Description
Reduces incoming damage by a percentage damage reduction that stacks multiplicatively after Armor and Magic Resist. Sources include the Vanguard trait, Stargazer constellations (Mountain, Serpent), Steadfast Heart, and augments like Evelynn's Boon and Cursed Crown.
Listed in: Buffs
Items (4)
Refine list…
-
- +50 Armor
Gain 6% max health. Take 5% reduced damage from attacks. When struck by any attack, deal @1StarAoEDamage@ magic damage to all adjacent enemies. Cooldown: 2 seconds
-
- +250 HP
- +20 Armor
- +20% Crit
Gain 5% Durability. While above 50% Health, instead gain 15% Durability.
-
- +100 Armor
Gain 12% max health. Take 10% reduced damage from attacks. When struck by any attack, deal @1StarAoEDamage@ magic damage to all adjacent enemies. Cooldown: 2 seconds
-
- +600 HP
- +40 Armor
- +40% Crit
Gain 10% durability. While above 50% Health, instead gain 30% Durability.
Augments (3)
Refine list…
-
Evelynn's Boon Gold Your team gains 10% Durability. Lose an additional 1 Tactician Health when you lose combat.
-
Gilded Steel Gold Gain 2 non-Tank 5-cost champions. If you field at least one 5-cost champion, your 1 to 4-cost champions gain 8% Durability. K.O. Coliseum Tactician's Crown, 2025
-
The Golden Dragon Gold Gain a Mogul's Mail. Champions holding Mogul's Mail take up 2 team slots but gain 700 Health and 20% Durability. Mogul's Mail gives gold as well as combat power. Dragonlands Championship, 2022
Champions (3)
Refine list…
-
Advanced Defences Gain 275 / 300 / 500 Shield and 15% Durability for 4 seconds. Over the duration, deal physical damage each second to enemies in a cone.
-
Divine Scythe Gain 20% Durability for 2 seconds, healing over the duration. Afterwards, slash forward in a line, dealing 120 / 180 / 300 physical damage to enemies hit and knocking them up for 1 second. -
Gravity Matrix Enter a defensive stance for 4 seconds gaining 20 / 20 / 60% Durability. While in the defensive stance, attract nearby enemy projectiles and heal 900 / 1300 / 3000 over the duration. When this ends, release a shockwave that deals as physical damage in a 2-hex range.
Traits (4)
-
Your team gains 4% Durability, increased to 10% when Morgana is in her Dark Form.
-
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
-
Stargazers chart a different constellation every game. This game: The Mountain Every 5 player combats, gain a Stargazer Emblem. Stargazers in empowered hexes gain various bonuses. More hexes reveal at each player level
-
Vanguards gain 5% Durability while Shielded. Combat start and 50% Health: Gain a max Health Shield for 10 seconds.
Frequently asked questions
-
What does Durability actually do? Is it the same as Armor and Magic Resist?
No — Durability is its own stat. The TFT wiki defines it as "the reduction of the damage that the champion receives," written as a flat percentage (10% Durability = 10% less damage taken from every type the stat covers). Armor and MR use a different curve: damage reduction = R/(100+R), so 100 Armor blocks 50% of physical damage, 200 Armor blocks 67%, and so on. Durability is a separate, post-resistance multiplier applied on top of whatever Armor/MR already mitigated. They're complementary defensive layers, not the same stat with a different name.
-
How does Durability stack when I have it from multiple sources?
Multiplicatively, not additively. Each source applies a (1 − Durability%) multiplier to incoming damage, and the multipliers compound. Two sources of 10% Durability multiply to 0.9 × 0.9 = 0.81 — meaning damage taken drops by 19%, not 20%. Two 50% sources stack to 0.5 × 0.5 = 0.25, leaving 75% total reduction, not 100%. This is the same "1 − x" stacking the League engine uses for damage reduction generally, and it's why durability has natural diminishing returns the higher you push it.
-
Does Durability reduce true damage?
No. The TFT True damage page states it directly: "True damage ignores resistances (armor and magic resistance), damage reduction, and damage amplification." "Damage reduction" there is the umbrella term covering Durability, so Durability does not lower true-damage hits — including percent-max-Health true damage from Burn ticks and the true-damage portions of certain abilities. Durability still helps against the physical and magic damage the same units output, so it's not wasted; it's just not a counter to true damage on its own.
-
Is there a hard cap on Durability — can I reach 100%?
There's no documented hard cap, but the 1 − x stacking math caps you in practice. Each new source multiplies the surviving damage fraction by another (1 − Durability%), so reaching 100% would need at least one source that already reads 100%. Realistic stacks land in the 30–70% range and approach but never quite hit 100%. Patch notes don't reference a numeric cap on the stat itself, and the TFT wiki's tooltip simply describes Durability as percentage damage reduction with no ceiling clause — the multiplicative formula is the ceiling.
-
Do Shred and Sunder reduce Durability the same way they cut Armor and MR?
No. Shred reduces Magic Resist by a percentage; Sunder reduces Armor by a percentage. Neither touches the Durability stat — they're defined against resistances specifically. There is no Durability-shred keyword in TFT's vocabulary at present. The way you punch through stacked Durability is to bring true damage (which ignores it entirely) or to out-pace it with raw damage and Damage Amp on the attacker's side. Anti-heal (Wound / Grievous Wounds) is also a separate axis — it modifies healing received, not damage taken.
-
Where does Durability sit in the damage formula relative to Armor/MR and Damage Amp?
Roughly: raw damage → reduced by Armor or MR via 1/(100+R) → reduced again by the Durability multiplier(s) → amplified by Damage Amp post-mitigation. The TFT Damage Amp tooltip is explicit: "Damage Amp is the amplification of the damage that the champion inflicts post-mitigation," so it's applied after the defensive layers. True damage skips the resistance, Durability, and Damage Amp layers entirely.
-
Is Durability stronger on tanks I've already itemized with Armor/MR, or on squishier units?
Stronger on units that already have lots of effective HP — tanks. Durability multiplies whatever effective HP you already have: a unit with 1000 HP and 100 Armor (≈2000 EHP physical) gains the same percent EHP boost from 20% Durability as a 1000 HP / 0 Armor unit (1250 EHP), but the absolute EHP gained is much larger on the resistanced unit. That's why Durability sources are usually slotted onto frontliners — they amplify the resistance investment instead of duplicating it. On a backline carry without resistances, the same Durability% gives a smaller absolute EHP swing.
-
How does Durability compare to Damage Amp on the enemy side — are they inverses?
Mathematically close but not exact mirrors. Damage Amp adds a multiplier to outgoing damage post-mitigation; Durability adds a (1 − x) multiplier to incoming damage. A 20% Damage Amp on the attacker and a 20% Durability on the defender don't cancel — the attacker's 1.20× and the defender's 0.80× multiply to 0.96, a small net reduction in damage. Damage Amp values across multiple sources stack additively per source bucket (per Mortdog's public explanation), while Durability stacks multiplicatively, so the two scale very differently as you pile more on.