Description
Effect fires when the unit itself is killed, commonly on items that bank value during combat (see damage-storage) and discharge it as a final payload.
Items (4)
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- +25% AD
- +25% AS
- +25% AP
The holder dons a Hat on each takedown. The holder gains 1% Attack Damage and Ability Power per Hat. On death lose 20% of all Hats.
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- +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.
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- +300 HP
- +10% Durability
Combat Start: Store 30% max Health and 2.5% more every second. On death, unleash the stored Health as magic damage split between enemies within 4 hexes. Unique - only 1 per champion
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- +350 HP
The holder gains the Juggernaut trait. Gain 15 mana whenever a Juggernaut dies.
Your team gains Durability. Juggernauts gain more.
- 2
- 4% Durability or 20% Durability
- 4
- 6% Durability or 30% Durability
- 6
- 8% Durability or 40% Durability
Augments (6)
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Nesting Dolls+ Prismatic After a champion dies in combat, spawn a copy of them one star level lower with 60% health. Gain 3 free rerolls.
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Nesting Dolls++ Prismatic After a champion dies in combat, spawn a copy of them one star level lower with 60% health. Gain 3 free rerolls.
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Healing Orbs II Gold When an enemy dies, a nearby ally is healed for 575 Health.
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Gain 4 gold. For the next 2 rounds, enemy champions drop 2 gold when killed.
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Good For Something I Silver Champions that aren't holding items have a 40% chance to drop 1 gold on death.
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Healing Orbs I Silver When an enemy dies, a nearby ally is healed for 250 Health.
More On Death sources
What benefits from On Death (5)
Champions (5)
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Last Rites Passive: On death, spawn a Spirit Walker with 330 / 634 / 1171 max Health which immediately taunts, forcing enemies to attack it. Active: Restore 280 / 325 / 435 Health and strike the target, dealing 150 / 225 / 340 physical damage.
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Rock and Roll Passive: On death, split into two Kruglettes with 182 / 338 / 608 Health which immediately taunt, forcing enemies to attack them. Active: Gain 175 / 225 / 325 max Health, then roll into the target, dealing 223 / 358 / 620 damage. Slate Buff: On death, Krug and Kruglettes Shield allies for 8% max Health.
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Explosive Charge Attach an explosive charge to the target that lasts 4 seconds. While active, gain infinite range and 60% Attack Speed. After the duration, the charge explodes and splits damage between all enemies within 2 hexes, dealing 160 / 240 / 385 physical damage + 10 / 15 / 25 for each attack while casting. If an enemy with an explosive charge on them dies, it attaches to Tristana's new target.
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Crimson Fury Passive: When the target dies, leap at the next target, dealing 170 / 255 / 600 physical damage. Active: Gain 80 / 80 / 280% Attack Damage for 8 seconds. During this time ignore 40 / 40 / 60% Armor. Red Buff: Attacks 1% Burn enemies and heal Brambleback for 4% max Health.
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Sow the Seeds Passive: After every 650 / 650 / 300 damage blocked, a sapling jumps towards a nearby enemy and deals 81 / 145 / 2795 magic damage. On death, 3 / 5 / 10 saplings jump out. Active: Deal 69 / 124 / 3726 magic damage to target and restore 330 / 400 / 2000 + 10 / 10 / 100% missing Health.
Frequently asked questions
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What does "on death" actually mean in TFT?
On-death is a trigger that fires the moment a unit's combat health reaches 0 — that is, when it falls in the current round. The unit returns next round at full health regardless, so "death" here means the in-combat removal event, not permanent loss. Effects keyed to it discharge a stored payload at the instant of that event: typical examples are dealing AoE damage from accumulated stats, dropping bonus gold, or summoning a follow-up unit. The trigger is always a one-shot per combat per unit — once the unit has fallen, that combat's on-death has fired.
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If the on-death payload deals true damage, do shields still block it?
Yes. True damage in TFT ignores Armor, Magic Resist, damage reduction, and damage amplification — the TFT-namespaced wiki is explicit that those are the only carve-outs. Shields are not on that list: normal shields absorb every damage type (physical, magic, and true), so an on-death AoE that fires as true damage still gets soaked by any shield the targets have up at the moment of the explosion. Pre-positioned shields on the back line are the cleanest counter-pattern when you face an on-death detonator.
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Do multiple on-death sources on the same unit all trigger?
Each on-death source is its own discrete trigger keyed to the unit's death event, so stacking different on-death items, traits, or augments on one unit generally fires every one of them when that unit falls. What does not stack additively is two copies of the same effect — most TFT items cap at one copy per unit, and the few that allow duplicates follow the per-item rule (some scale, some don't). Mixing one damage-storage on-death with one gold-drop on-death with one summon on-death is the normal pattern, and they each resolve.
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How does the AoE on-death damage scale with distance?
Most on-death AoE payloads in TFT carry a hex-based falloff rather than a flat radius. The current reference detonator stores 25% of damage dealt and discharges it as true damage on death, reduced by 15% per hex from the epicenter — so the unit standing on the dying carrier eats the full hit and units further out take a fraction. This is why on-death detonators reward placing the carrier near where the enemy will pile up, and why spreading your own board reduces the damage a single enemy on-death blast can do to you.
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Is "becoming invulnerable for a moment before dying" the same as on-death?
No — those are death-prevention effects, and they are a separate layer that resolves before the death event, not at it. A per-unit example is a defensive item that triggers at a Health threshold: the unit briefly becomes untargetable, sheds negative effects, and heals, so it cannot be hit down to 0 during that window — its on-death does not fire because it never falls. (Distinct again from player-elimination escapes — an augment that lets you survive what would otherwise eliminate you keeps YOU in the lobby rather than saving a single unit in combat.) On-death triggers, by contrast, only resolve once a unit's health has actually reached 0. The two layers are independent: a death-prevention skip can preempt one death-event, but every subsequent fall still procs on-death normally.
Sources
- Edge of Night (TFT) — League of Legends Wiki (per-unit: at 60% Health briefly become untargetable, shed negatives, heal — a pre-death escape, not an on-death) (opens in new tab)
- Champion (TFT) — League of Legends Wiki (death = removed from combat at 0 HP) (opens in new tab)
- Items — tactics.tools (Edge of Night: 60% Health untargetable, sheds negatives, heals missing Health) (opens in new tab)
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Is selling a unit treated as death for on-death triggers?
No, in practice. Selling happens out of combat — there is no combat health reaching 0 — so it is not the trigger event that on-death effects key off, and on-death payloads are uniformly described as firing in-combat at the death moment (or, on some items, on a fallback timer). The TFT-namespaced wiki documents on-death effects only in combat-tied terms; selling returns the unit to the pool and its items to inventory. Treat "died this combat" and "sold this round" as fully separate game events — community-confirmed convention, with no wiki source documenting an exception.
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What's the difference between on-death (the dier side) and on-kill / on-takedown (the killer side)?
On-death is a trigger on the unit that fell — its own items, traits, or augments fire when its HP reaches 0. On-kill / on-takedown are triggers on the unit that did the killing or assisting — an entirely different unit's effects bank credit when an enemy falls. The two often resolve in the same instant against the same target, but they belong to different units' rule sheets. An untargetable or invulnerability window — like a defensive item's Health-threshold escape — denies the attacker on-kill credit by keeping the target from ever reaching 0, and for that same reason the target's own on-death does not fire either; both hinge on the one death event. But the two sides are otherwise independent: stack-on-takedown items keep stacking on the killer regardless of whether the killed unit had any on-death payload.
Sources
- Takedown — League of Legends Wiki (a takedown = a kill or assist; credit only banks when an enemy actually goes down) (opens in new tab)
- Champion (TFT) — League of Legends Wiki (combat death framing) (opens in new tab)
- Items — tactics.tools (untargetable/invuln escapes — e.g. Edge of Night at 60% Health — that suppress an attacker's kill credit) (opens in new tab)