Description
Stores a portion of damage dealt or taken during combat, then releases it as a single payload when a trigger fires (on-death, on-takedown, timer, or duration end). The stored payload is independent of the source's stats at the moment it releases — it is fixed by what was banked while the store was filling.
Items (1)
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- +300 HP
- +10% Durability
Combat Start: Store 30% max Health and 2.5% more every second. On death, unleash the stored Health as magic damage split between enemies within 4 hexes. Unique - only 1 per champion
Frequently asked questions
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What is damage storage in TFT?
Damage storage is a delayed-effect mechanic where a unit, item, or debuff banks a percentage of damage it deals or damage its targets take during combat, then discharges that accumulated total as a single payload when a trigger fires. Triggers are typically the host unit's death, an in-combat timer, or the end of a duration applied to enemies. The released payload in current patterns lands as true damage — the bank is the running total over the storage window, and the payout is what makes the bar fill into a one-shot hit.
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What's the difference between storing damage dealt and storing damage taken?
Both shapes exist in TFT and key off different events. Damage-dealt storage lives on the source: a portion of the host unit's outgoing damage is banked, and the host's death or a timer discharges it — so the carrier scales the payload by hitting hard during combat. Damage-taken storage lives on the target: a debuff (typically tied to a champion ability) marks enemies who bank a percentage of incoming damage from any source, and the debuff's expiration converts the bank into a return hit. Same mechanic shape, opposite direction of accounting.
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If the stored damage is released as true damage, do shields still block it?
Yes. The TFT-namespaced wiki defines true damage as ignoring resistances, damage reduction, and damage amplification — shields are not on that carve-out list. Normal shields, the default kind, absorb every damage type (physical, magic, and true), so a normal shield up at the moment a damage-storage payload detonates will eat the hit until it's drained or expires. Type-restricted shields (magic-only or physical-only overlays) do not block true damage. Pre-positioning normal shields on the targets you expect to be in the blast is the cleanest counter-pattern.
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Does the released damage have falloff, and does positioning matter?
On-death AoE storage payloads carry a hex-based falloff on the current patch. The reference detonator stores 20% of damage dealt and discharges it as true damage on death (or after a 16-second combat timer), reduced by 15% for each hex an enemy is from the epicenter — so the unit standing on the dying carrier eats the full hit, and units further out take a fraction. This rewards placing your storage carrier where the enemy will pile up, and conversely, spreading your own board reduces what a single enemy detonator can hit you for.
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Does the stored damage carry over between rounds?
No — damage-storage banks reset per combat. Both reference patterns describe storage windows tied to a single combat (on-death, an in-combat timer, or the duration of a debuff applied that round); none of the authoritative tooltips document any cross-round persistence. If the host unit doesn't die and no timer fires, the unsaved bank is wiped when combat ends, and the next round starts the counter fresh. Treat the storage bar as a per-combat resource, not something you accumulate over a stage.
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How does a damage-taken storage debuff end — only on the timer, or can it end early?
It can end early. The damage-taken pattern explicitly resolves the moment the banked total would be lethal: once the percentage of damage taken accumulated as true damage is enough to finish the marked enemy, the debuff discharges immediately rather than waiting out the full duration. Otherwise it runs its full window (4 seconds on the reference ability) and pays out at expiration. The early-out makes this mechanic effectively a delayed execute when the marked unit eats enough damage during the storage window.
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Is damage storage the same as Durability or a Shield?
No — they're distinct shapes. Durability is a flat percentage reduction on incoming damage every tick; nothing is banked, the math is purely a multiplier. A Shield is a temporary HP overlay that absorbs damage as it lands, draining first and only spilling into HP once empty. Damage storage doesn't reduce damage at all — the host or marked unit takes the full hit, but a portion is logged into a bank that resolves later as a separate payload. Different layers, different timing, often stacked together.