combat.
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- +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.
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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 Armor
- +30% AD
- +30% AS
- +30 AP
At 60% Health, briefly become untargetable, shed negative effects, and heal all missing health.
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- +30% AD
- +30% AS
- +30 AP
- +30% Damage Amp
Gain 30% additional Damage Amp against Tanks.
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- +25% AS
- +20 AP
Gain 16% stacking Attack Speed every second.
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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% AD
- +40 AP
- +30% Omnivamp
- +2 Mana Regen
Heal the lowest percent Health ally for 40% of damage dealt.
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- +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
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- +75 AP
- +75% Crit
Gain Precision.
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- +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
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- +300 HP
- +20% AS
- +30 AP
- +40% Crit
Attacks grant 4 bonus Mana, increased to 6 if they critically strike.
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- +100 AP
It's witnessed - and unleashed - miracles and calamities both.
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- +30% AD
- +30 AP
- +2 Mana Regen
Attacks grant 10 bonus Mana.
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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.
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- +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
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- +20 AP
- +4 Mana Regen
The holder is orbited by 3 foxfires. Each one deals 50 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.
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- +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.
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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.
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- +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.
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- +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.
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- +200 HP
- +25 AP
Once per combat: At 50% Health, become invulnerable for 1.5 seconds and grant 1 gold.
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- +25% AD
- +25 AP
Total Ability damage is increased by 45%, but is dealt over 2 seconds instead.
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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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- +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.
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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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- +300 HP
- +30 Armor
- +30 MR
- +30% AD
- +30% AS
- +30 AP
Tons of EVERYTHING!
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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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- +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.
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- +60% AD
- +60 AP
100% of overkill damage plus 100 is dealt as magic damage to the two enemies nearest to the target.
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- +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]
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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 ( /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
- +20% Omnivamp
Takedowns increase the holder's Armor, Magic Resist, and Ability Power by 20.
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- +20% AD
- +20% AS
- +20 AP
- +3 Mana Regen
Gain 40% Damage Amp against targets 4 or more hexes away.
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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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- +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.
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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.
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- +25 Armor
- +25 MR
- +25 AP
Once per combat at 40% Health, become invulnerable and untargetable for 3 seconds. [Unique - only 1 per champion]
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- +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
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- +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
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- +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
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- +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
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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 12 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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- +10000 HP
- +100 Armor
- +100 MR
- +100% AD
- +100% AS
- +100 AP
- +75% Crit
- +100% Omnivamp
- +10 Mana Regen
The pinnacle of Anima technology.
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- +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
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- +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
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- +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
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- +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
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- +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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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
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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.
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Soul Awakening Prismatic 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.
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Ahri's Boon Gold 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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Blood Offering Gold Gain a Bloodthirster. Combat start: Allies holding Bloodthirsters lose 15% Health but gain a 20% Health shield and 12% Attack Damage and Ability Power.
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Climb The Ladder II Gold 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.
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Deadlier Caps Gold Gain a Rabadon's Deathcap. Rabadon's Deathcaps grant 1 Mana Regen and permanently gain 1% Ability Power whenever their holders score a takedown.
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Early Learnings Gold 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
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Kayle's Boon Gold For each unique completed item on your team, your team gains 10 Health, 1% Attack Damage, and 1% Ability Power.
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NO SCOUT NO PIVOT Gold 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.
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Seraphim's Staff Gold 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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Tour of the Galaxy Gold 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.
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Warlord's Honor Gold 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.
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Climb The Ladder I Silver 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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Stellar Slash Heal 325 / 400 / 650 , 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.
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Fish Frenzy Passive: For every 1% missing Health, gain 2 / 2 / 2.5% Attack Speed Active: Deal 130 / 195 / 310 physical damage to the target, increased by 50% if they're a tank.
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Aim For The Head 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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Accretion Deal 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.
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Temporal Shot Active: Fire a blast at the current target that deals 184 / 276 / 412 physical damage. Every 8 takedowns, gain a drone that deals 8 / 12 / 18 physical damage to the current target on cast.
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Shield of Daybreak 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.
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Dark Matter 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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Groovin' Susan Transform for 6 seconds, temporarily gaining 300 / 400 / 600 max Health, entering The Groove, and dealing 30.02 / 45.02 / 70.02 magic damage to adjacent enemies each second.
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Huddle Up! 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.
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Upheaval Heal , then briefly knock up adjacent enemies and deal 80 / 120 / 180 magic damage. -
Diviner's Judgment Stab the target, causing them to bleed for 460 / 690 / 1135 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 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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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 and 410 / 610 / 920 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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Meepteor Shower Call down a Meepteor on the target that deals 330 / 495 / 750 magic damage. Meep Bonus: An additional ? mini Meepteor are called down on nearby targets dealing 31 / 47 / 70 magic damage each.
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Tidal Slashes Unleash a flurry of 12 slashes at the current target over 2 seconds, dealing 25 / 38 / 57 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 physical damage, reduced by 75% per hit. Meep Bonus: ? Meeps attack alongside Gnar, dealing physical damage per second.
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Chemical Rage 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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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 magic damage to the target and 75 / 110 / 215 magic damage to enemies in a cone. If this kills, dash and snip again at 65% damage!
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Counter Star-ike Enter a defensive stance for 3 seconds, reducing incoming damage by 20 / 25 / 30 and gaining 400 / 450 / 500 Shield. When the stance ends, strike all nearby enemies, dealing magic damage and Stunning them for 1 / 1.25 / 1.5 second(s). -
Meep Impact 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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Mega Time Kick Kick a ball at the current target that deals 255 / 380 / 575 magic damage. On impact, the ball has a 100% Lucky chance to bounce to a new target dealing 85 / 130 / 190 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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Indestructible Gain 350 / 450 / 625 Shield. Each second for the next 4 seconds, gain 75 / 100 / 115 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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Advanced Defences Gain 275 / 300 / 500 Shield and 15% Durability for 4 seconds. Over the duration, deal physical damage each second to enemies in a cone.
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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 physical damage. Then, teleport behind them and cleave, dealing 210 / 315 / 720 physical damage to them and physical damage to nearby enemies. -
Paddle Star Fire a paddle star at the current target, dealing 68 / 102 / 180 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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Hopped-Up Hacks Open a 2 hex rift containing the target, Hacking enemies within for 4 seconds and dealing 80 / 120 / 190 magic damage to each, plus 400 / 600 / 960 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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Pale Cascade Passive: Attacks deal 52 / 78 / 135 bonus magic damage. Active: Gain 275 / 325 / 475 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.
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Meep Bait 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 . -
Test of Spirit 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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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 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.
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Grasp of Convergence Passive: Gain 50% 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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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 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 2.5 seconds.
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Divine Scythe 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. -
Jump and Jive 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 375 / 560 / 900 physical damage and knocking up for 1 seconds. -
Unstoppable Dreadnought 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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Psionic Storm Channel a one-hex psionic storm that follows enemies for 4 seconds. Each second, it grows larger and deals 200 / 300 / 530 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 magic damage per second, reduced by 80% per enemy it passes through. Deathbeam ignores 30% of the enemy's Magic Resist.
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Asteroid Blaster 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 110 / 165 / 900 physical damage in a one hex radius on impact. Lucky: Check twice and take the better outcome.
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Singularity Gather the force of a black hole, dealing 630 / 945 / 5000 magic damage split between the target and the 2 / 2 / 4 closest enemies to them. The target takes an additional 180 / 270 / 1000 magic damage.
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Cosmic Pursuit Passive: Attacks and Abilities mark the target. When an enemy reaches 3 marks, Wolf consumes the marks, dealing 125 / 190 / 1000 physical damage. Active: Jump up to 1 hex away and fire arrows at the nearest 3 / 3 / 5 targets, each dealing 125 / 190 / 1000 physical damage. N.O.V.A. Strike: Gain 15% Damage Amp. Now and every 4.5 seconds after, add a mark to all enemies.
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Fracture Reality 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 85 / 130 / 750 magic damage. -
Psi Strikes Passive: Every third attack is a doubleslash that deals 70 / 105 / 550 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 physical damage
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Dark Form Transform for 3 seconds, gaining 600 / 700 / 2500 Health and tethering to nearby champions. Over the duration, deal 100 / 150 / 3000 magic damage to the closest 3 enemies and restore health to the closest 2 injured allies.
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Bubble Pop Toss a disco bubble at the target that deals 440 / 660 / 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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Calamity 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 1.5 / 1.75 / 8 seconds.
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Gravitational Spin Gain 675 / 825 / 2000 shield for 4 seconds. Then, strike enemies in a three hex line, dealing 50.5 / 75.75 / 711 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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Time Warp 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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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 , then tongue lash all enemies within two hexes dealing 45 / 60 / 1500 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 over the duration. When this ends, release a shockwave that deals 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 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.
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Party Crasher 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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Perfect Bladework Passive: Every 2 attacks, reveal a Vital on the target. If a Vital exists, dash to attack it dealing 37 / 56 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. -
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 physical damage to the target, and 165 / 245 / 4110 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).
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Reality Tear Passive: On cast, attacks gain stacking bonus magic damage. Starting from the third cast, gain true damage instead. Active: Gain 200 / 250 / 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 / 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.
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Psionic Crush Hurl a chunk of magnetic debris at the nearest target without one, dealing 300 / 450 / 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 720 / 1100 / 9999 magic damage and briefly stunning them.
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Lend Me a Hand, Shadow! Passive: Every time Vex attacks, Shadow strikes a nearby enemy, dealing 27 / 40 / 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.
Traits (8)
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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 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
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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.
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The Groove: ,
- The Groove
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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. More hexes reveal at each player level
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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
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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. More hexes reveal at each player level
Frequently asked questions
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What does Ability Power (AP) actually do in TFT?
AP scales ability effects on a 1-for-1 percentage basis. Each point of AP increases magic damage, true damage, healing, and shielding produced by abilities by 1%. So a unit with 100 bonus AP outputs roughly twice the printed numbers on its ability; a unit with 50 bonus AP outputs 1.5x. The scaling is linear with no diminishing returns built in. AP does not turn into damage on its own — the unit still has to actually cast the ability for AP to matter.
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Do all units start with the same baseline AP?
Yes. The in-game stat sheet shows 0 AP for a unit with no items or trait bonuses, but the underlying math treats that baseline as 1.0x scaling - i.e., the ability deals the printed number. Any AP gained from items, augments, traits, or power-ups stacks on top of that baseline as bonus AP, each point adding another 1% to ability output. There is no hidden per-champion AP modifier; the variation between casters comes from their ability ratios, not their starting AP.
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Does Ability Power buff auto-attacks?
Generally no. AP scales ability output - the spell a unit casts when its mana bar fills - not basic attacks. The standard route to scaling auto damage is Attack Damage and Attack Speed, not AP. A small number of champions have ability scripts that explicitly empower their next basic attack with AP-scaled bonus damage; in those cases the AP scales the bonus the ability injects, not the underlying auto-attack stat. Plain on-hit item passives (mana on attack, flat bonus damage) do not gain a scaling tail from AP unless their tooltip explicitly says so.
Sources
- Ability Power tooltip (TFT) - League of Legends Wiki (AP scales "All magic damage and true damage dealt", not basic-attack damage) (opens in new tab)
- How to play Teamfight Tactics Part 3 - Tacter / Nextcito ("AP ... determinates the damage that our units will deal with their abilities or AP Scalling instances") (opens in new tab)
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Does AP also amplify healing and shields?
Yes - at the same 1% per AP rate as damage. A healer carrying AP items heals proportionally more; a shielder carrying AP shields proportionally more. The same rule applies to true damage. So AP is not a pure-damage stat; it is a generalist amplifier for any ability-driven number, which is why support and tank casters can be valid AP item holders even when they barely deal damage.
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Does AP from multiple sources stack additively, or are there diminishing returns?
Additively, with no built-in diminishing returns. Items, augments, traits, and power-ups all dump their AP into the same pool 1-for-1, and the resulting bonus AP is what gets multiplied into ability output. A few specific multipliers (like trait emblems or augments that read "X% more Ability Power from all sources") boost the size of every other source's contribution before it is added in - those are documented per-effect on the source's tooltip, not a global rule of the stat itself.
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How is Ability Power different from Damage Amp?
They are separate multipliers that both apply, on top of each other, when an ability deals damage. AP scales the magic/true damage, healing, and shielding produced by abilities only - and only at 1% per point. Damage Amp scales every kind of damage the unit deals post-mitigation, including auto-attacks, and applies as its own multiplicative layer. So stacking AP plus Damage Amp on the same caster compounds: AP grows the ability's hit, then Damage Amp grows whatever damage the unit puts out, abilities and autos alike.
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Does AP scale the flat numbers printed on item passives?
No. The TFT Ability Power tooltip is explicit: "Ability power does not affect items." If an item passive prints a flat shield, a flat heal, or a flat burst of damage, that number is fixed regardless of the holder's AP - the value comes from the item, not from a unit ability. The exception is item passives whose tooltip explicitly tags a number as "% AP" or "per Ability Power"; those are AP-scaling by design and obey the normal 1% per point rule.
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When an ability tooltip lists a number with "% AP" next to it, what does the percent mean?
It is the AP ratio - the share of the unit's total Ability Power that gets added to the printed base value. "100% AP" on a number means: at baseline (1.0x scaling) the number is the printed value, and every 1 bonus AP adds 1% on top. So a 200-damage ability with a 100% AP ratio at 50 bonus AP deals 200 plus 50% of 200, i.e. 300. Higher ability ratios make AP stacking more rewarding; low or zero ratios mean AP barely moves the number even with full AP itemisation.