Description
Damage dealt over multiple seconds as flat physical or magic damage, AD- or AP-scaled. Distinct from Burn (% max-Health true damage). Set-17 sources include Talon's stab, Akali's bleed (N.O.V.A. capstone), the Stargazer Serpent constellation, and Teemo's stacking magic poison.
Listed in: Debuffs
Champions (3)
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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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Star Strike Reposition next to the target to strike the most enemies. Then throw 5 piercing kunai, each dealing 43 / 65 / 97 physical damage to the first enemy hit, reduced to for each subsequent target. Kunai remove 1 Armor, 2 if they crit. N.O.V.A. Strike: Slice all enemies, applying Wound and a bleed that deals physical damage each second. Kunai increase the damage of the bleed by 12%.
Traits (1)
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Stargazers chart a different constellation every game. This game: The Serpent. Allies in empowered hexes gain 5% Durability. Stargazers in empowered hexes gain more and poison enemies, repeating a portion of damage dealt as magic damage over 3 seconds. More hexes reveal at each player level
Frequently asked questions
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What is Bleed in TFT, and how is it different from Burn?
Bleed is a damage-over-time debuff that ticks once per second for a fixed duration (or for the rest of combat, depending on the source). Each tick deals a flat amount of physical or magic damage that scales with the dealer's AD or AP — not the target's Health pool. That's the headline split from Burn: Burn deals percent-max-Health true damage and ignores resistances, while Bleed deals normal physical or magic damage and runs through the regular damage pipeline. Two damage-over-time families with very different counter-play.
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Does Armor or Magic Resist reduce Bleed damage?
Yes. Bleed is normal physical or magic damage, so each tick goes through the same resistance pipeline as a basic attack or an ability hit. Physical bleeds are reduced by Armor; magic bleeds are reduced by Magic Resist. The TFT formula is Armor / (100 + Armor) reduction (so 100 Armor cuts a physical bleed tick by 50%, 200 Armor by 67%). This is the cleanest way to tell Bleed apart from Burn at a glance — if stacking Armor or MR shrinks the tick, it's Bleed, not Burn.
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Does Bleed scale with the dealer's stats or with the target's Health?
Bleed scales with the dealer. Tooltip values are typically a flat number plus a percentage of AD and/or AP, so a Bleed-applier benefits directly from offensive items the same way it benefits its on-hit and ability damage. Burn is the inverse: its tick is a percentage of the target's max Health and ignores the dealer's offensive stats. Practical consequence — a Bleed applier wants AD or AP, while a Burn applier just needs the Burn item itself; the carrier's stats don't change the Burn tick.
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Do Bleeds apply Wound (anti-heal) the way most Burns do?
Some do, some don't — there's no blanket rule that ties Bleed to Wound. Certain ability-based bleeds explicitly state they 'apply Wound and a bleed' in the same line of tooltip text, while other bleed sources only deal damage and never touch healing. Always read the specific source's tooltip. When Wound IS applied, it follows the standard rule: multiple Wound sources do not stack — they refresh duration, and the default is 50% reduced healing.
Sources
- Akali (TFT) — League of Legends Wiki (N.O.V.A. Strike applies Wound + bleed) (opens in new tab)
- Talon (TFT) — League of Legends Wiki (Diviner's Judgment, bleed without Wound) (opens in new tab)
- Grievous Wounds (TFT) — League of Legends Wiki (refresh, not stack; 50% healing reduction) (opens in new tab)
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Do shields absorb Bleed ticks?
Yes. Bleed is regular physical or magic damage, and normal shields absorb every damage type — physical, magic, and even true. Each Bleed tick consumes the target's shield pool first and only chips away at Health once the shield is gone. A pre-combat shield or a per-cast shield effect therefore trades cleanly against Bleed: a few seconds of shield can swallow several seconds of Bleed before it reaches HP, which is one of the strongest defensive layers a frontline can carry against a heavy-Bleed comp.
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Is Bleed always physical damage, or can it be magic?
Both exist in the current set. The wider Bleed family covers any flat damage-over-time effect from a champion ability or trait — and some sources explicitly tag the tick as physical damage (so Armor reduces it), while other DoT-style sources tag the tick as magic damage (so Magic Resist reduces it). The constellation-based 'poison enemies, repeating a portion of damage dealt as magic damage over X seconds' wording is the clearest example of the magic-flavored variant. Read the tooltip — the damage type drives which resistance counters it.
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Do multiple Bleeds stack on the same target, or does the new one overwrite the old?
Bleed has no single family-level stacking rule documented — it's source-specific. Some bleeds are written as 'apply a bleed for X seconds' and treat each application as its own DoT instance; others (constellation-style 'repeat a portion of damage dealt') refresh on each new hit rather than layering. Burn, by contrast, has an explicit family rule: a higher-percent Burn overwrites a lower one, and only one Burn ticks at a time. Read the source's tooltip — don't assume Bleed inherits Burn's rule.
Sources
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How do you actually defend against a heavy-Bleed comp?
Three real levers. First, the right resistance: stack Armor against physical-damage Bleed sources, Magic Resist against magic-damage ones — every point reduces the tick on the way in. Second, shields: every shield type absorbs Bleed at face value, so any per-combat or per-cast shield directly trades for Bleed duration. Third, untargetability or invulnerability windows that block all damage types stop ticks while active. Anti-heal does not change the incoming Bleed; it only matters when Bleed pairs with Wound to keep healing suppressed.