Description
This effect triggers the instant a unit casts its ability. Items like Lich Bane and Innervating Locket reward you for landing as many casts as possible.
Items (8)
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- +150 HP
- +2 Mana Regen
The holder gains 1% of their total Mana whenever they're hit by an attack. Each cast restores 20% of the holder's max Health over 3 seconds.
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- +10% AS
- +55 AP
The holder's first attack after each Ability cast deals 250–700 (by Stage) bonus magic damage. Damage increases based on Stage.
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- +2 Mana Regen
The holder gains the Shepherd trait. On cast, grant 8% of max Mana to the Bond of the Stars.
Shepherds summon the Bond of the Stars to aid them in battle. Bia and Bayin's power are increased by the total star level of all Shepherds.
- 3
- Summon Bia
- 5
- Summon Bayin
- 7
- Bia and Bayin's bond grows deeper
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- +200 HP
The holder gains the Space Groove trait. On cast, the holder enters The Groove for 2.5 seconds. Can only occur once every 4 seconds.
The Groove: ,
- The Groove
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- 1
- Activates at higher tier.
- 3
- All Groovians start combat in The Groove for 4 seconds.
- 5
- Each second spent in The Groove grants 5% stacking Attack Damage and Ability Power.
- 7
- Increase these effects by 10%!
- 10
- All Groovians start combat in The Groove for 60 seconds.
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- +20% AD
- +25% AS
- +35% Crit
Gain Precision. Every 4 critical strikes, fire 5 piercing arrows that can critically strike towards the target. Each deals 80% physical damage. Precision Max 3 stacks per Ability cast. Recommended Roles: Attack Marksman or Fighter
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- +30% AD
- +50% AS
- +50% Crit
Gain Precision. Every 3 critical strikes, fire 6 piercing arrows that can critically strike towards the target. Each deals 100% physical damage. On takedown, fire a burst of 12 arrows from the target. Precision Max 3 stacks per Ability cast. Recommended Roles: Attack Marksman or Fighter
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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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Each cast reduces Mana Cost by 15% (to a minimum of 10)
Augments (1)
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Reach for the Stars Gold Gain a Jax. Your strongest Jax becomes a Magic Fighter that deal bonus magic damage on attack and gains stacking Attack Speed on cast.
Champions (3)
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Temporal Shot Active: Fire a blast at the current target that deals 184 / 276 / 412 physical damage. Every 8 takedowns, gain a drone that deals 8 / 12 / 18 physical damage to the current target on cast.
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Bubble Pop Toss a disco bubble at the target that deals 440 / 660 / 5000 split between enemies in a one hex radius. The explosion sends 3 globs towards nearby enemies that deal 110 / 165 / 1000 magic damage. On cast, Nami enters The Groove for 3 seconds.
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Reality Tear Passive: On cast, attacks gain stacking bonus magic damage. Starting from the third cast, gain true damage instead. Active: Gain 200 / 250 / 3456 Shield for 3 seconds, then slice open a rift on the largest group of champions dealing the Passive's bonus damage to all enemies within. Enemies have their Attack Speed slowed by 50 / 50 / 99% while allies within gain 80 / 80 / 999% Attack Speed, both rapidly decaying over 3 seconds. Shen always gains his rift's full bonus for this duration.
Frequently asked questions
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What does "on-cast" actually mean in TFT?
On-cast effects fire the moment a unit casts its Special Ability — i.e. the same instant the mana bar empties and the ability triggers. TFT abilities have no cooldowns; the only gate on the cast is the mana bar filling, so any item, trait, or augment text that says "on cast," "each cast," or "after casting" hooks into that single ability-fired event. The wiki notes most ability casts complete in roughly 0.5 seconds, so on-cast effects feel near-instant in practice.
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What kinds of effects are wrapped in "on cast" text?
The most common on-cast payloads are: a flat or percent mana refund / starting-mana reset, a chunk of healing or shielding, a stacking damage amp on the next attack, and a buff to nearby allies scaled by mana spent. Two recurring item archetypes are the "first-attack-after-cast deals bonus magic damage" item and the "each cast restores a percent of maximum Health over a few seconds" locket — both classes are gated entirely on the cast event, so neither does anything before the unit casts at all.
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How does mana-on-cast / mana refund work?
Some on-cast effects bank a chunk of mana straight back into the bar so the next cast comes faster. The classic shape is a fixed post-cast set — an item or trait that says "after casting, set mana to N" — which guarantees the second cast starts much closer to its threshold than a normal post-cast reset would. (The canonical example of this shape was Blue Buff's older "set mana to 20 after casting" passive; note the live-set Blue Buff has since been reworked to an Attack Damage / Ability Power item and no longer carries any mana-on-cast effect, so check the current patch for which item actually ships the mana-set shape in the set you're playing.) On-cast mana that would push the bar above its max also carries over to the next cast (the wiki's worked example: 50/60 + 20 = 10/60 after casting), so a refund plus overflow can accelerate the next cast by more than the printed number.
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Does an on-cast effect still trigger if my unit is stunned before it casts?
No — a stunned unit "is unable to move, declare attacks, or cast their Special Ability for the duration," so if crowd-control lands while the bar is full but the cast hasn't gone off yet, the cast is suppressed and nothing on-cast triggers. The cast event is what the on-cast hook listens for; no cast, no trigger. Once the stun ends a fully-charged unit will cast at the next available frame and on-cast effects fire then.
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Do bonus casts from multi-cast traits each trigger on-cast effects?
Set 17's multi-cast trait, Replicator, makes a unit's ability "occur a second time at reduced effectiveness" (22% strength at 2 Replicators, 45% at 4) — the bonus occurrence reruns the ability at a reduced payload. Whether every secondary item-level on-cast hook re-fires on that bonus occurrence is not exhaustively documented — community-observed behavior is that they do, but treat it as patch-volatile and verify against the live patch notes for the set you're playing.
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If a unit holds two on-cast items, do both trigger on the same cast?
Yes — different on-cast effects from independent sources (two distinct items, an item plus a trait, an augment plus an item) each listen for the same cast event and resolve in parallel when it fires. What does NOT necessarily double up is the *same* item equipped twice: TFT generally restricts duplicate Artifact equips, and for items with shared multi-second timers the wiki history shows Riot has previously added cooldown-style guards specifically to stop multiple identical on-cast heals from stacking unbounded.
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Is "on-cast" the same as "post-cast" or the mana-lock window?
They overlap but aren't the same. On-cast is the trigger event — fired the instant the ability resolves. The mana-lock window is the brief no-mana-gain period that begins right after that cast (a mana-lock window of roughly a second, longer for some long-channel champions); it's about gating when the bar can start refilling, not about firing effects. So an on-cast item resolves first, then the mana-lock clock runs, then the bar starts filling again — and any on-cast mana refund is applied before the lock starts ticking.
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Do on-cast items do anything on a manaless unit?
No. A manaless unit has no mana bar and "never casts a triggered Special Ability — instead it has a permanent passive effect that's active for the entire combat," so there is no cast event for an on-cast effect to hook into. Items whose payload is gated entirely on a cast (first-attack-after-cast bonuses, heal-on-cast lockets, mana-refund items, on-cast shield/buff effects) do nothing on a manaless holder. Whether any given set even ships manaless units rotates set-to-set.