Description
Reduces incoming damage by a percentage damage reduction that stacks multiplicatively after Armor and Magic Resist. Sources include the Vanguard and Juggernaut traits, Steadfast Heart, and augments like Cursed Crown.
Listed in: Buffs
Items (7)
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- +50 Armor
Gain 6% max Health. Take 5% reduced damage from attacks. When struck by any attack, deal 100 magic damage to all adjacent enemies. Cooldown: 2 seconds
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- +300 HP
- +8% Durability
- +2 Mana Regen
Regenerate 2% of missing Health each second.
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- +20 Armor
- +20% Crit
Gain 5% Durability. While above 50% Health, instead gain 15% Durability.
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- +100 Armor
Gain 12% max Health. Take 10% reduced damage from attacks. When struck by any attack, deal 200 magic damage to all adjacent enemies. Cooldown: 2 seconds
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- +700 HP
- +15% Durability
- +4 Mana Regen
Regenerate 4% of missing Health each 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
- +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
Augments (3)
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Cursed Crown Prismatic Gain +2 max team size and your team gains 4% Durability, but you take double player damage when you lose a player combat.
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Gilded Steel Gold Gain two 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
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The Golden Dragon Gold Gain a Mogul's Mail. Champions holding Mogul's Mail take up +1 team slot but gain 700 Health and 20% Durability. Mogul's Mail gives gold as well as combat power. Dragonlands Championship, 2022
Champions (2)
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Can You Dig It? Passive: Attacks are replaced by a dance that deals 50 / 75 / 113 physical damage to all adjacent enemies. Active: Burrow underground, gaining 15% Durability for 3 seconds and healing 325 / 400 / 675 over the duration. Green Buff: When allies fall below 50% Health, they restore 15% max Health.
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Furious Fists Passive: On attack, restore 22 / 40 / 71 Health. Active: Unleash a primal roar, restoring 200 / 265 / 360 Health. Then gain 85 / 100 / 125% Attack Speed, 15% Durability, and is Unstoppable for 3 seconds.
Traits (4)
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Your strongest Alune cycles to a new phase of the moon after each cast. While the moon is at or below half full, your team gains 7% Durabilty. While above, your team gains 7% Damage Amp.
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Your team gains Durability. Juggernauts gain more.
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Your team gains 5% Durability, increased to 10% if 6 or more Zyra plants are alive.
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At Combat Start and after dropping below 50% Health, Vanguards gain a max Health Shield for 10 seconds.
What counters Durability
Frequently asked questions
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.