Description
Deals a percent of the target's maximum Health as true damage every second. Most burn sources also apply Wound, which reduces healing received — together they form the standard answer to high-Health frontlines. Standard craftable burn items in Set 17: Morellonomicon (on hit), Red Buff (on hit), and Sunfire Cape (passive AoE every 2s). Searing Shortbow (per 20 mana spent) is a trait-exclusive Anima Weapon (from the Anima trait), not a craftable.
Items (9)
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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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- +45% AS
Attacks and Abilities 1% Burn and 33% Wound enemies for 5 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
- +20 Armor
Gain 8% max Health. Every 2 seconds, deal 1% Burn and 33% Wound to an enemy within 2 hexes 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
- +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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- +80% AS
Attacks and Abilities 2% Burn and 33% Wound enemies for 5 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
- +40 Armor
Gain 16% max Health. Every 2 seconds, deal 2% Burn and 33% Wound to an enemy within 2 hexes 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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- +65% AS
Shrinks the holder, granting them increased movement speed and immunity to Slow, Burn, and Wound.
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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% 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
Augments (1)
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Feed the Flames Gold Gain a Sunfire Cape. Your team gains 12% Omnivamp when attacking Burning enemies.
Frequently asked questions
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What is Burn in TFT, and what does it actually deal?
Burn is a damage-over-time debuff that ticks once per second for as long as it lasts. Each tick removes a percentage of the target's maximum Health and deals it as true damage — so the value scales with the target's HP pool, not with the source's AD or AP. The percentage and duration come from the applying source (items in current sets sit around 1–2% per second), and the total damage equals percent × duration of max HP. Because the tick is true damage, Armor and Magic Resist do not reduce it.
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Do multiple sources of Burn stack on the same target?
No. Multiple Burns never add their percentages together — only one Burn ticks at a time. The TFT-namespaced wiki phrases it directly: "Multiple sources of Burn do not stack but instead refresh the duration, it is always overwritten if the Burn damage of the new source is higher than [it has in the] previous source." In practice, a higher-percentage Burn replaces a lower one and resets duration; a weaker Burn applied on top of a stronger one does not displace it. Stacking two 1% sources never produces 2% damage.
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Why do most burn items also apply Wound at the same time?
Because the two effects solve the same problem from different angles. Burn whittles a high-Health target down with percent-max-HP true damage that ignores resistances; Wound (the in-game keyword for healing reduction, in the Grievous-Wounds family) cuts the healing the target uses to claw that damage back. Bundling them on the same item means the package keeps doing work whether the enemy frontline relies on raw HP or on sustain. Wound itself follows the same rule as Burn: multiple sources refresh duration rather than stack.
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Is Burn affected by damage amplification or %-damage buffs?
No. Burn deals true damage, and the TFT-namespaced wiki defines true damage as ignoring resistances, damage reduction, and damage amplification — so a generic "+X% damage" buff applied to the dealer does not increase the Burn tick the target takes. The only way to make your own Burns deal more is a source that explicitly modifies Burn damage itself (a burn-specific augment or trait); those read on the dealing side rather than amplifying through general damage-amp. Defensive damage reduction on the receiving side is also bypassed.
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Does Burn ignore shields the way it ignores Armor and Magic Resist?
No. True damage's bypass clause covers resistances, damage reduction, and damage amplification — not shields. Normal shields absorb every damage type, true damage included, so Burn ticks consume the target's shield pool first and only reach Health once the shield is gone. This is why a single round of pre-combat shielding can cancel multiple seconds of Burn outright. Shields and Burn are independent rules: Armor and MR don't help, but shields do.
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Does stacking max Health help or hurt against Burn?
Neither, on the percentage portion. Each Burn tick takes the same fraction of the bar regardless of how big the bar is — so doubling a unit's max HP doubles the raw HP each tick removes, and time-to-kill from Burn alone stays roughly constant. Layered Armor, Magic Resist, and shields all multiply max HP into effective HP against physical and magic damage; Burn skips that multiplier entirely. Stacking HP is still correct against most damage; it just doesn't cover the percent-max-HP tax that Burn imposes.
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How do you actually defend against a heavy-Burn enemy comp?
Three real levers. First, shields — they soak Burn ticks at face value until consumed, so any shield-on-combat-start or per-cast shield effect directly trades for Burn duration. Second, untargetability or invulnerability windows that block all damage types stop ticks while active. Third, fight length: Burn is a duration effect, so winning before the percent-total has ticked through neutralizes it. Anti-heal layered on the dealer does not change Burn (Wound is a healing-side debuff). Stacking only Armor or Magic Resist does nothing, since Burn is true damage.
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Are there ways to make your own Burns deal more damage?
Not through the usual damage levers, and the current Set has no burn-specific amplifier in its roster. A generic "+X% damage" buff on the dealer does nothing to Burn — it deals true damage, which ignores damage amplification — and stacking multiple Burn sources on one carrier does not raise the tick either, since only the highest-percent Burn ticks at a time. The genuine lever is the percentage itself: apply the strongest Burn source available rather than the most sources (a Radiant burn item applies 2% of max Health per second versus the base 1%), and because each tick is a share of max Health, that same Burn does more raw damage against high-HP targets. Some past sets shipped burn-specific augments that read "your Burns deal X% increased damage" (Set 16's Pyromaniac), but the current roster has no equivalent.