Description
Effect fires on each basic-attack hit — every auto procs items like Red Buff (burn/wound), Nashor's Tooth (mana on attack), and Kraken's Fury (stacking Attack Damage per attack, up to 15). On-hit carries scale with attack-speed buffs, so stacking AS multiplies their damage and utility per second.
Items (19)
Refine list…
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- +20 MR
- +10% AD
- +10% AS
Attacks grant 3.5% stacking Attack Damage, up to 15 attacks. After 15 attacks, gain 15% Attack Speed.
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- +150 HP
- +20% AP
- +1 Mana Regen
Attacks and Abilities deal 1% Burn and 33% Wound to enemies for 10 seconds. Burn: Deals a percent of the target’s max Health as true damage every second. Wound: Reduces healing received.
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- +150 HP
- +10% AS
- +15% AP
- +20% Crit
Attacks grant 2 bonus Mana, increased to 4 if they critically strike.
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- +45% AS
- +3% Damage Amp
Attacks and Abilities 1% Burn and 33% Wound enemies for 5 seconds. Burn: Deals a percent of the target’s max Health as true damage every second. Wound: Reduces healing received.
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- +15% AD
- +15% AP
- +1 Mana Regen
Attacks grant 5 bonus Mana.
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- +40 MR
- +20% AD
- +20% AS
Attacks grant 7% stacking Attack Damage, up to 15 attacks. After 15 attacks, gain 30% Attack Speed.
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- +300 HP
- +35% AP
- +2 Mana Regen
Attacks and Abilities deal 2% Burn and 33% Wound to enemies for 10 seconds. Burn: Deals a percent of the target’s max Health as true damage every second. Wound: Reduces healing received.
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- +300 HP
- +20% AS
- +30% AP
- +40% Crit
Attacks grant 4 bonus Mana, increased to 6 if they critically strike.
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- +80% AS
- +6% Damage Amp
Attacks and Abilities 2% Burn and 33% Wound enemies for 5 seconds. Burn: Deals a percent of the target’s max Health as true damage every second. Wound: Reduces healing received.
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- +30% AD
- +30% AP
- +2 Mana Regen
Attacks grant 10 bonus Mana.
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- +20% AS
- +10% AP
Attacks grant 5% stacking Attack Speed. Every 3 attacks also grant 2% Attack Damage and 2% Ability Power.
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- +55% AS
Grant 1% bonus Attack Speed per gold in your bank (up to 30 gold). Each attack has a 6% chance to drop 1 gold. Unique - only 1 per champion
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- +40% AD
- +20% Crit
Attacks and Abilities execute enemies below 12% of their maximum Health. Executions on champions have a 33% chance to drop 1 gold. Unique - only 1 per champion
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- +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.
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- +40% AS
- +15% AP
Every 3rd attack deals 15 + 35% of the holder's Ability Power as additional magic damage to 6 enemies.
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- +300 HP
- +20% AD
- +20% AS
Attacks deal 2% of the holder's max Health plus 4% of their Attack Damage as bonus physical damage to the target and adjacent enemies.
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- +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.
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- +250 HP
The holder gains the Brawler trait. Attacks deal 2% of the holder's max Health as magic damage.
Your team gains 120 max Health. Brawlers gain more.
- 2
- 25%
- 4
- 40%
- 6
- 65%
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- +20% AS
The holder gains the Rapidfire trait. Attacks deal 1% of the target's max Health as true damage.
Your team gains 10% Attack Speed. Rapidfire champions gain more on every attack, up to 10 stacks.
- 2
- +3% per Attack
- 3
- +5% per Attack
- 4
- +9% per Attack
- 5
- +15% per Attack
More On Hit sources
What enables On Hit (13)
Champions (12)
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Deadly Plumage Gain 50% Attack Speed for the next 5 attacks. These attacks are replaced with feathers that deal 68 / 102 / 155 physical damage and reduce Armor by 2 .
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Headshot Passive: Every third attack is replaced with a Headshot that deals 210 / 315 / 515 physical damage. -
Spider Queen Transform into a spider and gain 375 / 475 / 725 max Health. Attacks while in Spider Form deal 35 / 50 / 80 bonus magic damage and heal for 55 / 90 / 170 . Subsequent casts grant 175% decaying Attack Speed for 4 seconds.
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Solar Judgement Passive: Kayle ascends based on her star level, granting her stacking bonuses. 1st Ascension: Attacks deal 56 / 84 / 98 bonus magic damage. 2nd Ascension: Attacks 20% Shred enemies hit for 2 seconds. 3rd Ascension: Attacks fire waves, dealing 40 magic damage to all other units hit. 4th Ascension: Gain infinite range. Every 3rd wave is much larger. Shred: Reduce Magic Resist
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Can You Dig It? Passive: Attacks are replaced by a dance that deals 50 / 75 / 113 physical damage to all adjacent enemies. Active: Burrow underground, gaining 15% Durability for 3 seconds and healing 325 / 400 / 675 over the duration. Green Buff: When allies fall below 50% Health, they restore 15% max Health.
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Arise! Gain 150% Attack Speed and summon 2 soldiers for the next 6 attacks. These attacks are replaced by commands which direct each soldier to deal 40 / 60 / 96 magic damage per attack. -
Wuju Style Passive: Every third attack is a Double Strike. On takedown, gain a burst of movement speed. Adaptor : Double Strikes grant 15% stacking Attack Speed. Adaptor : Double Strikes deal bonus damage and heal. -
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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Furious Fists Passive: On attack, restore 22 / 40 / 71 Health. Active: Unleash a primal roar, restoring 200 / 265 / 360 Health. Then gain 85 / 100 / 125% Attack Speed, 15% Durability, and is Unstoppable for 3 seconds. -
Javelin Toss Adaptor : Gain 150% Attack Speed for the next 3 attacks. These attacks are replaced with javelins that deal 170 / 255 / 2000 magic damage. The 3rd attack instead targets the furthest enemy with the least items and deals 285 / 425 / 3000 magic damage. Adaptor : Transform into a Melee cougar Assassin that swipes enemies.
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Rampant Growth Spawn 2 / 2 / 4 plants around the battlefield that attack the nearest enemy 10 times. Each attack deals 37 / 55 / 225 magic damage. -
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)
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Your team gains 10% Attack Speed. Rapidfire champions gain more on every attack, up to 10 stacks.
What benefits from On Hit (1)
Champions (1)
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Whirling Death Passive: Attacks target random enemies in range and apply a bleed that deals 140 / 210 / 3000 physical damage over 12 seconds. Every attack has a 12% chance to deal 50 / 50 / 900% bonus physical damage and apply 2 bleeds instead. Active: Throw two giant axes towards the enemy with the most bleeds. Deal 100 / 150 / 400 physical damage to enemies hit and consume their bleed, instantly dealing the remaining damage. The axes then return, dealing 30 / 45 / 100 physical damage to enemies hit.
Frequently asked questions
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What does 'on-hit' mean in TFT, and what triggers it?
On-hit effects are bonus effects that fire when a unit's basic attack lands on a target. The trigger is the auto-attack hit specifically — abilities, item effects, and most secondary projectiles do not count by default. If the attack misses, is dodged, or the attacker is disarmed, the on-hit fails to trigger. Items that apply Burn/Wound on attack, that grant mana per attack, or that add bonus magic damage on attack all hang off this single trigger, which is why on-hit carries care so much about how often they auto-attack.
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Do abilities trigger on-hit effects in TFT?
By default, no — most abilities don't trigger on-hit. There are two important exceptions. First, a handful of abilities are explicitly tagged to apply on-hit, often at reduced effectiveness (the tooltip and patch notes call out the percent). Second, some items broaden the trigger themselves: a few anti-heal/burn items apply their debuffs on 'Attacks and Abilities,' so the debuff hooks in even from spell damage. Read each tooltip — if it says 'Attacks and Abilities,' abilities count for that specific item; otherwise assume on-hit means autos only.
Sources
- On-hit effect — League of Legends Wiki (lists ability-tagged on-hit applications and effectiveness rates) (opens in new tab)
- Red Buff (TFT) — League of Legends Wiki ('Attacks and Abilities Burn and Wound enemies') (opens in new tab)
- Attack effects — League of Legends Wiki (ability on-hit effectiveness reductions) (opens in new tab)
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Do multiple on-hit effects all trigger on the same attack, or do they conflict?
Different on-hit effects all trigger together on the same hit — they don't compete. A single auto can simultaneously apply a Burn-and-Wound debuff, generate bonus mana, and add bonus magic damage, with each effect rolling independently. The 'do not stack' rule in TFT applies to a debuff keyword on the same target (two Shred sources don't add to 60%), not to different on-hit items on the same attacker. Stacking different on-hit items on one carry is the standard way to amplify auto-attack output.
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If a basic attack deals reduced damage (ricochets, bolts, secondary targets), are its on-hit effects also reduced?
Yes. Riot states the rule explicitly: "champions that have reduced attack effectiveness also have their on-hit effects reduced by the same amount." The canonical example is an ability that ricochets onto extra targets: those secondary hits already deal reduced damage, and the on-hit effects they apply (Burn ticks, Shred application, mana-on-attack, bonus magic damage) are scaled down by the same multiplier rather than landing at full strength. The payload used to be binary — either the secondary hit triggered on-hits at full value or didn't at all — which was a known source of confusion. The rule makes "reduced effectiveness" mean the same thing across damage and on-hit utility.
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Does on-hit damage scale with Ability Power or Attack Damage?
It depends on the damage type the on-hit is tagged as. Magic on-hit damage is amplified by the holder's AP — TFT's universal rule is 1 AP = 1% more magic damage, true damage, shielding, and healing. Physical on-hit damage scales with AD-style multipliers when the tooltip ties it to AD. Flat 'utility' on-hits like mana gain or Shred/Sunder application don't scale at all. Always read the tooltip's damage tag (magic / physical / true) — that tag picks both the scaling stat and the resistance that mitigates the damage.
Sources
- TFT Stats and How to Use Them — Mobalytics (Ability Power scales magic damage) (opens in new tab)
- Ability Power (TFT) — League of Legends Wiki (1 AP = 1% magic damage, true damage, shielding and healing) (opens in new tab)
- Wit's End (TFT) — League of Legends Wiki (bonus magic damage on attacks) (opens in new tab)
- Resistances (TFT) — League of Legends Wiki (damage type matches mitigation type) (opens in new tab)
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Can on-hit damage critically strike?
Generally yes for physical on-hit damage tied directly to a basic attack — if the auto crits, the damage instance carries the crit multiplier through to those bolts and on-hit additions that are explicitly flagged 'can critically strike.' Magic on-hit damage usually cannot crit unless the unit has an item that lets abilities crit, since magic damage on auto-attacks is treated more like a spell payload. Each item's wiki entry says explicitly whether its on-hit can crit — patch history shows Riot has flipped that flag on individual items more than once.
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How does Attack Speed scale on-hit output?
Linearly — every basic attack rolls every on-hit effect once, so doubling Attack Speed roughly doubles on-hit DPS and on-hit utility output (mana, Shred refreshes, debuff uptime). TFT caps Attack Speed at 5.00 attacks per second, after which raw AS stops adding throughput; a few set-specific traits can briefly exceed the cap. This linear scaling is why on-hit carries stack AS items aggressively and why an AS buff is usually worth more on an on-hit-heavy build than a flat AD buff of equivalent gold value.
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Are on-hit damage instances reduced by the target's resistances?
Yes — on-hit damage follows the same mitigation rules as any other damage. Physical on-hit hits Armor, magic on-hit hits Magic Resist, and true on-hit (e.g., Burn ticks applied via on-hit) ignores both. The on-hit trigger doesn't grant any bypass; only the damage tag in the tooltip decides which resistance applies. A Shred or Sunder applied via on-hit is the lever for amplifying subsequent damage of the matching type, since percent reduction debuffs don't stack with themselves but do stack across keywords (one Shred + one Sunder = both active).
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Are on-hit and 'spell-hit' the same trigger?
No — they're distinct. On-hit fires when a basic attack connects; spell-hit (or 'on-cast' / 'on-ability') fires when an ability lands. Items, traits, and augments are written against one or the other, and effects worded 'Attacks and Abilities' are the bridge that fires on both. The practical implication: a caster carry whose damage is mostly from their spell does not benefit from items hanging off the on-hit trigger — those want a basic-attack-driven holder. Read the keyword in the tooltip ('Attacks,' 'Abilities,' or 'Attacks and Abilities') to know which trigger you're equipping.