Description
Effect fires when a unit secures a kill or assist. An assist counts, so a unit that only contributed damage still triggers it.
Items (5)
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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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- +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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- +55% AS
- +5% Damage Amp
Gain +1 Attack Range, increased by 1 whenever the holder kills an enemy.
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- +10 Armor
- +10 MR
- +25% AP
- +20% Omnivamp
Takedowns increase the holder’s Armor, Magic Resist, and Ability Power by 20.
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- +30% AD
The holder gains the Hunter trait. Takedowns grant 18% Attack Damage.
Hunters gain Attack Damage. If a Hunter hasn't swapped targets for 4 seconds, they gain 10% Damage Amp.
- 2
- 20%
- 3
- 30%
- 4
- 45%
- 5
- 65%
Augments (4)
Refine list…
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Deadlier Blades Prismatic Gain a Deathblade. Deathblades permanently gain 1% Attack Damage whenever their holders score a takedown.
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Deadlier Caps Prismatic 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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Challenger's Grace Gold At the start of combat, allies gain 25% Attack Speed for 3 seconds. On takedown, allies dash to their next target and gain this bonus again.
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It's Me, Baby Gold Gain a spotlight in the bottom right corner. The champion in it gains 15% Damage Amp and 15% Attack Speed, and drops 1 gold every 5 takedowns. Lore & Legends Tactician's Crown, 2026
Champions (6)
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Kunai Strike Adaptor : Throw a volley of kunai at the target, dealing 155 / 235 / 405 physical damage. If the target is Burning, deal an additional 35 / 52 / 80 damage. Adaptor : If the Ability kills, cast it again.
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Primordial Burst Launch a giant blast at the target that deals 175 / 265 / 395 magic damage, increased to 265 / 400 / 595 if they're below 30% max Health. If they die, permanently gain 1.5% Ability Power.
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Mirror Image Passive: After player combat, your strongest LeBlanc has a 10 / 15 / 40% chance to create a copy of an ally on your board, increased by 4% per takedown. Active: Launch a mirror image at the current target, dealing 250 / 375 / 565 magic damage and 85 / 130 / 190 to adjacent enemies.
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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. -
Boomerang Blade Throw a large crossblade that deals 205 / 305 / 1150 physical damage to the current target and bounces 8 times between nearby enemies, dealing 41 / 61 / 460 physical damage each bounce. When this kills an enemy, bounce 3 / 3 / 6 additional times.
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Final Spark Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana. Active: Fire a laser towards the most enemies in a line that deals 330 / 520 / 5000 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Inferno Bonus: Restores 10 mana per takedown.
Traits (3)
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Gather Essence by killing champions, plus more by losing player combat. Beginning at 40 Essence, choose to convert Essence to rewards or continue gathering Essence. Each reward requires increasing amounts of Essence.
See also
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 (permanent Armor / Magic Resist / Ability Power per takedown) (opens in new tab)
- Patch 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.