Description
Scales with Attack Damage (AD). Champions and effects flagged as AD-scaling get bigger auto-attack and ability damage when the holder stacks AD from items like Deathblade, Infinity Edge, Giant Slayer, and Bloodthirster, or from trait bonuses.
Items (41)
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- +20 MR
- +3 Mana Regen
Gain an additional 15% Mana from all sources. The wearer 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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- +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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- +55% AD
- +10% Damage Amp
Perfect peace and calm for the holder - and all who face it.
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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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- +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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- +35% AD
- +35% Crit
Gain Precision. Precision: Ability damage can critically strike. Extra Precision grants 10% Critical Strike Damage.
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- +20 MR
- +10% AD
- +10% AS
Attacks grant 3.5% stacking Attack Damage, up to 15 attacks. After 15 attacks, gain 15% Attack Speed.
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- +15% AD
- +20% AS
- +20% Crit
Attacks and Ability damage 30% Sunders the target for 3 seconds. This effect does not stack. Sunder: Reduce Armor
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- +15% AD
- +15% AP
- +1 Mana Regen
Attacks grant 5 bonus Mana.
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- +300 HP
- +45% AD
At 60% Health, gain a Shield equal to 40% of the wearer's maximum Health that rapidly decays over 4 seconds.
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- +20 Armor
- +10% AS
Gain 2% Attack Damage and Ability Power when attacking or taking damage, stacking up to 25 times. At full stacks, gain 10% Damage Amp and become Unstoppable.
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- +10% AD
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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: Tanks and Fighters: Gain 80 Armor and Magic Resistance. Other Roles: Gain 40% Attack Damage and Ability Power.
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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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- +100% AD
- +20% Damage Amp
It glows in the presence of enemies. Or friends. Or anything alive, really.
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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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- +40% Crit
- +2 Mana Regen
Gain 2 effects: • 35% Attack Damage and 35% 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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- +75% AD
- +75% Crit
Gain Precision. Precision: Ability damage can critically strike. Extra Precision grants 10% Critical Strike Damage.
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- +40 MR
- +20% AD
- +20% AS
Attacks grant 7% stacking Attack Damage, up to 15 attacks. After 15 attacks, gain 30% Attack Speed.
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- +45% AD
- +40% AS
- +40% Crit
Attacks and Ability damage 30% Sunders the target for the rest of combat. This effect does not stack. Sunder: Reduce Armor
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- +30% AD
- +30% AP
- +2 Mana Regen
Attacks grant 10 bonus Mana.
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- +600 HP
- +90% AD
At 60% Health, gain a Shield equal to 80% of the wearer's maximum Health that rapidly decays over 6 seconds.
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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 Unstoppable.
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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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- +20% AD
- +20% AP
- +1 Mana Regen
Reduce the holder's max Mana by 10. Subsequent spellcasts reduce max Mana by 5%, to a minimum of 15.
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- +25% AD
- +25% AS
The holder's attacks target random enemies. Gain +2 Attack Range.
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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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- +40% AD
- +20% Crit
Attacks and Abilities execute enemies below 12% of their maximum Health. Executions on champions have a 33% chance to drop 1 gold. Unique - only 1 per champion
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- +300 HP
- +30 Armor
- +30 MR
- +30% AD
- +30% AS
- +30% AP
Tons of EVERYTHING!
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- +55% AD
- +55% AP
100% of overkill damage plus 100 is dealt as magic damage to the two enemies nearest the target.
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- +15% AD
- +15% AP
- +1 Mana Regen
After casting the first time in combat, gain 110 Mana over 5 seconds.
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- +30 Armor
- +30 MR
- +125% AD
- +30% Omnivamp
Grants immunity to Stuns and the holder's attacks Stun the target for 0.8 seconds. The holder’s Attack Speed is locked at 0.5.
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- +450 HP
- +20% AD
- +20% AP
After 22 seconds gain 100% max Health, 12 Mana Regen, and 120% Damage Amp for the rest of combat.
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- +300 HP
- +20% AD
- +20% AS
Attacks deal 2% of the holder's max Health plus 4% of their Attack Damage as bonus physical damage to the target and adjacent enemies.
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- +30% AD
The holder gains the Hunter trait. Takedowns grant 18% Attack Damage.
Hunters gain Attack Damage. If a Hunter hasn't swapped targets for 4 seconds, they gain 10% Damage Amp.
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- 20%
- 3
- 30%
- 4
- 45%
- 5
- 65%
Augments (17)
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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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Coronation Prismatic Gain a Tactician's Crown. Tactician's Crown, Cape, and Shield grant the holder 20% Attack Speed, 25% Attack Damage, and 30% Ability Power.
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Deadlier Blades Prismatic Gain a Deathblade. Deathblades permanently gain 1% Attack Damage whenever their holders score a takedown.
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Hold the Line Prismatic Champions in your back 2 rows gain 9% Ability Power and 8% Attack Damage for each champion 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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TONS of Stats! Prismatic Your team gains 88 Health, 8% Attack Damage, 8% Ability Power, 8 Armor, 8 Magic Resist, 8% Attack Speed, and 8 Mana.
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Verticality III Prismatic Champions gain 3.5% Attack Damage, 3.5% Ability Power, 3.5 Armor, and 3.5 Magic Resist for each ally that shares a trait with them.
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Cybernetic Implants Gold Your champions holding an item gain 100 Health and 15% Attack Damage. Gain a B.F. Sword.
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Double Trouble Gold When you field exactly 2 copies of a champion, they both gain 25% Attack Damage and Ability Power and 25 Armor, and Magic Resist. When you 3-star, gain a 2-star copy.
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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.
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Embiggen Gold Fae pixies are now larger and grant 50% more Attack Damage and Ability Power. Fae champions gain 10% Attack Damage and Ability Power immediately. Gain a Xayah and a Rakan.
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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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Tons of Stats! Gold 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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Verticality II Gold Champions gain 2% Attack Damage, 2% Ability Power, 2 Armor, and 2 Magic Resist for each ally that shares a trait with them.
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Focused Fire Silver Your team gains 10% Attack Damage. Every 5 seconds, they gain 5% more.
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Stand United Silver Your units gain 1.5% Attack Damage and 1.5% Ability Power for each non-unique Trait active across your team.
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Verticality I Silver Champions gain 1.5% Attack Damage, 1.5% Ability Power, 1.5 Armor, and 1.5 Magic Resist for each ally that shares a trait with them.
Champions (28)
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Kunai Strike Adaptor : Throw a volley of kunai at the target, dealing 155 / 235 / 405 physical damage. If the target is Burning, deal an additional 35 / 52 / 80 damage. Adaptor : If the Ability kills, cast it again.
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Defensive Sweep Slice the target for 170 / 255 / 435 physical damage and gain 60 / 90 / 200 Shield for 2 seconds. -
Razor Leaves Summon five razor-sharp leaves that converge on the current target, dealing a total of 370 / 555 / 835 physical damage and applying 20% Wound and 1% Burn for 4 seconds. Scarlet Buff: Cinderling gains 22% Attack Damage each cast. Wound: Reduces healing received. Burn: Deals a percent of the target's max Health as true damage every second. -
Piercing Arrow Wind up, then fire an arrow at the most enemies in line with the target. It deals 415 / 625 / 995 physical damage to enemies hit, reduced by 40% for each enemy it passes through (minimum 40%). -
Deadly Plumage Gain 50% Attack Speed for the next 5 attacks. These attacks are replaced with feathers that deal 68 / 102 / 155 physical damage and reduce Armor by 2 .
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Last Rites Passive: On death, spawn a Spirit Walker with 330 / 634 / 1171 max Health which immediately taunts, forcing enemies to attack it. Active: Restore 280 / 325 / 435 Health and strike the target, dealing 150 / 225 / 340 physical damage.
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Headshot Passive: Every third attack is replaced with a Headshot that deals 210 / 315 / 515 physical damage. -
Belchy Bubble Adaptor : Belch a noxious bubble at the current target that explodes on the first enemy hit, dealing 225 / 340 / 535 magic damage. Enemies within a 1 hex radius of the explosion take 160 / 240 / 360 magic damage over 3 seconds. Adaptor : Heavily slows the target. Purple Buff: Every 5 seconds, Gromp gains 30% Ability Power.
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Rending Claws Leap to the lowest Health enemy within 3 Hexes and deal 500 / 1050 / 2250 physical damage. The next 2 attacks gain 175% Attack Speed and deal 60 / 90 / 135 bonus physical damage. Grey Buff: Gain Precision and 25% Critical Strike Chance, increased up to 75% based on missing Health.
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Can You Dig It? Passive: Attacks are replaced by a dance that deals 50 / 75 / 113 physical damage to all adjacent enemies. Active: Burrow underground, gaining 15% Durability for 3 seconds and healing 325 / 400 / 675 over the duration. Green Buff: When allies fall below 50% Health, they restore 15% max Health.
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Jaws of The Beast Bite the current target, dealing 215 / 325 / 500 physical damage and healing for 20% of the damage dealt. Gain 20% Attack Speed for the rest of combat.
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Cultivation of Spirit Dash, then launch an orb at the current target that deals 160 / 240 / 360 physical damage and splits, dealing 56 / 84 / 126 physical damage to 2 nearby enemies.
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Raining Artillery Adaptor : Launch acid at the target and the other nearest enemy, dealing 165 / 250 / 425 physical damage. Enemies below 50% max Health take 231 / 350 / 595 physical damage instead. Adaptor: Damages enemies over time.
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Rock and Roll Passive: On death, split into two Kruglettes with 182 / 338 / 608 Health which immediately taunt, forcing enemies to attack them. Active: Gain 175 / 225 / 325 max Health, then roll into the target, dealing 223 / 358 / 620 damage. Slate Buff: On death, Krug and Kruglettes Shield allies for 8% max Health.
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Flock Family Summon 4 untargetable Tiny Beaks nearby for 5 seconds. Whenever Mama Beak attacks, Tiny Beaks attack the same enemy, dealing 20 / 30 / 48 physical damage. Orange Buff: Dealing physical damage reduces enemy Armor by 2.
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Wuju Style Passive: Every third attack is a Double Strike. On takedown, gain a burst of movement speed. Adaptor : Double Strikes grant 15% stacking Attack Speed. Adaptor : Double Strikes deal bonus damage and heal. -
Savagery Jump to the lowest percent Health enemy within 3 hexes and stab them, dealing 255 / 385 / 615 physical damage. Then heal for 60 / 90 / 90 , increased to up to 120 / 180 / 180 based on their missing Health.{Augment.Variant.RivalsAugment.AbilityTooltip}
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Explosive Charge Attach an explosive charge to the target that lasts 4 seconds. While active, gain infinite range and 60% Attack Speed. After the duration, the charge explodes and splits damage between all enemies within 2 hexes, dealing 160 / 240 / 385 physical damage + 10 / 15 / 25 for each attack while casting. If an enemy with an explosive charge on them dies, it attaches to Tristana's new target.
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Moonlight's Onslaught Equip Severum and swipe the target 5 times over 2 seconds, each dealing 70 / 105 / 850 physical damage. After the onslaught finishes, fire a blast that deals 490 / 735 / 5225 physical damage split among all enemies in a 2 Hex radius.
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Crimson Fury Passive: When the target dies, leap at the next target, dealing 170 / 255 / 600 physical damage. Active: Gain 80 / 80 / 280% Attack Damage for 8 seconds. During this time ignore 40 / 40 / 60% Armor. Red Buff: Attacks 1% Burn enemies and heal Brambleback for 4% max Health.
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Forest's Flurry Blink away from the current target, deal 235 / 355 / 1200 physical damage to them, and gain 30 / 30 / 100% Attack Speed. Every 4th cast consumes the Attack Speed granted from Nature's Wrath and fires a blast through the largest group of enemies that deals 385 / 580 / 2500 physical damage, reduced by 25% for each enemy it passes through (minimum 50%).
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Javelin Toss Adaptor : Gain 150% Attack Speed for the next 3 attacks. These attacks are replaced with javelins that deal 170 / 255 / 2000 magic damage. The 3rd attack instead targets the furthest enemy with the least items and deals 285 / 425 / 3000 magic damage. Adaptor : Transform into a Melee cougar Assassin that swipes enemies.
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Haymaker Passive: Upon falling below 40% max Health the first time each combat, gain 100 mana. Active: Wind up a big punch, rapidly healing for 225 / 275 / 2000 before dealing 222 / 355 / 5233 physical damage in a large cone.
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Boomerang Blade Throw a large crossblade that deals 205 / 305 / 1150 physical damage to the current target and bounces 8 times between nearby enemies, dealing 41 / 61 / 460 physical damage each bounce. When this kills an enemy, bounce 3 / 3 / 6 additional times.
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Spirit Rift Fire an arrow through the most enemies in a line that deals 440 / 660 / 1000 physical damage, reduced by 80 / 80 / 40% per enemy hit (minimum 20%). The arrow leaves a trail for 4 / 4 / 20 seconds that deals 7 / 11 / 220 + 2 / 3 / 10% max Health physical damage per second to enemies within and 20% Slows them. Slow: Reduce Attack Speed
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Whirling Death Passive: Attacks target random enemies in range and apply a bleed that deals 140 / 210 / 3000 physical damage over 12 seconds. Every attack has a 12% chance to deal 50 / 50 / 900% bonus physical damage and apply 2 bleeds instead. Active: Throw two giant axes towards the enemy with the most bleeds. Deal 100 / 150 / 400 physical damage to enemies hit and consume their bleed, instantly dealing the remaining damage. The axes then return, dealing 30 / 45 / 100 physical damage to enemies hit.
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Heat Without Equal Passive: Attacks deal 75 / 75 / 100% damage to enemies adjacent to the target. Active: Become invulnerable and fly into the air. On return, stun all enemies for 1.25 / 1.25 / 99 seconds, gain 15 / 15 / 100% Omnivamp, and Ignite them for 3 / 3 / 99 seconds. Ignited enemies take 2 / 2 / 20% max Health physical damage per second. Replace this ability with Flame Breath and immediately cast it. Flame Breath: Spew fire at the most enemies in a line through the target, dealing 305 / 465 / 7200 physical damage, reduced by 20% for each enemy it passes through (minimum 20%.) Ignite those enemies for 3 / 3 / 99 seconds. Elder Dragon Buff: Damaging an enemy below 12% Health executes them. -
Rage Gene Passive: Gain 5 / 5 / 50 Rage per second and 5 Rage per attack. Active: Transform into Mega Gnar and leap into the largest group of enemies within 3 hexes. Then, deal 100 / 150 / 2000 physical damage to enemies within 2 / 2 / 10 hexes, reduce their Armor and Magic Resist by 15 / 20 / 100 , and Stun them for 1 / 1 / 15 second. Mega Gnar gains 400 / 600 / 10000 Health, and replaces his Ability with Grab n' Throw. Grab n' Throw: Throw the target at the farthest enemy, dealing 380 / 570 / 9000 physical damage to them and 135 / 205 / 4500 physical damage to enemies they pass through. If there's only 1 enemy left, throw them off the battlefield instead.
Traits (5)
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Innate: Adaptor abilities change depending on if their Attack Damage or Ability Power is higher. Adaptors gain Ability Power or Attack Damage, depending on which is higher.
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After combat, your Wisps are empowered. Blossom champions gain Attack Damage, Ability Power, and 10% max Health.
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Your team's damage, healing, and shielding attracts Pixies. Each Pixie grants Fae champions Attack Damage and Ability Power, and after they fall below 50% Health, they heal for each Pixie.
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Hunters gain Attack Damage. If a Hunter hasn't swapped targets for 4 seconds, they gain 10% Damage Amp.
See also
What counters Attack Damage
Frequently asked questions
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What is Attack Damage (AD) in TFT?
AD is the auto-attack stat. A unit's basic attack deals physical damage equal to its Attack Damage, so every point of AD makes each auto hit harder. AD also feeds any ability that carries an AD ratio — some spells deal a share of the caster's AD as bonus damage — which makes AD a dual-purpose stat rather than a pure auto-attack number. What AD does not touch is ability output that scales only off Ability Power: stacking AD on a pure AP caster does nothing for its spell.
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Is bonus AD a flat number or a percentage in TFT?
A percentage of the unit's base AD — this is the big difference from League PC, where AD is a flat stat. In TFT every AD source grants a percent increase on top of the unit's own base Attack Damage, so the same AD item is worth more on a champion with high base AD, and worth more again on a 2-star or 3-star copy (star-ups raise base AD, and the percentage scales off it). A basic AD component reads as roughly a +10% increase. The practical takeaway: physical items reward naturally high-AD carries, not low-base-AD units.
Sources
- Attack Damage tooltip (TFT) - League of Legends Wiki ("Increases basic attack damage ... by its percentage") (opens in new tab)
- TFT: Keyword Debuffs and Percent Scaling - Brian Adam, Medium ("With this attack damage change ... 2 and 3 star units receive greater benefit from attack damage items") (opens in new tab)
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Does Attack Damage only buff auto-attacks, or abilities too?
Both, but only where the ability opts in. Auto-attacks always scale with AD. Abilities scale with AD only when their tooltip prints an AD ratio (a number tagged "% AD"); for those spells, total AD is added into the printed value the same way AP is added into an AP-ratio spell. An ability with no AD ratio gains nothing from AD no matter how much the holder stacks. Many current spells are hybrid, carrying both an AD and an AP ratio, so the same number can grow from either stat.
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Does AD from multiple sources stack additively, or are there diminishing returns?
Additively, with no built-in diminishing returns. Items, augments, and trait bonuses each contribute their percentage of base AD into one bonus-AD pool, and that pool is added to the unit's base AD. Because every source is a percentage of the same fixed base rather than a multiplier on the running total, the marginal point of AD is always worth the same — any "feels like diminishing returns" impression comes from base AD being fixed, not from a cap or decay on the stat itself.
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How is Attack Damage different from Attack Speed?
AD is damage per hit; Attack Speed is hits per second. Auto-attack DPS is the product of the two (times any crit multiplier), so they multiply each other: doubling AD or doubling AS both roughly double auto DPS, and stacking both compounds. The usual rule of thumb is to balance them rather than pile into one — a carry with huge AD but low AS hits hard but slowly, and vice versa. Attack Speed also has a 5.00 cap; AD has no such ceiling.
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Does Attack Damage interact with Crit?
Yes — auto-attacks can critically strike, and a crit multiplies the AD-based damage of that hit. Base critical strike damage is 140%, so a critting auto deals 1.4x its normal AD damage; crit-damage modifiers raise that multiplier further. The layers stack: AD sets the size of each hit, Crit chance decides how often a hit is multiplied, and crit damage sets the multiplier. By default abilities don't crit unless a source explicitly grants it, so crit's relationship with AD is primarily an auto-attack one.
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How is Attack Damage different from Ability Power?
They scale different damage routes. AD scales auto-attacks (and any ability with an AD ratio) and is granted as a percentage of base AD. Ability Power scales the magic damage, true damage, healing, and shielding produced by abilities at 1% per point, and does nothing for auto-attacks. A pure physical carry wants AD; a pure spell carry wants AP; a champion with a hybrid spell can use either, since its ability prints both ratios. They are independent multipliers, so a hybrid unit benefits from both at once.
Sources
- Ability Power tooltip (TFT) - League of Legends Wiki ("All magic damage and true damage dealt by 1%, Shielding by 1%, Healing by 1%") (opens in new tab)
- Attack Damage tooltip (TFT) - League of Legends Wiki ("Increases basic attack damage and the power of some abilities by its percentage") (opens in new tab)
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Does AD scale the flat numbers printed on item passives?
Only when the passive prints an AD ratio. Just as the AP tooltip states outright that "Ability power does not affect items," AD has no general item-multiplier behavior either: a flat shield, flat heal, or flat burst of damage on an item passive is fixed regardless of the holder's AD. The exception is a passive whose own text tags a number as "% of Attack Damage" — those scale with total AD by design, following the normal AD-ratio rule. If the tooltip doesn't print a ratio, more AD won't move that number.