Description
Heals the source for a percentage of damage dealt (any type).
Listed in: Buffs
Items (10)
Refine list…
-
- +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.
-
- +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.
-
- +20% AD
- +20% AP
- +15% Omnivamp
- +1 Mana Regen
Heal the lowest percent Health ally for 20% of damage dealt.
-
- +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.
-
- +40% Crit
- +2 Mana Regen
Gain 2 effects: • 35% Attack Damage and 35% Ability Power. • 24% Omnivamp. While above 50% health, double the Attack Damage and Ability Power. While below 50% Health, double the Omnivamp.
-
- +40% AD
- +40% AP
- +30% Omnivamp
- +2 Mana Regen
Heal the lowest percent Health ally for 40% of damage dealt.
-
- +400 HP
- +20% Omnivamp
Attacks deal 3% of the holder's max Health as bonus physical damage. For every 1% missing Health, gain 1.5% Attack Speed.
-
- +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.
-
- +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.
Augments (3)
-
Celestial Blessing III Prismatic Your team gains 25% Omnivamp. Excess healing is converted to a shield up to 1000 Health.
-
Your team gains 18% Omnivamp. Excess healing is converted to a shield up to 400 Health.
-
Celestial Blessing I Silver Your team gains 12% Omnivamp. Excess healing is converted to a shield up to 200 Health.
Champions (2)
-
Withering Curse Passive: Gain 25% Omnivamp. Active: Fire a dark blast at 3 nearby enemies, dealing 60 / 90 / 500 magic damage to them and cursing them for 4 seconds. Then, spawn a ? Hex withering zone for the same duration that deals 33 / 50 / 500 magic damage per second. Cursed enemies take 22 / 33 / 240 more damage per curse.
-
Heat Without Equal Passive: Attacks deal 75 / 75 / 100% damage to enemies adjacent to the target. Active: Become invulnerable and fly into the air. On return, stun all enemies for 1.25 / 1.25 / 99 seconds, gain 15 / 15 / 100% Omnivamp, and Ignite them for 3 / 3 / 99 seconds. Ignited enemies take 2 / 2 / 20% max Health physical damage per second. Replace this ability with Flame Breath and immediately cast it. Flame Breath: Spew fire at the most enemies in a line through the target, dealing 305 / 465 / 7200 physical damage, reduced by 20% for each enemy it passes through (minimum 20%.) Ignite those enemies for 3 / 3 / 99 seconds. Elder Dragon Buff: Damaging an enemy below 12% Health executes them.
Traits (1)
-
Ravagers gain 10% Omnivamp. Additionally, Ravagers deal bonus damage, doubled against units below 50% Health.
What counters Omnivamp
Frequently asked questions
-
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.
-
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.
-
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".
-
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 the current 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)
-
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.
-
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 has since been patched out, 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.
Sources
- Vamp — League of Legends Wiki ("With the removal of spell vamp from Lee Sin's Iron Will, there are no sources of spell vamp left in the game") (opens in new tab)
- Patch notes — Riot (the patch that removed the last spell-vamp source: Lee Sin's W2 "grants Omnivamp", replacing separate life steal and spell vamp) (opens in new tab)
- Omnivamp tooltip (TFT) — League of Legends Wiki (opens in new tab)
-
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.