Description
State that prevents all incoming damage for a duration; the unit can still be targeted and attacked, but takes no damage. Distinct from Untargetable, which prevents the unit from being targeted at all.
Listed in: Buffs
What enables and benefits from Invulnerable (2)
Artifacts (2)
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- +200 HP
- +25 AP
Once per combat: At 50% Health, become invulnerable for 1.5 seconds and grant 1 gold.
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- +25 Armor
- +25 MR
- +25 AP
Once per combat at 40% Health, become invulnerable and untargetable for 3 seconds. [Unique - only 1 per champion]
Frequently asked questions
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What does invulnerable actually mean — does it block true damage too?
Yes. Invulnerable is a binary status that reduces all damage taken to 0 — physical, magic, and true damage are all zeroed for the duration. It is not a percent reduction and it does not have a threshold; while the buff is up, the unit takes literally no HP loss from any damage source, and damage-triggered effects on the unit (e.g. on-hit shred application that requires landing damage) do not fire either. Once the duration ends, the unit takes damage normally on the very next attack.
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Invulnerable, untargetable, and stasis — what's the difference?
Three different protection layers. Invulnerable means the unit takes 0 damage but is still a valid target — basic attacks and abilities can still pick it, they just deal nothing. Untargetable means the unit cannot be selected as a target by basic attacks or new abilities at all — but already-applied damage-over-time effects continue ticking on it. Stasis is the strongest: the unit is invulnerable AND untargetable AND cannot move, attack, cast, or use items for the duration. Many TFT items and trait actives stack the first two — granting invulnerable plus untargetable in the same window for full protection.
Sources
- Invulnerability — League of Legends Wiki ("Untargetability...is explicitly not considered invulnerability") (opens in new tab)
- Tip data: Stasis — League of Legends Wiki ("unable to control its movement, declare attacks, cast abilities... while also being invulnerable and untargetable") (opens in new tab)
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Can an invulnerable unit still be stunned, slowed, or shred?
Yes. Invulnerable specifically blocks the damage layer; it does not block the disable or debuff layer. Stuns, knock-ups, slows, and chills still land normally on an invulnerable unit, and resistance shreds (Armor / Magic Resist reductions) and anti-heal still apply because they are debuffs, not damage. The practical consequence: a unit that is invulnerable but not also CC-immune can be stunned mid-window, lose the ability to cast or attack, and walk out of the buff with debuffs already on it. To block CC you need a separate CC-Immune effect.
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Can invulnerable units still be healed, shielded, or buffed during the window?
Yes. The wiki is explicit that healing and health costs are not prevented by invulnerability — heals from allies, regen, omnivamp on a teammate, and shield application all still go through and stack normally on the invulnerable target. Self-buffs (attack speed, ability power, durability stacks) also continue to apply. The window is therefore often used as a free top-up: the unit takes no damage, builds shields, and gets healed simultaneously, then re-enters the fight at higher effective HP than it left at.
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Does anything in TFT bypass invulnerability — can true damage or executes get through?
No documented TFT-side bypass. Invulnerability zeroes true damage along with everything else, and no TFT item, trait, or augment is currently documented as ignoring invulnerability. The wiki only lists narrow LoL-summoner-mode exceptions (Ivern's Friend of the Forest for technical reasons, Nexus Obelisk to handle base damage) — neither has a TFT analogue. Treat invulnerable as a hard wall while it lasts; the only way the carry dies during the window is if the duration runs out and damage lands on the next tick.
Sources
- Invulnerability — League of Legends Wiki ("Damage that ignores invulnerability exists only where necessary for technical reasons") (opens in new tab)
- True Damage (TFT) — League of Legends Wiki ("ignores resistances ... damage reduction, and damage amplification" — invulnerability is a separate damage-event class) (opens in new tab)
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Does damage-reflection still trigger when attacking an invulnerable target?
Yes. The wiki is explicit: an invulnerable champion with thorns-style reflection will still reflect damage. The basic-attack event still fires when the attack hits — the reflection effect keys off the hit event, not off damage actually being dealt — so the attacker eats the magic-damage reflect even though their attack did nothing. The same logic applies the other way: hitting an invulnerable unit that has thorns is a clean lose-lose for the attacker, since they spend a full attack cycle and pay reflect damage for zero return.
Sources
- Invulnerability — League of Legends Wiki (engine rule: thorns-style reflection still triggers against invulnerable targets) (opens in new tab)
- Bramble Vest (TFT) — League of Legends Wiki ("When struck by any attack, deal 100 magic damage to all adjacent enemies", 2-second cooldown) (opens in new tab)
- Bramble Vest — Blitz (Set 17 item, 100 magic AoE on-struck) (opens in new tab)
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How is invulnerable different from durability?
Different shape, different power. Durability is a percent damage reduction — a 30% durability buff means the unit takes 70% of incoming damage, and multiple durability sources stack multiplicatively (50% × 50% lands at 75% reduction, not 100%). Durability shaves damage; it never zeroes it, and it does not protect against true damage. Invulnerable is binary — for the window it's up, the unit takes 0 damage from every source including true damage. Durability is the gradient version of damage reduction; invulnerable is the on/off switch.
Sources
- Tip data: TFT Durability — League of Legends Wiki ("reduction of the damage that the champion receives") (opens in new tab)
- True Damage (TFT) — League of Legends Wiki ("ignores resistances, damage reduction, and damage amplification" — durability does not block true damage; invulnerable does) (opens in new tab)
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What happens when invulnerability expires mid-combat — do DoTs tick through the window?
The window ends and damage lands normally on the next tick — the buff does not extend, refund HP, or grant a grace period afterward. Damage-over-time effects (burns, bleeds) that try to tick while the unit is invulnerable deal 0 like everything else: the damage is not stored or paid back when the buff drops. Contrast this with untargetable, where already-applied DoTs keep ticking through. Practically, invulnerable is a clean window of total safety, but as soon as it ends the unit is fully exposed — plan finishers and re-positioning around the duration's exact endpoint.
Sources
- Invulnerability — League of Legends Wiki (damage reduced to 0 includes damage-over-time) (opens in new tab)
- Tip data: Untargetable — League of Legends Wiki ("Effects that have already been applied are not invalidated" — contrast with invulnerable, which zeroes damage from any source) (opens in new tab)