Description
Grants temporary HP that absorbs damage before the unit's real Health is touched.
Listed in: Buffs
Items (36)
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- +20 MR
- +15% AD
- +15 AP
- +20% Omnivamp
Once per combat at 40% Health, gain a 25% max Health Shield that lasts up to 5 seconds.
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- +20 MR
- +15% AD
- +15 AP
- +20% Omnivamp
Once per combat at 40% Health, gain a 25% max Health Shield that lasts up to 5 seconds.
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- +100 HP
- +20 Armor
- +20 AP
Combat Start: Gain a 25% max Health Shield for 8 seconds. When the Shield expires, gain 25% Ability Power.
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- +100 HP
- +20 Armor
- +20 AP
Combat Start: Gain a 25% max Health Shield for 8 seconds. When the Shield expires, gain 25% Ability Power.
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- +25 Armor
- +25 MR
- +1 Mana Regen
Combat Start: Gain 20 Mana. At 40% Health, gain 15 Mana and a Shield equal to 20% max Health.
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- +25 Armor
- +25 MR
- +1 Mana Regen
Combat Start: Gain 20 Mana. At 40% Health, gain 15 Mana and a Shield equal to 20% max Health.
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- +300 HP
- +45% AD
At 60% Health, gain a Shield equal to 40% of the wearer's maximum Health that rapidly decays over 4 seconds.
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- +300 HP
- +45% AD
At 60% Health, gain a Shield equal to 40% of the wearer's maximum Health that rapidly decays over 4 seconds.
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- +40 MR
- +30% AD
- +30 AP
- +40% Omnivamp
Once per combat: At 40% Health, gain a 50% max Health Shield that lasts up to 5 seconds.
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- +40 MR
- +30% AD
- +30 AP
- +40% Omnivamp
Once per combat: At 40% Health, gain a 50% max Health Shield that lasts up to 5 seconds.
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- +200 HP
- +40 Armor
- +40 AP
Combat Start: Gain a 50% max Health Shield for 8 seconds. When the Shield expires, gain 50% Ability Power.
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- +200 HP
- +40 Armor
- +40 AP
Combat Start: Gain a 50% max Health Shield for 8 seconds. When the Shield expires, gain 50% Ability Power.
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- +50 Armor
- +50 MR
- +2 Mana Regen
Combat Start: Gain 40 Mana. At 40% Health, gain 30 Mana and a Shield equal to 50% max Health.
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- +50 Armor
- +50 MR
- +2 Mana Regen
Combat Start: Gain 40 Mana. At 40% Health, gain 30 Mana and a Shield equal to 50% max Health.
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- +600 HP
- +90% AD
At 60% Health, gain a Shield equal to 80% of the wearer's maximum Health that rapidly decays over 6 seconds.
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- +600 HP
- +90% AD
At 60% Health, gain a Shield equal to 80% of the wearer's maximum Health that rapidly decays over 6 seconds.
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- +40 AP
- +1 Mana Regen
Combat start: Form a pact with the highest Health allied champion, if they die, gain 10 Mana regen and 40% Ability Power. When the ally uses their ability, gain 15 Mana. Every 6 seconds, shield your ally for 200% of the holder's Ability Power.
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- +40 AP
- +1 Mana Regen
Combat start: Form a pact with the highest Health allied champion, if they die, gain 10 Mana regen and 40% Ability Power. When the ally uses their ability, gain 15 Mana. Every 6 seconds, shield your ally for 200% of the holder's Ability Power.
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- +200 HP
- +25 Armor
- +25 MR
Shields have 50% of their value converted to max Health instead.
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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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- +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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- +150 HP
Combat start: The holder and allies within 2 hexes in the same row gain a 250 Shield, 20 Armor, and 20 Magic Resist for 20 seconds. [Support item]
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- +150 HP
Combat start: The holder and allies within 2 hexes in the same row gain a 250 Shield, 20 Armor, and 20 Magic Resist for 20 seconds. [Support item]
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- +350 HP
- +40 Armor
Whenever a Shield on the holder breaks, 150% of that Shield's initial value is dealt to the nearest enemy as magic damage.
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- +350 HP
- +40 Armor
Whenever a Shield on the holder breaks, 150% of that Shield's initial value is dealt to the nearest enemy as magic damage.
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- +20 Armor
- +20 MR
The holder gains the Vanguard trait. Gain 2% Ability Power whenever an ally gains a shield.
Vanguards gain 5% Durability while Shielded. Combat start and 50% Health: Gain a max Health Shield for 10 seconds.
- 2
- 16% max Health
- 4
- 30% max Health
- 6
- 40% max Health
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- +100 HP
Combat start: Gain a 15% max Health shield.
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- +100 HP
Combat start: Gain a 15% max Health shield.
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- +550 HP
- +30 Armor
- +30 MR
The first time you fall below 90%, 60%, 40%, and 20% health, gain a 20% max health shield for 4 seconds. When this happens, release a frost nova that stuns enemies within 2 hexes for 2 seconds and deals magic damage equal to 15% of their max Health. The radius increases by 1 each nova. Recommended Roles: Attack or Magic Tank
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- +550 HP
- +30 Armor
- +30 MR
The first time you fall below 90%, 60%, 40%, and 20% health, gain a 20% max health shield for 4 seconds. When this happens, release a frost nova that stuns enemies within 2 hexes for 2 seconds and deals magic damage equal to 15% of their max Health. The radius increases by 1 each nova. Recommended Roles: Attack or Magic Tank
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- +250 HP
- +30 Armor
- +30 MR
The first time you fall below 70% and 35% health, gain a 25% max health shield for 4 seconds and release a frost nova that stuns enemies within 3 hexes for 2 seconds. Recommended Roles: Attack or Magic Tank
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- +250 HP
- +30 Armor
- +30 MR
The first time you fall below 70% and 35% health, gain a 25% max health shield for 4 seconds and release a frost nova that stuns enemies within 3 hexes for 2 seconds. Recommended Roles: Attack or Magic Tank
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At 40% Health, gain a 50% max Health shield that decays over 2.5 seconds.
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At 40% Health, gain a 50% max Health shield that decays over 2.5 seconds.
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At 40% Health, gain a 75% max Health shield that decays over 4 seconds.
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At 40% Health, gain a 75% max Health shield that decays over 4 seconds.
Augments (3)
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Blood Offering Gold Gain a Bloodthirster. Combat start: Allies holding Bloodthirsters lose 15% Health but gain a 20% Health shield and 12% Attack Damage and Ability Power.
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Infinity Protection Gold Gain 3 gold now. On Stage 3-7, gain an Infinity Force. Infinity Force gives allies in the same row a 12% Health shield. Monsters Attack Championship, 2023
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Two Tanky Gold When you field exactly 2 copies of a champion, they both gain 400 Health. When one copy dies, the other gains a 35% max Health Shield for 12 seconds. When you 3-star, gain a 2-star copy.
Champions (16)
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Shield of Daybreak Gain Shield for 4 seconds. Bash the current target, dealing 100 / 150 / 225 magic damage and stunning them for 1.75 / 1.75 / 2 seconds.
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Huddle Up! Gain 400 / 475 / 575 Shield for 4 seconds. For the duration, allies within two hexes gain 15 / 25 / 60 Armor and Magic Resistance. Meep Bonus: Meeps grant 125 / 160 / 210 Shield to the nearest ? allies for 4 seconds.
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Counter Star-ike Enter a defensive stance for 3 seconds, reducing incoming damage by 20 / 25 / 30 and gaining 400 / 450 / 500 Shield. When the stance ends, strike all nearby enemies, dealing magic damage and Stunning them for 1 / 1.25 / 1.5 second(s). -
Meep Impact Heal Health over 3 seconds. Slam the target, dealing 160 / 240 / 360 magic damage and knocking up for 1.5 / 1.75 / 2 seconds. The impact creates meepwaves that deal 50% of these effects in the target's row. Meep Bonus: Meeps water Meepsie's flower, increasing all incoming Healing and Shielding by ? .
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Indestructible Gain 350 / 450 / 625 Shield. Each second for the next 4 seconds, gain 75 / 100 / 115 more Shield and deal 45 / 70 / 100 magic damage to adjacent enemies. When this ability ends, consume the remaining Shield and heal for 40% of its value.
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Advanced Defences Gain 275 / 300 / 500 Shield and 15% Durability for 4 seconds. Over the duration, deal physical damage each second to enemies in a cone.
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Pale Cascade Passive: Attacks deal 52 / 78 / 135 bonus magic damage. Active: Gain 275 / 325 / 475 Shield and summon 3 encircling orbs for 3 seconds. Orbs deal magic damage to enemies they pass through, and rotate faster based on Attack Speed.
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Test of Spirit Gain 450 / 525 / 650 Shield for 3 seconds. Over the duration, drain 55 / 85 / 130 Health from the nearest 3 enemies. Then slam down, dealing 80 / 120 / 180 magic damage to all enemies within 2 hexes.
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Disco Inferno Passive: On combat start, forge a temporary completed item. If 3 items are already equipped, a random completed item becomes Radiant this combat instead. Active: Gain 125 / 200 / 500 Shield for 3 seconds, then breath fire in a cone dealing 180 / 270 / 430 magic damage. After any Shield on Ornn expires, Ornn enters The Groove for 2.5 seconds.
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Unstoppable Dreadnought Passive - Proximity Blast: Whenever an enemy enters a ? hex radius, fire a blast in a cone towards the closest adjacent hex that deals 85 / 125 / 200 physical damage with 30% falloff per hex. Each adjacent hex has a 5 second cooldown, and starts combat on cooldown. Active: Gain Shield for 3 seconds and reposition up to one hex to maximize the number of targets within Proximity Blast's radius. Reset Proximity Blast's cooldowns.
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Dark Form Transform for 3 seconds, gaining 600 / 700 / 2500 Health and tethering to nearby champions. Over the duration, deal 100 / 150 / 3000 magic damage to the closest 3 enemies and restore health to the closest 2 injured allies.
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Calamity Gain 475 / 575 / 2000 Shield for 4 seconds. Summon an astrolabe to crash down on a nearby hex, dealing 120 / 180 / 2000 magic damage to enemies within 2 hexes. Then, push the astrolabe towards the end of the board, dealing 100 / 150 / 2000 magic damage. All enemies hit by the astrolabe are knocked up for 1.5 / 1.75 / 8 seconds.
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Gravitational Spin Gain 675 / 825 / 2000 shield for 4 seconds. Then, strike enemies in a three hex line, dealing 50.5 / 75.75 / 711 magic damage. Meep Bonus: Reduce the damage of incoming attacks by ? . After being attacked 20 times, deal magic damage in a two hex radius.
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Time Warp Passive: This Ability adapts to Attack Damage or Ability Power, whichever is higher. Attacks deal physical damage. Active: Dash to a nearby hex, gaining 100 / 150 / 1200 Shield for 2 seconds and slashing adjacent enemies for physical damage. Every third cast, leap into the air and launch a wave of energy that deals physical damage to enemies in a line.
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Tounge Lash Passive: Once per combat after dropping below 35% Health, gain Shield for 4 seconds equal to 40% of healing received this combat. Active: Heal 300 / 360 / 1500 , then tongue lash all enemies within two hexes dealing 45 / 60 / 1500 magic damage. -
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.
Traits (11)
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Summon a placeable relic. At the start of combat, it grants adjacent allies a 10% max Health shield and 10% Attack Speed.
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Summon a placeable relic. At the start of combat, it grants adjacent allies a 10% max Health shield and 10% Attack Speed.
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Your team gains 5% Omnivamp. Marauders gain more Omnivamp, Attack Damage, and their Omnivamp overhealing is converted into Shield (up to 25% max Health.)
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Your team gains 5% Omnivamp. Marauders gain more Omnivamp, Attack Damage, and their Omnivamp overhealing is converted into Shield (up to 25% max Health.)
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Aatrox: Ally Damage 30% Shred and Sunders enemies Caitlyn: Grant allies 20% Attack Speed Akali: Allies gain Precision Maokai: Allies heal 12% max Health Kindred: Shield the strongest Tank for 800 Emblem: Allies deal 10% stacking bonus true damage
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Aatrox: Ally Damage 30% Shred and Sunders enemies Caitlyn: Grant allies 20% Attack Speed Akali: Allies gain Precision Maokai: Allies heal 12% max Health Kindred: Shield the strongest Tank for 800 Emblem: Allies deal 10% stacking bonus true damage
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Stargazers chart a different constellation every game. This game: The Altar. More hexes reveal at each player level
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Vanguards gain 5% Durability while Shielded. Combat start and 50% Health: Gain a max Health Shield for 10 seconds.
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Vanguards gain 5% Durability while Shielded. Combat start and 50% Health: Gain a max Health Shield for 10 seconds.
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Combat Start: Your Tanks gain a Shield for 15 seconds. Your other allies gain Damage Amp. Voyagers gain double.
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Combat Start: Your Tanks gain a Shield for 15 seconds. Your other allies gain Damage Amp. Voyagers gain double.
Frequently asked questions
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What is a shield in TFT, and how is it different from Health?
A shield is a temporary pool of hit points layered on top of a unit's actual Health — incoming damage drains the shield first, and only spills into the unit's HP once the shield is fully consumed. Shields have two independent properties: their strength (the amount of damage they can absorb) and their duration (how long they persist before expiring or decaying away). They don't count as max Health for any %-Health calculations — heals, percent-HP damage, and execute thresholds all read the unit's actual HP, not HP plus shield.
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Do Armor and Magic Resist apply before or after a shield absorbs damage?
Resistances apply first. The League engine — which TFT inherits — runs Armor or MR through the standard reduction formula on incoming damage, and only the post-mitigation amount gets subtracted from the shield. The practical consequence: shields are dramatically more efficient on units that already stack Armor and MR, because each point of shield absorbs already-reduced damage. A 200-point shield on a unit with 100 MR effectively soaks 400 raw magic damage before any HP is touched.
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Do shields block true damage and Burn ticks?
Normal shields — the default kind, shown as a greyish-white overlay — absorb every damage type, including true damage. Since Burn is dealt as %-max-Health true damage every second, a normal shield will eat those ticks until it's used up or expires. Type-restricted shields are different: a magic shield (purple) only absorbs magic damage and a physical shield (orange) only absorbs physical damage, so neither blocks true damage. Most TFT shields you'll encounter are the normal type.
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When a unit has multiple shields at once, do they add together or take damage one at a time?
It depends on the source. Multiple copies of the same shield item generally stack additively — three copies of a 25%-max-Health shield item start the unit with a 75%-max-Health shield pool. Shields from different sources active at the same time don't merge into one bar; under the underlying League engine rule that TFT inherits, damage is absorbed by the shield with the shortest remaining duration first. A few trait-granted shields are explicitly tagged as non-stacking on the trait's tooltip and overwrite one another instead of summing — always read the trait text.
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Does anti-heal (Grievous Wounds) reduce shield strength?
No. Wound (aka Grievous Wounds / anti-heal) in TFT reduces self-healing and incoming healing by a percentage, but shields are a separate mechanic and aren't affected. A unit covered in Wound still receives the full shield value from any source. This is exactly why shield-heavy frontlines remain durable against compositions that lean entirely on Wound for sustain denial — the answer to a stacked-shield comp is shield-specific tools (e.g., flat damage amp against shielded targets), not anti-heal.
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What amplifies shield strength? Is there a heal-and-shield-power stat in TFT?
Yes — shield-power amplification exists, but TFT delivers it through trait synergies and specific effects rather than as a generic stat slot on the unit sheet. Support-archetype traits (the ones whose tooltip explicitly says "healing and shielding are stronger") apply a tiered multiplier to outgoing shields the unit grants — the exact magnitude and which traits carry the keyword shift by set and patch. Always read the active trait's tooltip for the current value.
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What's the difference between a shield that "lasts X seconds" and one that "rapidly decays over X seconds"?
A duration shield holds its full strength until time runs out — a 25%-max-Health shield for 8 seconds absorbs up to 25% max HP at any point during those 8 seconds, and any leftover value is wiped when the timer ends. A decaying shield instead drains its strength continuously over its duration: a 40%-max-Health shield that rapidly decays over 4 seconds is ~30% strong after one second, ~20% after two, and so on. Decaying shields are tuned around emergency-trigger items where the design goal is a short panic-button burst, not sustained protection.
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How do you actually counter a shield-heavy frontline?
Shield-counter tools split into three classes. First, damage amp against shielded targets — items and effects whose tooltip explicitly reads "deal X% more damage to shielded enemies" punch straight through the shield while it's up. Second, sustained or burst output that simply outpaces the shield's strength + duration — a shield that absorbs 800 damage doesn't matter against 2000 damage of follow-up. Third, %-max-HP true damage (Burn) — shields do absorb each tick, but Burn ignores Armor/MR, so the units behind the shield can't lean on resistances to multiply their effective HP further.