Description
The magic-defense stat that reduces incoming AP damage. Many sustain items, the Defender frontline trait, and "Gain X Armor and Magic Resist" effects grant or scale off it; Shred is its inverse.
Listed in: Buffs
Items (34)
Refine list…
-
- +20 MR
- +3 Mana Regen
Gain an additional 15% Mana from all sources. The wearer gains an additional bonus based on their Role: Tanks and Fighters: Gain 30 Armor and Magic Resistance. Other Roles: Gain 10% Attack Damage and Ability Power.
-
- +20 MR
- +15% AD
- +15% AP
- +20% Omnivamp
Once per combat at 40% Health, gain a 25% max Health Shield that lasts up to 5 seconds.
-
- +60 MR
Gain 6% max Health. Every 2 seconds, heal 2.5% max Health.
-
- +250 HP
- +20 MR
30% Sunder enemies within 2 hexes. Gain 15 Armor and Magic Resist for the first 15 seconds of combat. Sunder: Reduce Armor
-
- +100 HP
- +25 Armor
- +25 MR
Gain 10 Armor and 10 Magic Resist for each enemy targeting the holder.
-
- +250 HP
- +35 MR
- +15% AP
30% Shred enemies within 2 hexes. When enemies cast an Ability, deal magic damage equal to 150% of the Mana spent. Shred: Reduce Magic Resist
-
- +20 MR
- +10% AD
- +10% AS
Attacks grant 3.5% stacking Attack Damage, up to 15 attacks. After 15 attacks, gain 15% Attack Speed.
-
- +25 Armor
- +25 MR
- +1 Mana Regen
Combat Start: Gain 20 Mana. At 40% Health, gain 15 Mana and a Shield equal to 20% max Health.
-
- +20 MR
- +15% AS
- +20% Crit
Combat Start: Unstoppable for 18 seconds. Gain 3% stacking Attack Speed every second.
-
- +20 MR
-
- +40 MR
- +7 Mana Regen
Gain an additional 30% Mana from all sources. The wearer gains an additional bonus based on their Role: Tanks and Fighters: Gain 80 Armor and Magic Resistance. Other Roles: Gain 40% Attack Damage and Ability Power.
-
- +40 MR
- +30% AD
- +30% AP
- +40% Omnivamp
Once per combat at 40% Health, gain a 50% max Health Shield that lasts up to 5 seconds.
-
- +120 MR
Gain 28% max Health. Every 2 seconds, heal 5% max Health.
-
- +500 HP
- +40 MR
30% Sunder enemies within 3 hexes. Gain 50 Armor and Magic Resist for the first 20 seconds of combat. Sunder: Reduce Armor
-
- +400 HP
- +50 Armor
- +50 MR
Gain 20 Armor and 20 Magic Resist for each enemy targeting the holder.
-
- +500 HP
- +70 MR
- +30% AP
30% Shred enemies within 2 hexes. When enemies cast an Ability, deal magic damage equal to 300% of the Mana spent. Shred: Reduce Magic Resist
-
- +40 MR
- +20% AD
- +20% AS
Attacks grant 7% stacking Attack Damage, up to 15 attacks. After 15 attacks, gain 30% Attack Speed.
-
- +50 Armor
- +50 MR
- +2 Mana Regen
Combat Start: Gain 40 Mana. At 40% Health, gain 30 Mana and a Shield equal to 50% max Health
-
- +40 MR
- +40% AS
- +40% Crit
Combat Start: Unstoppable for 45 seconds. Gain 6% stacking Attack Speed every second.
-
- +400 HP
- +70 MR
Every 2.5 seconds, steal 3 Magic Resist from enemies within 1-hex and deal 18% of the holder's Magic Resist as magic damage. If Aegis of Dawn is also equipped, trigger this item's effect every 1.25 seconds instead. Damage increases based on Stage.
-
- +250 HP
- +20 Armor
- +20 MR
- +2 Mana Regen
Stunning an enemy causes lightning to strike them, dealing 30% of their max Health as magic damage.
-
- +300 HP
- +30 Armor
- +30 MR
- +30% AD
- +30% AS
- +30% AP
Tons of EVERYTHING!
-
- +55 Armor
- +55 MR
Every 3 seconds, Shields the lowest percent Health ally for 70% of the holder’s combined Armor and Magic Resist for 5 seconds. On death grants this shield to all allies.
-
- +300 HP
Grants 1 Armor, 1 Magic Resist, and 5 Health when taking damage, stacking up to 35 times. At full stacks, grant 1 gold and continue gaining 1 gold every 11 seconds. Unique - only 1 per champion
-
- +10 Armor
- +10 MR
- +25% AP
- +20% Omnivamp
Takedowns increase the holder’s Armor, Magic Resist, and Ability Power by 20.
-
- +30 Armor
- +30 MR
- +125% AD
- +30% Omnivamp
Grants immunity to Stuns and the holder's attacks Stun the target for 0.8 seconds. The holder’s Attack Speed is locked at 0.5.
-
- +500 HP
- +20 Armor
- +20 MR
The holder's Move Speed is drastically reduced. Gain 15% max Health, Unstoppable, and pull the current target into melee range.
-
- +300 HP
- +20 Armor
- +20 MR
- +25% AS
Attacks deal a Stage-scaled amount bonus magic damage. Heals the holder for 25% of all magic damage dealt. Damage increases based on Stage.
-
- +25 Armor
- +25 MR
- +25% AP
Once per combat at 40% Health, become invulnerable and untargetable for 3 seconds. Unique - only 1 per champion
-
- +30 Armor
- +30 MR
The holder gains the Defender trait. Combat Start: Gain 6% Attack Speed for every ally that starts in the front row.
Your team gains 12 Armor and Magic Resist. Defenders gain more.
- 2
- 25
- 4
- 60
- 6
- 120
-
- +35 Armor
- +35 MR
- +25% AS
The holder gains the Elderwood trait.
Gain placeable Elderwood plants.
- 3
- A Stonebark Tree and a Lifebloom
- 5
- A second Stonebark Tree and Stonebark Trees gain 200 Health
- 7
- and the Deepwood Protector
- 9
- Plants star up to 2-star
- 11
- Plants star up to 3-star and the forest comes to life
-
- +20 Armor
- +20 MR
- +20% AD
- +20% AP
The holder gains the Ravager trait. Gain 3% Damage Amp per 300 Health restored.
Ravagers gain 10% Omnivamp. Additionally, Ravagers deal bonus damage, doubled against units below 50% Health.
- 2
- 12% Bonus Damage
- 4
- 25% Bonus Damage
- 6
- 40% Bonus Damage
-
- +20 Armor
- +20 MR
- +10% AS
The holder gains the Sprykin trait. If the holder is riding the BFF, gain an additional 30% 20 20
Gain the Big Furry Friend. Drop a Sprykin on the BFF to pick its Rider.
- 3
- The Rider gains 15% and 15%
- 5
- 40% 35% , and 50% of the BFF's Ability applies to your Sprykin champions.
- 7
- 45% 45% , and 100% of the BFF's Ability applies to your Sprykin champions.
-
- +30 Armor
- +30 MR
The holder gains the Vanguard trait. If the holder survives 22 seconds in player combat, gain 1 player health.
At Combat Start and after dropping below 50% Health, Vanguards gain a max Health Shield for 10 seconds.
- 2
- 18% max Health
- 4
- 32% max Health
- 6
- 42% max Health. Gain 5% Durability while Shielded.
Augments (15)
Refine list…
-
Bronze For Life II Prismatic Your team gains 2.5% Damage Amp and 4 Armor and Magic Resist for each Bronze-tier trait.
-
TONS of Stats! Prismatic Your team gains 88 Health, 8% Attack Damage, 8% Ability Power, 8 Armor, 8 Magic Resist, 8% Attack Speed, and 8 Mana.
-
Verticality III Prismatic Champions gain 3.5% Attack Damage, 3.5% Ability Power, 3.5 Armor, and 3.5 Magic Resist for each ally that shares a trait with them.
-
Bodyguard Training Gold Allies gain 15 Armor and Magic Resist, increased by 2 per player level. Gizmos & Gadgets Championship, 2022
-
Double Trouble Gold When you field exactly 2 copies of a champion, they both gain 25% Attack Damage and Ability Power and 25 Armor, and Magic Resist. When you 3-star, gain a 2-star copy.
-
Group Hug II Gold Combat start: Champions grant other adjacent champions 9 Armor and Magic Resist. This effect stacks.
-
Makeshift Armor II Gold Champions without items equipped gain 50 Armor and Magic Resist.
-
Plot Armor Gold Your team gains 8 Armor and Magic Resist. After falling below 50% Health, increase this to 40 for the rest of combat.
-
Tons of Stats! Gold Your team gains 44 Health, 4% Attack Damage, 4% Ability Power, 4 Armor, 4 Magic Resist, 4% Attack Speed, and 4 Mana.
-
Verticality II Gold Champions gain 2% Attack Damage, 2% Ability Power, 2 Armor, and 2 Magic Resist for each ally that shares a trait with them.
-
Corrosion Silver Enemies in the first two rows lose 4 Armor and Magic Resist every 2 seconds.
-
Group Hug I Silver Combat start: Champions grant other adjacent champions 6 Armor and Magic Resist. This effect stacks.
-
Makeshift Armor I Silver Champions without items equipped gain 30 Armor and Magic Resist.
-
Twin Guardians Silver If you have exactly 2 allies in your first row, grant them 100 Health, 35 Armor, and 35 Magic Resist.
-
Verticality I Silver Champions gain 1.5% Attack Damage, 1.5% Ability Power, 1.5 Armor, and 1.5 Magic Resist for each ally that shares a trait with them.
Champions (4)
-
Shield Bash Passive: Start combat with 60 / 70 / 80 bonus Armor and Magic Resist that decays over 12 seconds. Active: Bash the current target, dealing 60 / 108 / 162 magic damage and Stunning them for 1.5 seconds. -
Spirit of Dread Gain 50 Armor and Magic Resist for 3 seconds and restore 375 / 475 / 685 Health over the duration. Launch spectral riders at the 3 nearest enemies, dealing 80 / 120 / 195 magic damage and Stunning them for 1.5 / 1.5 / 1.75 seconds.
-
Defensive Ball Curl Taunt, forcing enemies to attack this champion. For 4 seconds, gain 350 / 450 / 550 Shield and 60 Armor and Magic Resist. When the Shield breaks, deal 50 / 75 / 120 physical damage to enemies in 2 Hexes. -
Petrified Bark Gain 700 / 850 / 2000 Shield for 4 seconds and become petrified. When the shield breaks, unleash a wave of dark energy, dealing 82 / 123 / 3399 magic damage to enemies within 2 / 2 / 3 hexes.
Traits (3)
-
Your team gains 12 Armor and Magic Resist. Defenders gain more.
-
Monoliths gain 10 Armor and Magic Resist for each enemy targeting them.
-
Your champions gain a 5% max Health shield and deal 7% bonus magic damage. Gain additional bonuses for each unique 3-star champion: 1 : Increase shield and magic damage by 1.5% for each 3-star. 3 : 18% and 15 5 : Convert 50% of the bonus magic damage to true damage. 8 : Every 4 seconds of combat, a 3-star champion ascends to 4-star.
What counters Magic Resist
Frequently asked questions
-
What is Magic Resist (MR) and how does it work in TFT?
Magic Resist is the magic-defense stat that reduces incoming magic damage. Each point of MR multiplies effective HP against magic damage by 1 + MR/100, so post-mitigation damage equals raw damage × 100/(100 + MR). That works out to 50 MR ≈ 33.3% magic damage reduced, 100 MR = 50% reduced — and the EHP curve scales linearly with no diminishing returns. MR does nothing against physical damage, and true damage ignores it entirely — including Burn, which deals percent-max-HP as true damage.
-
What's the difference between Magic Resist and Armor — and between Shred and Sunder?
Armor reduces incoming physical (AD) damage; Magic Resist reduces incoming magic (AP) damage. Both use the same reduction formula — R / (100 + R) — just applied to different damage types. The reduction debuffs mirror that split: Sunder reduces a target's Armor, Shred reduces a target's Magic Resist. Both are percent-based reductions, not flat. Duration varies by source — some applications are timed (a few seconds after a hit), others persist as auras while a condition holds.
-
When mixing flat and percent MR reduction, what is the order of operations?
Flat MR reduction is applied to the MR value first, then percent Shred operates on the remaining value, then the resistance formula runs against that final MR. Damage amplifiers — effects that read 'deals X% more damage' — apply post-mitigation in TFT, after the MR formula resolves. The practical consequence: stacking flat reduction first then percent Shred gets diminishing efficiency from the Shred (it operates on a smaller MR value), and resistances cannot go below 0 — flat reduction past zero is wasted.
-
Are there diminishing returns on stacking Magic Resist?
No — in effective-HP terms, every point of MR adds a fixed slice of EHP regardless of how much MR you already have. The formula EHP = HP × (1 + MR/100) means going from 0 to 100 MR doubles your effective HP versus magic damage (1.0× → 2.0×), and another +100 MR adds the same fixed slice on top (2.0× → 3.0×). The percentage-reduction curve flattens, but EHP scales linearly. What stacking only MR leaves you exposed to is physical damage (which Armor handles) and true damage, which ignores both resists. Layer MR with Armor and HP.
-
How do Shred and other Magic Resist reduction effects stack with each other?
The Shred keyword does not stack. When multiple Shred sources hit the same target, they don't add together — Riot's exact patch-note phrasing is 'this effect does not stack'. Two 30% Shreds don't combine into 60%; only one Shred is active at a time. Note that a few champion abilities and items apply flat MR reduction (a small fixed value, e.g., −X MR per hit) — those follow different stacking rules than the percent Shred keyword, even when their tooltip text also reads 'Shred'.
-
Can a unit's Magic Resist go below zero, and does that amplify damage taken?
No — not in current TFT. Resistances are floored at 0. Once Shred and other MR-reduction effects bring a unit to 0 MR, any further reduction is wasted: incoming magic damage is fully unmitigated (essentially true damage), but it isn't amplified. The reduction multiplier 100 / (100 + MR) tops out at 1.0×. This is a deliberate divergence from base League of Legends, where negative resistances can amplify damage: TFT patched the negative-resist edge cases out of champion kits years ago, and the floor at 0 has held across every set since.
Sources
-
Does Magic Resist help against true damage or Burn ticks?
No. Magic Resist only reduces incoming magic damage, so true damage of any kind passes through it untouched. Burn is a clear example — its damage-over-time tick is dealt as true damage based on a percentage of the target's maximum Health, so neither MR nor Armor mitigates it. MR also doesn't reduce physical damage. Because MR is purely a damage-reduction stat, a unit with stacked MR but a thin Health pool can still be melted by any source tagged true damage in its tooltip.
-
Does TFT have Magic Penetration like League of Legends?
No — TFT does not expose a 'Magic Penetration' stat the way League does. There is no item, trait, or buff that grants flat or percent magic penetration as a holder-side stat. Instead, TFT reduces a target's effective Magic Resist through Shred, a debuff applied to the target (most commonly via on-hit item effects, certain trait actives, and ability scripts). Damage amplifiers — clauses that increase outgoing damage by a percent — are a separate mechanic and don't reduce MR; they stack alongside Shred rather than replacing it.