Description
Grants temporary HP that absorbs damage before the unit's real Health is touched.
Listed in: Buffs
Items (11)
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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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- +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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- +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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- +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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- +35% 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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- +400 HP
- +2 Mana Regen
Shields have 40% 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.
Augments (5)
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Celestial Blessing III Prismatic Your team gains 25% Omnivamp. Excess healing is converted to a shield up to 1000 Health.
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Coronation Prismatic Gain a Tactician's Crown. Tactician's Crown, Cape, and Shield grant the holder 20% Attack Speed, 25% Attack Damage, and 30% Ability Power.
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Your team gains 18% Omnivamp. Excess healing is converted to a shield up to 400 Health.
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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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Celestial Blessing I Silver Your team gains 12% Omnivamp. Excess healing is converted to a shield up to 200 Health.
Champions (13)
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Defensive Sweep Slice the target for 170 / 255 / 435 physical damage and gain 60 / 90 / 200 Shield for 2 seconds. -
Bellows Breath Active: Gain 400 / 460 / 550 Shield for 4 seconds and deal 200 / 300 / 450 magic damage to enemies in a cone. Quest: Each player combat, Ornn stores damage blocked as Forge Power, doubled at 3-star. Gain an Artifact Anvil each time he gains enough Forge Power. (Forge Power: ? / ?)
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Entrancing Dance Gain 270 / 320 / 415 Shield for 4 seconds. Then grant the ally who has dealt the most damage this combat 90 / 100 / 130% decaying Attack Speed for 4 seconds.
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Sun's Wrath Gain 315 / 412 / 567 Shield for 4 seconds. Then cleave in a cone, dealing 90 / 135 / 205 magic damage and strike in a line, dealing 120 / 180 / 270 magic damage to enemies hit.
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Ki Barrier Grant 325 / 400 / 500 Shield to Shen and 200 / 275 / 375 Shield to a nearby damaged ally for 4 seconds. Both of their next 3 attacks gain 40% Attack Speed and deal 35 / 55 / 80 bonus magic damage.
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Pale Barrier Gain 150 / 275 / 400 shield for 2 seconds and send out 6 moonlight orbs spread among enemies within 2 hexes, each dealing 70 / 105 / 170 magic damage. -
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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Defensive Ball Curl Taunt, forcing enemies to attack this champion. For 4 seconds, gain 350 / 450 / 550 Shield and 60 Armor and Magic Resist. When the Shield breaks, deal 50 / 75 / 120 physical damage to enemies in 2 Hexes. -
Petrified Bark Gain 700 / 850 / 2000 Shield for 4 seconds and become petrified. When the shield breaks, unleash a wave of dark energy, dealing 82 / 123 / 3399 magic damage to enemies within 2 / 2 / 3 hexes.
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Azure Shockwave Gain 530 / 734 / 2421 Shield for 4 seconds. Slam the ground, sending a fissure in the direction of the most enemies. Enemies hit are briefly knocked up, take 100 / 150 / 3500 magic damage, and are Mana Reaved for 10. Blue Buff: Each time Sentinel casts, allies gain 2 Mana Regen. Mana Reave: Increase the Mana cost of the next Ability cast.
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Triggerseed Passive: Shields from this Ability can critically strike with Precision. Active: Grant 2 / 2 / 10 allies 165 / 300 / 3000 Shield and 10 / 15 / 100% Damage Amp for 6 seconds. Then deal 140 / 210 / 2000 magic damage to enemies adjacent to them. After casting 6 times, also grant 100% stacking Attack Speed to targets.
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Firestorm Charge up, gaining 15% Ability Power per Burning enemy. Then, gain 250 / 350 / 3000 Shield for 2.5 seconds and rush through a nearby group of enemies, dealing 80 / 120 / 1500 magic damage to each. After rushing, unleash a 2 Hex firestorm that deals a total of 475 / 715 / 5000 magic damage split among all enemies hit over 2 seconds.
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Emerald Radiance Passive: The first time Taric or his paired ally drops below 50% Health, unleash emerald energy from both of them, granting 305 / 584 / 14212 Shield to allies within 3 Hexes for 3 / 3 / 99 seconds. Active: Restore 200 / 300 / 3000 Health. Taric and his paired ally deal 100 / 150 / 1000 bonus magic damage on their next 2 attacks.
Traits (3)
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Your team's damage, healing, and shielding attracts Pixies. Each Pixie grants Fae champions Attack Damage and Ability Power, and after they fall below 50% Health, they heal for each Pixie.
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Your champions gain a 5% max Health shield and deal 7% bonus magic damage. Gain additional bonuses for each unique 3-star champion: 1 : Increase shield and magic damage by 1.5% for each 3-star. 3 : 18% and 15 5 : Convert 50% of the bonus magic damage to true damage. 8 : Every 4 seconds of combat, a 3-star champion ascends to 4-star.
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At Combat Start and after dropping below 50% Health, Vanguards gain a max Health Shield for 10 seconds.
What counters Shield
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.