Description
Effect fires when a unit secures a kill or assist. In Set 17, Kai'Sa's passive "On takedown, gain 10 mana" is a clean example, and Seeker's Armguard stacks +20 Armor / MR / AP per takedown.
Items (7)
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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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- +30% AS
The holder gains the Challenger trait. On takedown, the holder's next 3 attacks each heal for 5% of max health.
Your team gains 10% Attack Speed. Challengers gain bonus Attack Speed. When their target dies, Challengers dash to a new target and increase their Attack Speed bonus by 50% for 2.5 seconds.
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- 15%
- 3
- 28%
- 4
- 42%
- 5
- 55%
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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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- +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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On takedown, dash to the next target and attack 40% faster for 2 attacks.
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On takedown, dash to the next target and attack 40% faster for 3 attacks.
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Store 15% of damage dealt to enemies. On takedown, enemies release the stored damage as physical damage in a two-hex radius.
Augments (4)
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Contract Killer Gold Gain a Pyke. Your strongest Pyke becomes an Attack Fighter, generates gold on team takedown, and gains a reset on-kill Ability.
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Deadlier Blades Gold Gain a Deathblade. Deathblades permanently gain 1% Attack Damage whenever their holders score a takedown.
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Deadlier Caps Gold Gain a Rabadon's Deathcap. Rabadon's Deathcaps grant 1 Mana Regen and permanently gain 1% Ability Power whenever their holders score a takedown.
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Yasuo's Golden Hex Silver Paint a Golden Hex. The unit in the hex gains 250 health, 25% attack speed, and drops 1 gold on kill.
Champions (1)
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Bullet Cluster Passive: On takedown, gain 10 mana. Active: Fire 16 missiles in a 2-hex radius around the current target, dealing 33 / 50 / 79 physical damage each.
Traits (1)
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After losing a player combat, gain 20 Tech, plus additional Tech equal to 5 times the length of your loss streak. Additionally, gain 2 Tech per Anima takedown. Each time Animas get 100 Tech, they prototype new Anima Weapons. You can take them, or save your Tech to get more powerful weapons next time. Gain 85% Tech from losing if your partner wins a combat in Double Up.
Frequently asked questions
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What does "on takedown" mean in TFT — kills only, or also assists?
Takedown is the umbrella term for either a kill or an assist. Wherever a tooltip reads "on takedown", the trigger fires both when the unit lands the killing blow and when it merely contributed to an enemy's death. Some effects scope down to "on kill" specifically when they need to (e.g., bonus loot drops); "on takedown" is the more permissive trigger and is the default choice when designers want assist-credit to count.
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What's the difference between "on kill" and "on takedown"?
"On kill" requires the holder to land the final blow that drops an enemy to 0 HP — assists do not trigger it. "On takedown" is broader: a kill counts, and so does an assist, meaning any unit that contributed to bringing the enemy down also fires the effect. Designers reach for "on kill" when the bonus is meant to reward last-hitting (rare in TFT) and "on takedown" when it should reward participation, which is why the takedown wording dominates TFT items, augments, and traits.
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What counts as an assist for an "on takedown" trigger?
Any meaningful contribution to an enemy's death — most commonly dealing some damage to it within a short window before it dies. The base-League rule that defines "assist" is contribution within a short pre-death window (10–15 seconds depending on mode), and TFT inherits that family of rules: damage, certain debuffs, and shielding/buffing the actual killer can all qualify. There is no documented public minimum-damage threshold for TFT specifically, so any non-trivial hit on the dying unit typically credits the attacker with the takedown.
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What kinds of effects do "on takedown" abilities and items grant?
Common payouts are: a flat mana refund (the unit instantly chunks toward its next cast); a permanent stack on a weapon, hat, or artifact that raises Armor / Magic Resist / Ability Power / Attack Damage; a temporary buff (e.g., a few seconds of Attack Speed and a dash to the next target); or a percent-Health heal. The shape varies by source, but the trigger is identical — anything tagged "on takedown" only requires the holder to be credited with a kill or an assist on the unit that just died.
Sources
- Seeker's Armguard (TFT) — League of Legends Wiki (+Armor/MR/AP per takedown) (opens in new tab)
- Seeker's Armguard (TFT) — tactics.tools (Set 17 patch 17.4 — permanent Armor / Magic Resist / Ability Power per takedown) (opens in new tab)
- TFT Patch 15.1 notes — Tacter (Deadlier Blades / Caps: AD/AP per 3 takedowns) (opens in new tab)
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If multiple enemies die to one AOE ability, do I get a takedown for each?
Yes — takedowns are credited per dying unit, not per ability cast. An AOE that kills three enemies simultaneously fires "on takedown" three times. Each triggered effect resolves independently against its own per-trigger value (e.g., a +20-stack item gains +60 from a triple kill), and the same is true for assist credit — every enemy that dies inside the AOE while you're tagged for damage gives you a separate takedown.
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If I have several "on takedown" sources, do they all fire from one takedown?
Yes. Each item, augment, and trait that lists "on takedown" is its own independent trigger that subscribes to the same event. A single takedown will fire every subscribed effect once — a mana refund, a stack on one item, a stack on another item, and a trait bonus can all resolve from the same kill or assist. There is no shared cooldown across distinct takedown effects, so layering takedown-payoff sources is genuinely additive.
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Do "on takedown" stacks reset between rounds, or do they carry over?
It depends on the source. Most in-combat takedown payoffs (mana refunds, dash-and-Attack-Speed buffs, this-combat ramps) reset when the round ends and start over next combat — that's the same lifecycle as in-combat stacking. A separate group of takedown sources is permanent: weapons, hats, and artifacts that say "gain X per takedown" without a duration carry stacks across every round for the rest of the game, which is the takedown-stacking pattern. Read the tooltip — "per round" / "this combat" wording is the tell.
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How is "on takedown" different from "on death"?
Perspective. "On takedown" fires from the killer/contributor's side when an enemy dies — the bonus goes to the unit that did the work. "On death" fires from the dying unit's side when it drops to 0 HP — the effect resolves on or around the corpse, regardless of who landed the killing blow. The same combat event can trigger both: a unit's "on death" passive detonates an explosion, and the unit that killed it simultaneously banks an "on takedown" stack. They are independent triggers reading opposite sides of the same death.