Description
Scales with crit chance and crit damage from items like Infinity Edge and Jeweled Gauntlet. By default abilities cannot crit — the sibling Precision mechanic is what lets spell damage roll crits, so crit-on-spell builds need a Precision source before crit chance and crit damage actually apply to abilities.
Listed in: Buffs
Items (33)
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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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- +35% AD
- +35% Crit
Gain Precision.
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- +35 AP
- +35% Crit
Gain Precision.
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- +15% AD
- +20% AS
- +20% Crit
Damage from attacks and Abilities 30% Sunder the target for 3 seconds. This effect does not stack. Sunder: Reduce Armor
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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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- +20 MR
- +15% AS
- +20% Crit
Combat Start: Gain immunity to crowd control for 18 seconds. Gain 3% stacking Attack Speed every second.
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- +250 HP
- +20 Armor
- +20% Crit
Gain 5% Durability. While above 50% Health, instead gain 15% Durability.
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- +150 HP
- +10% AS
- +20% Crit
Critical Strikes grant 5% Damage Amp for 5 seconds, stacking up to 4 times.
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- +150 HP
- +20% Crit
Each round: Equip 2 random items. [Consumes 3 item slots.]
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- +20% Crit
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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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- +75% AD
- +75% Crit
Gain Precision.
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- +75 AP
- +75% Crit
Gain Precision.
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- +45% AD
- +40% AS
- +40% Crit
Damage from attacks and Abilities 30% Sunder the target for the rest of combat. This effect does not stack. Sunder: Reduce Armor
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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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- +40 MR
- +40% AS
- +40% Crit
Combat Start: Gain immunity to crowd control for 45 seconds. Gain 6% stacking Attack Speed every second.
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- +600 HP
- +40 Armor
- +40% Crit
Gain 10% durability. While above 50% Health, instead gain 30% Durability.
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- +300 HP
- +20% AS
- +40% Crit
Critical Strikes grant 10% Damage Amp for 5 seconds, stacking up to 4 times.
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- +150 HP
- +20% Crit
Each round: Equip 2 random Radiant items. [Consumes 3 item slots.]
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- +200 HP
- +30% Crit
Each round: Equip 2 random Ornn Artifacts. [Consumes 3 item slots.]
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- +35% AD
- +20% Crit
Attacks and Abilities execute enemies below 12% of their maximum Health. Executions have a 33% chance to drop 1 gold. [Unique - only 1 per champion]
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- +300 HP
- +35% AD
- +45% Crit
After killing a target, shed negative effects and dash to the farthest target within 4 hexes. The next 2 critical attacks deal 50% bonus Critical Strike Damage.
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- +300 HP
- +40% AD
- +20% Crit
Combat start: Teleport the holder to the mirrored hex on the enemy's side of the board. After 8 seconds, the holder returns to their original location.
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- +10 Armor
- +10 MR
- +10% AS
- +15% Crit
Summon a clone with 70% base Health and +10% max Mana. You cannot equip items to the clone. The clone benefits from active traits [Unique - only 1 per champion]
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- +200 HP
- +20% Crit
The holder gains the N.O.V.A. trait. N.O.V.A. Strike: Gain 25% Attack Speed and 10 Armor and Magic Resist. Other allies gain 10% Attack Speed and 10 Armor and Magic Resist.
Aatrox: Ally Damage 30% Shred and Sunders enemies Caitlyn: Grant allies 20% Attack Speed Akali: Allies gain Precision Maokai: Allies heal 12% max Health Kindred: Shield the strongest Tank for 800 Emblem: Allies deal 10% stacking bonus true damage
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- 6 seconds into combat, N.O.V.A. grant a power surge to allies based on champions.
- 5
- Gain a Striker selector. The chosen N.O.V.A. activates their Strike during the power surge.
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- +20% Crit
The holder gains the Rogue trait. At 50% health, gain 25% Omnivamp and immunity to crowd control for 5 seconds.
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%
- 3
- 25%
- 4
- 40%
- 5
- 55%
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- +20% AD
- +25% AS
- +35% Crit
Gain Precision. Every 4 critical strikes, fire 5 piercing arrows that can critically strike towards the target. Each deals 80% physical damage. Precision Max 3 stacks per Ability cast. Recommended Roles: Attack Marksman or Fighter
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- +30% AD
- +50% AS
- +50% Crit
Gain Precision. Every 3 critical strikes, fire 6 piercing arrows that can critically strike towards the target. Each deals 100% physical damage. On takedown, fire a burst of 12 arrows from the target. Precision Max 3 stacks per Ability cast. Recommended Roles: Attack Marksman or Fighter
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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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+10% Crit Chance and +5% Crit Damage
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+25% Crit Chance and +10% Crit Damage
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+40% Crit Chance and +18% Crit Damage
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Gain Precision and increase Ability damage by 5%.
Augments (2)
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Retribution Prismatic Gain 2 Hands of Justice. Allies equipped with Hand of Justice gain Precision and 25% Critical Strike Chance.
- Precision
- Precision: Ability damage can critically strike. Additional Precision grants 10% Critical Strike Damage.
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Mace's Will Gold Gain a Sparring Gloves. Your team gains 25% Critical Strike Chance.
Champions (1)
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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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Innate: Fateweavers have Precision. Precision Lucky: Check twice and take the better outcome.
Frequently asked questions
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What's the difference between Crit Chance and Crit Damage in TFT?
They're two separate stats that multiply together. Crit Chance is the probability that an attack rolls a critical hit; Crit Damage is the multiplier the hit deals when it does. Champions start at 25% Crit Chance and a base 40% bonus Crit Damage, so a default crit deals 140% of normal damage. Items, traits, and augments can raise either stat independently. Both have to be present for crits to matter — 100% Crit Chance with no extra Crit Damage just means every hit deals 140%; stacking Crit Damage with low Crit Chance means crits are rare but big.
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What happens to extra Crit Chance once I'm at 100%?
It converts into Crit Damage at a 1:1 ratio. The TFT-namespaced wiki states it directly: 'Critical strike chance cannot be increased beyond 100% but increases critical damage to an amount equivalent to the excess.' So 120% raw Crit Chance becomes 100% Crit Chance + 20% extra Crit Damage on top of whatever Crit Damage you already had. This is why over-stacking Crit Chance items isn't wasted in TFT — the overflow keeps scaling damage. The conversion is a base-game rule, not item-specific; you don't need a particular item to unlock it.
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Can abilities crit by default?
No. The TFT wiki is explicit: 'Most abilities are unable to critically strike on their own.' Basic attacks roll crits using your Crit Chance; ability damage simply ignores Crit Chance and Crit Damage unless something specifically grants the unit the ability to spell-crit. That unlock comes from particular items, certain traits, or augments — without one of those sources, building Crit Chance on an ability-based carry only matters for their basic attacks between casts. A handful of champions have natively-critable abilities written into their kit, but that's the exception, not the rule.
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What's the base Crit Damage value — 130% or 140%?
140%. Champions have a base 40% bonus Crit Damage, so a default critical hit deals 140% of normal damage. The 130% number players sometimes remember is from older patches; today's base Crit Damage is 140% and has stayed there. Flat Crit Damage bonuses from items, traits, or augments add to that 40% baseline: a +30% Crit Damage source plus the 40% base means crits hit for 170% of normal damage. Sources stack additively unless a specific tooltip says otherwise.
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If a unit can already spell-crit, what does a second 'abilities can crit' source do?
It converts into Crit Damage instead of stacking the unlock twice. Items in this family share a fail-safe clause: 'Abilities can critically strike. If the holder's abilities can already critically strike, gain 10% Critical Strike Damage instead.' So the first source unlocks ability crit; each additional source on the same unit hands you +10% Crit Damage rather than wasting the slot. Doubling up is therefore still useful — you trade a redundant unlock for a flat damage bump that applies to both basic attacks and crittable abilities.
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How does Crit interact with Damage Amp — do they stack or overlap?
They're separate multipliers and stack on top of each other. Crit Damage is rolled first, multiplying the hit's base damage when the crit triggers; Damage Amp then applies post-mitigation, scaling whatever final number is about to land. The wiki defines it directly: 'Damage Amp is the amplification of the damage that the champion inflicts post-mitigation.' Because they live at different points in the calculation, a crit that lands while Damage Amp is active gets both multipliers — neither stat caps or overrides the other. Combined sources of each scale faster than doubling down on one stat alone.
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Do Crit Chance bonuses from different items and traits stack additively?
Yes. Crit Chance from items, traits, augments, and other sources adds together with the base 25% before the 100% cap is applied. A unit with the 25% base plus two items granting +35% each lands at 95% Crit Chance. If the total goes over 100%, the cap kicks in and excess converts to Crit Damage as described above. Crit Damage bonuses also generally stack additively — a +10% and a +30% source give +40%, layered on the 40% base. A handful of older patches had multiplicative interactions on specific items; today's defaults are additive unless a tooltip explicitly says otherwise.
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What does the 'Precision' keyword mean when I see it on items or traits?
Precision is the modern shorthand for 'this unit's abilities can critically strike.' It replaced the older 'Spells can crit' wording so the unlock is consistent across items, traits, and augments. Once a unit has any Precision source, their ability damage starts rolling crits using their normal Crit Chance and Crit Damage. Stacking additional Precision sources on the same unit doesn't unlock crit twice — extra sources convert into bonus Crit Damage (typically +10% per extra source). Reading 'Precision' on any tooltip therefore means 'either unlock ability crit, or +10% Crit Damage if it's already unlocked.'