Description
Reduces the target's Magic Resist (commonly by 30%, though the amount varies by source) for a duration, or for the rest of combat with some effects.
Items (5)
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- +250 HP
- +35 MR
- +15% AP
30% Shred enemies within 2 hexes. When enemies cast an Ability, deal magic damage equal to 150% of the Mana spent. Shred: Reduce Magic Resist
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- +15% AS
- +35% AP
- +1 Mana Regen
Attacks and Ability damage 30% Shred the target for 5 seconds. This effect does not stack. Shred: Reduce Magic Resist
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- +500 HP
- +70 MR
- +30% AP
30% Shred enemies within 2 hexes. When enemies cast an Ability, deal magic damage equal to 300% of the Mana spent. Shred: Reduce Magic Resist
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- +30% AS
- +75% AP
- +2 Mana Regen
Attacks and Ability damage 30% Shred the target for the rest of combat. This effect does not stack. Shred: Reduce Magic Resist
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- +30% AP
- +2 Mana Regen
Dealing magic damage reduces the target’s Magic Resist by 4. If their Magic Resist is 0, grant the holder 4 Mana instead. Ability damage can only trigger on each enemy once every 0.5 seconds.
Traits (1)
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Caustic damage 30% Shreds and Sunders enemies for 4 seconds. Shred: Reduce Magic Resist Sunder: Reduce Armor
More Shred sources
What enables Shred (2)
Champions (2)
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Azure Laser Begin consuming 35% max Mana per second and channeling a laser on the target. Each second while casting, deal 160 / 240 / 360 magic damage to them and reduce their Magic Resist by 3. Teal Buff: Gain 2 Mana Regen for every 4 seconds channeled. -
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
What benefits from Shred (3)
Champions (3)
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Harvest Reduce the Magic Resist of the 3 nearest enemies by 10. Then drain life from them over 2 seconds, healing for 410 / 485 / 850 Health and dealing 70 / 105 / 170 magic damage to each over the duration.
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Rage Gene Passive: Gain 5 / 5 / 50 Rage per second and 5 Rage per attack. Active: Transform into Mega Gnar and leap into the largest group of enemies within 3 hexes. Then, deal 100 / 150 / 2000 physical damage to enemies within 2 / 2 / 10 hexes, reduce their Armor and Magic Resist by 15 / 20 / 100 , and Stun them for 1 / 1 / 15 second. Mega Gnar gains 400 / 600 / 10000 Health, and replaces his Ability with Grab n' Throw. Grab n' Throw: Throw the target at the farthest enemy, dealing 380 / 570 / 9000 physical damage to them and 135 / 205 / 4500 physical damage to enemies they pass through. If there's only 1 enemy left, throw them off the battlefield instead.
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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%). Coven Bonus: Reduces the Armor and Magic Resist of targets hit by 8 for the rest of combat.
See also
What Shred counters
Frequently asked questions
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What is Shred in TFT and how much Magic Resist does it remove?
Shred is a target-side debuff that reduces a unit's Magic Resist by a percentage for a duration. The most common keyword application is 30% Shred — Riot item text reads 'Damage from attacks and Abilities 30% Shred the target for 5 seconds.' The percent operates on the target's current MR: against a 100-MR tank, 30% Shred cuts MR to 70, raising magic damage taken for the rest of the window. Shred is the inverse of Magic Resist, the way Sunder is the inverse of Armor.
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What's the difference between Shred and Sunder?
Sunder reduces a target's Armor; Shred reduces a target's Magic Resist. They mirror each other and both sit on top of the same R / (100 + R) damage-reduction curve, just on opposite damage types. Pick Sunder when your team's primary damage is physical (AD), pick Shred when your primary damage is magic (AP). High-elo coaches treat one of the two as a mandatory item every game by Stage 4–5; which one you build is dictated entirely by your damage-type, not by personal preference.
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Does Shred stack? If two units apply Shred to the same target, do they combine?
No — Shred does not stack. Riot's item text explicitly reads 'This effect does not stack.' Two 30% Shreds on the same target still leave the target at 30% reduced MR — not 60%, not 51% compounded. When multiple sources land, only one Shred is active; the longer remaining duration wins, and reapplying refreshes the timer instead of adding a new layer. Practical takeaway: a second Shred holder is wasted item slots if it's hitting the same target your first holder already debuffed.
Sources
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What about flat Magic Resist reduction — does that stack with Shred?
Yes. Flat MR reduction (a fixed value like −15 MR from a champion ability) is a separate effect from the percent Shred keyword and follows different stacking rules — multiple flat reductions can layer onto the same target. Order of operations matters: flat reduction is subtracted from MR first, then percent Shred operates on the remaining MR, then the resistance formula runs. Stacking flat reductions before Shred makes the Shred itself smaller in absolute terms, but the combined MR cut is still larger than either source alone.
Sources
- How Armor and Magic Resistance works in TFT — LeDuck (Tacter, 'Flat Armor Reduction will always be calculated first') (opens in new tab)
- Adverse Effects — Tacter (lists flat-MR-reduction abilities separately from Shred sources) (opens in new tab)
- Resistances (TFT) — League of Legends Wiki (opens in new tab)
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Is Shred mandatory every game, or only against tanky enemies?
Top-finishing players treat Shred or Sunder (whichever matches your damage type) as a mandatory item every game, not a situational pick. The reasoning is leverage: at high enemy resist totals, a 30% cut is worth roughly a 25%+ damage increase for your entire board — that scales better than a third raw-damage item on a single carry. Standard timing is built by Stage 4, at the latest Stage 5-1, with the holder positioned on the same flank as your primary carry so the debuff lands on the frontline being attacked.
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Can Shred push Magic Resist below zero to amplify magic damage?
No — TFT floors resistances at 0. Once Shred and any flat reductions bring a target to 0 MR, further reduction is wasted: the target takes full unmitigated magic damage, but the damage isn't amplified above 100%. This diverges from base League of Legends, where some champions historically pushed MR negative for an amp effect. TFT closed that door years ago — Riot patched the specific negative-resist edge cases out of the relevant abilities, and the floor-at-0 rule has held across every set since.
Sources
- How Armor and MR works in TFT — LeDuck (Tacter, 'reduced to 0 = effectively true damage') (opens in new tab)
- Patch notes — Dexerto ('Samira Flair can no longer reduce Armor below 0', 'Lux ... can no longer reduce Magic Resist below zero') (opens in new tab)
- Resistances (TFT) — League of Legends Wiki (opens in new tab)
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Does Shred do anything against true damage?
No. Shred only affects how much magic damage a target takes by lowering its Magic Resist; it has no effect on physical damage, and true damage ignores resistances entirely. The TFT wiki's true-damage page is explicit: true damage 'ignores resistances (armor and magic resistance), damage reduction, and damage amplification.' That means Burn ticks (which are dealt as a percentage of max Health in true damage) cut through a Shredded target at exactly the same rate they would against an un-Shredded one. Shred is purely a magic-damage amplifier.
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Is Shred a debuff on the target or a stat on the holder?
Shred is a target-side debuff, not a holder-side stat. There is no 'Magic Penetration' stat in TFT — the game does not expose a buff that adds penetration to your unit's outgoing damage. Instead, the Shred holder applies a debuff to whichever enemy it damages, and that debuff lives on the enemy until its duration runs out. Practically: it does not matter how high your unit's AP is when calculating Shred; what matters is whether your unit is consistently landing hits or ability damage on the target you want softened.