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 (22)
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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. Precision: Ability damage can critically strike. Extra Precision grants 10% Critical Strike Damage.
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- +35% AP
- +35% Crit
Gain Precision. Precision: Ability damage can critically strike. Extra Precision grants 10% Critical Strike Damage.
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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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- +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: Unstoppable for 18 seconds. Gain 3% stacking Attack Speed every second.
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- +20 Armor
- +20% Crit
Gain 5% Durability. While above 50% Health, instead gain 15% Durability.
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- +150 HP
- +10% AS
- +10% Damage Amp
- +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: • 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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- +75% AD
- +75% Crit
Gain Precision. Precision: Ability damage can critically strike. Extra Precision grants 10% Critical Strike Damage.
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- +75% AP
- +75% Crit
Gain Precision. Precision: Ability damage can critically strike. Extra Precision grants 10% Critical Strike Damage.
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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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- +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: Unstoppable for 45 seconds. Gain 6% stacking Attack Speed every second.
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- +40 Armor
- +40% Crit
Gain 10% Durability. While above 50% Health, instead gain 30% Durability.
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- +300 HP
- +20% AS
- +20% Damage Amp
- +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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- +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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- +20% Crit
- +8% Crit Damage
The holder gains the Executioner trait. Damage executes enemies below 8% of their max Health.
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- Executioners gain Precision and 15% Critical Strike Chance.
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- Additionally, enemies bleed for 30% bonus true damage over 3 seconds.
- 4
- Bleed damage increased to 40%.
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- +250 HP
- +25% AS
- +20% Crit
The holder gains the Primal trait.
Choose one of four Primal Blessings.
- 2
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- 4
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Augments (3)
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Jeweled Lotus II Prismatic Your team gains 25% Critical Strike Chance, 10% Critical Strike Damage, and Precision. Precision: Ability damage can critically strike. Additional Precision grants 10% Critical Strike Damage.
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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: Ability damage can critically strike. Additional Precision grants 10% Critical Strike Damage.
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Jeweled Lotus I Gold Your team gains 10% Critical Strike Chance and Precision. Precision: Ability damage can critically strike. Additional Precision grants 10% Critical Strike Damage.
Champions (2)
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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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Triggerseed Passive: Shields from this Ability can critically strike with Precision. Active: Grant 2 / 2 / 10 allies 165 / 300 / 3000 Shield and 10 / 15 / 100% Damage Amp for 6 seconds. Then deal 140 / 210 / 2000 magic damage to enemies adjacent to them. After casting 6 times, also grant 100% stacking Attack Speed to targets.
Traits (1)
See also
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 grants Damage Amp instead of stacking the unlock twice. The keyword is defined in one line: 'Precision: Ability damage can critically strike. Additional Precision grants 10% Damage Amp (this can stack with multiple sources of Precision).' So the first source unlocks ability crit, and every additional source on the same unit hands you +10% Damage Amp rather than wasting the slot. Damage Amp is a different stat from Crit Damage — it applies post-mitigation to every hit the unit lands, not just the ones that roll a critical strike, so doubling up pays off even when Crit Chance is low. Older tooltips and guides promising +10% Critical Strike Damage for the second source are quoting outdated wording.
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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 — each extra source grants +10% Damage Amp instead, and the patch notes confirm those sources stack with each other. Reading 'Precision' on any tooltip therefore means 'either unlock ability crit, or +10% Damage Amp if it's already unlocked.'