Description
Heals the source for a percentage of damage dealt (any type).
Listed in: Buffs
Items (21)
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- +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.
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- +20% Crit
- +1 Mana Regen
Gain 2 effects: • 15% Attack Damage and 15% Ability Power. • 12% Omnivamp. While above 50% health, double the Attack Damage and Ability Power. While below 50% Health, double the Omnivamp.
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- +20% AD
- +20 AP
- +15% Omnivamp
- +1 Mana Regen
Heal the lowest percent Health ally for 20% of damage dealt.
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- +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.
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- +40% Crit
- +2 Mana Regen
Gain 2 effects: • 30% Attack Damage and 30% Ability Power. • 24% Omnivamp. While above 50% health, double the Attack Damage and Ability Power. While below 50% Health, double the Omnivamp.
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- +40% AD
- +40 AP
- +30% Omnivamp
- +2 Mana Regen
Heal the lowest percent Health ally for 40% of damage dealt.
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- +40 Armor
- +25% AD
- +15% AS
- +25% Omnivamp
50% of the damage the holder receives is instead dealt over 4 seconds as non-lethal damage. [Unique - only 1 per champion]
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- +10% AD
- +40% AS
- +10 AP
- +15% Omnivamp
When switching targets, blink to the next target. Attacks and Abilities execute the holder's target below 12% of their Health. Kills grant the holder 50% Attack Speed decaying over 3 seconds.
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- +150 HP
- +20% AD
- +20% Omnivamp
Attacks deal 3% of the holder's max Health as bonus physical damage. For every 1% missing Health, gain 1% Attack Speed.
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- +10 Armor
- +10 MR
- +25 AP
- +20% Omnivamp
Takedowns increase the holder's Armor, Magic Resist, and Ability Power by 20.
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Combat Start: Your strongest Tank becomes the Soulmate. For each second they are alive, the holder gains 3% stacking Attack Damage and Ability Power. The Soulmate heals for 20% of damage the holder deals.
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- +20% AD
- +10% Omnivamp
The holder gains the Marauder trait and has a 33% chance to drop 1 gold on kill.
Your team gains 5% Omnivamp. Marauders gain more Omnivamp, Attack Damage, and their Omnivamp overhealing is converted into Shield (up to 25% max Health.)
- 2
- 5%, 18%
- 4
- 7%, 35%
- 6
- 10%, 55%
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- +20% Crit
The holder gains the Rogue trait. At 50% health, gain 25% Omnivamp and immunity to crowd control for 5 seconds.
Rogues gain Attack Damage and Ability Power. The first time they fall below 50% health, they slip into shadows. Enemies targeting them are redirected to a nearby unit, preferring Tanks.
- 2
- 12%
- 3
- 25%
- 4
- 40%
- 5
- 55%
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- +20% AD
- +20 AP
The holder gains the Voyager trait. Combat Start: The holder and allies within 1 hex in the same row gain a bonus based on the holder's role. - Tanks: 10 Armor and Magic Resist - Fighters/Assassins: 10% Omnivamp - Other Roles: 10% Attack Speed
Combat Start: Your Tanks gain a Shield for 15 seconds. Your other allies gain Damage Amp. Voyagers gain double.
- 2
- 175 Shield; 9%
- 3
- 250 Shield; 15%
- 4
- 350 Shield; 18%
- 5
- 500 Shield; 22%
- 6
- 700 Shield; 27%
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- +10000 HP
- +100 Armor
- +100 MR
- +100% AD
- +100% AS
- +100 AP
- +75% Crit
- +100% Omnivamp
- +10 Mana Regen
The pinnacle of Anima technology.
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- +10% AD
- +10% Omnivamp
Attacks hit the target and all adjacent enemies for 30% of Basic Attack Damage. Omnivamp applies 150% to this damage. Briar Bonus: If this item is equipped on Briar, on cast this effect happens 15 times.
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- +15% AS
- +10% Omnivamp
Attack Champion: Dealing physical damage to an enemy reduces the target's Armor by 2. Magic Champion: Dealing magic damage to an enemy reduces the target's Magic Resist by 2. At (4): If the holder is Psionic, every 3rd attack cleaves, dealing 75 physical damage to nearby enemies. Recommended users: Master Yi and Pyke. Ability Damage Cooldown: 0.75 seconds.
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- +15% AS
- +10% Omnivamp
Attack Champion: Dealing physical damage to an enemy reduces the target's Armor by 2. Magic Champion: Dealing magic damage to an enemy reduces the target's Magic Resist by 2. Recommended users: Master Yi and Pyke. Ability Damage Cooldown: 0.75 seconds.
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- +25% AD
Become an Attack Fighter with -2 Range. Gain 250 Base Health, 10% Omnivamp, and 25% Attack Damage.
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- +10% AD
+10% Omnivamp and 10% Attack Damage
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- +20% AD
+15% Omnivamp and 20% Attack Damage
Augments (2)
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Feed the Flames Gold Gain a Sunfire Cape. Your team gains 12% Omnivamp when attacking Burning enemies.
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Vampiric Vitality I Gold You heal for 12% of the damage you deal to enemy Tacticians. Your team gains 10% Omnivamp.
Champions (1)
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Psi Strikes Passive: Every third attack is a doubleslash that deals 70 / 105 / 550 bonus physical damage. Active: After brief meditation, enter a Psi-State for 5 seconds, gaining 10% Omnivamp, 70% Attack Speed, and increased movement speed. Twice a second, fire a psychic projection at a random nearby enemy that deals 70 / 105 / 800 physical damage
Traits (1)
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Your team gains 5% Omnivamp. Marauders gain more Omnivamp, Attack Damage, and their Omnivamp overhealing is converted into Shield (up to 25% max Health.)
Frequently asked questions
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What is omnivamp in TFT, and how is it different from lifesteal?
Omnivamp is a stat that converts a percentage of damage dealt into healing for the source unit. The key distinction from lifesteal is scope: lifesteal historically heals only off basic-attack physical damage, while omnivamp heals off everything the unit deals — basic attacks, ability damage, magic damage, and true damage all count. That's the "omni" in the name. In TFT, omnivamp is the unified vamp stat printed on items and traits; spell vamp is no longer a distinct stat in either TFT or base LoL.
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Does true damage and magic damage you deal heal you through omnivamp?
Yes. Omnivamp grants healing equal to a percentage of the post-mitigation damage dealt regardless of type — physical, magic, and true damage all proc it. That post-mitigation detail matters: omnivamp scales off the number that actually appeared on the enemy's HP bar, not your raw pre-armor / pre-MR hit. If a tank shrugs off 90% of your magic damage with high MR, your omnivamp heal scales to the 10% that landed, not the original swing.
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If an AOE ability hits three enemies, do I heal off the total damage or just one target?
You heal off the damage actually dealt — so an AOE that lands 100 on each of three enemies feeds omnivamp 300 worth of "damage dealt", not 100. That's the upside of omnivamp on AP burst carries that hit clusters. The caveat: in base LoL, omnivamp is reduced to 33% effectiveness for AOE damage against minions / monsters; TFT's tooltip doesn't repeat that caveat and TFT has no minion / jungle camp flag mid-combat, so the practical TFT case is the straightforward "sum the damage you dealt".
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Does anti-heal (Wound / Grievous Wounds) reduce omnivamp healing?
Yes. Anti-heal cuts every heal a unit receives, and omnivamp's output counts as healing — so a Wounded unit gets a fraction of the omnivamp HP it would otherwise gain. The percent depends on the source: TFT's Grievous Wounds wiki page lists 50% reduction by default, but Set 17's Wound debuff from anti-heal items applies 33%. Multiple anti-heal applications don't stack their percentages — they refresh the debuff's duration, so one anti-heal item is enough.
Sources
- Grievous Wounds (TFT) — League of Legends Wiki ("self-healing and incoming healing effects X% less effective") (opens in new tab)
- Morellonomicon (TFT) — League of Legends Wiki (33% Wound) (opens in new tab)
- Vamp — League of Legends Wiki ("Grievous Wounds will reduce the healing received from all sources of vamp") (opens in new tab)
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Can I push past max Health with omnivamp — does excess become a shield?
No, not as a general rule. Omnivamp healing is capped at the unit's maximum Health like any other heal in TFT — overhealed HP is wasted. TFT does not ship a global overheal-to-shield conversion the way summoner's-mode runes do; specific items can carry their own at-low-HP shield passives, but those trigger from a Health threshold, not from "banking" overheal. If your unit is already at full HP, omnivamp on the next swing does nothing for survivability that round.
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Is omnivamp the same thing as spell vamp? Where did spell vamp go?
Functionally, omnivamp absorbed it. Spell vamp used to be a separate stat that healed only from ability damage; over time Riot removed every source of it from base LoL — the last one was patched out at V26.04, leaving omnivamp as the unified "vamp from any damage type" stat. TFT never carried spell vamp as a distinct printed stat in modern sets; tooltips that say "omnivamp" cover ability healing already, so a returning LoL player searching for spell-vamp items in TFT is searching for something that doesn't exist as a separate label.
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Does omnivamp from multiple sources stack? How much can I pile up?
Yes — omnivamp stacks additively across items, traits, and augments on the same unit. Two 20% sources read as 40% omnivamp, not a multiplicative 36%. There is no diminishing-returns curve printed on the stat. The practical ceiling is whatever you can fit on a single carrier: an omnivamp item plus an omnivamp trait perk plus a team-buff augment can realistically push a frontliner well past 30%. That said, omnivamp is a damage-gated stat — it only sustains while you're outputting damage, so stacking it on a low-damage tank gains less than the percent suggests.