Description
The carrier ramps power within a single round — Titan's Resolve gains AD/AP per attack or hit taken, and the Space Groove trait builds stacking AD/AP each second a unit spends in The Groove. All in-combat stacks reset when the round ends, unlike takedown-stacking which carries across rounds.
Items (16)
Refine list…
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- +10% AS
- +10 AP
Gain 7% stacking Attack Speed every second.
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- +10% AS
- +10 AP
Gain 7% stacking Attack Speed every second.
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- +20 MR
- +10% AD
- +10% AS
Attacks grant 3.5% stacking Attack Damage, up to 15 attacks. After 15 attacks, gain 15% Attack Speed.
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- +20 MR
- +10% AD
- +10% AS
Attacks grant 3.5% stacking Attack Damage, up to 15 attacks. After 15 attacks, gain 15% Attack Speed.
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- +20 MR
- +15% AS
- +20% Crit
Combat Start: Gain immunity to crowd control for 18 seconds. Gain 3% stacking Attack Speed every second.
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- +20 MR
- +15% AS
- +20% Crit
Combat Start: Gain immunity to crowd control for 18 seconds. Gain 3% stacking Attack Speed every second.
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- +20 Armor
- +10% AS
Gain 2% Attack Damage and 2% Ability Power when attacking or taking damage, stacking up to 25 times. At full stacks, gain 10% Damage Amp and gain immunity to crowd control.
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- +25% AS
- +20 AP
Gain 16% stacking Attack Speed every second.
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- +40 MR
- +20% AD
- +20% AS
Attacks grant 7% stacking Attack Damage, up to 15 attacks. After 15 attacks, gain 30% Attack Speed.
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- +40 MR
- +40% AS
- +40% Crit
Combat Start: Gain immunity to crowd control for 45 seconds. Gain 6% stacking Attack Speed every second.
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- +40 Armor
- +20% AS
Gain 4% Attack Damage and 4% Ability Power when attacking or taking damage, stacking up to 25 times. At full stacks, gain 20% Damage Amp and gain immunity to crowd control.
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- +20% AS
- +10 AP
Attacks grant 5% stacking Attack Speed. Every 3 attacks also grant 2% Attack Damage and 2% Ability Power.
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- +20% AS
- +10 AP
Attacks grant 5% stacking Attack Speed. Every 3 attacks also grant 2% Attack Damage and 2% Ability Power.
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- +300 HP
Grants 1 Armor, 1 Magic Resist, and 5 Health when taking damage, stacking up to 35 times. At full stacks, grant 1 gold and continue gaining 1 gold every 11 seconds. [Unique - only 1 per champion]
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Combat Start: Your strongest Tank becomes the Soulmate. For each second they are alive, the holder gains 3% stacking Attack Damage and Ability Power. The Soulmate heals for 20% of damage the holder deals.
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Combat Start: Your strongest Tank becomes the Soulmate. For each second they are alive, the holder gains 3% stacking Attack Damage and Ability Power. The Soulmate heals for 20% of damage the holder deals.
Augments (1)
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Reach for the Stars Gold Gain a Jax. Your strongest Jax becomes a Magic Fighter that deal bonus magic damage on attack and gains stacking Attack Speed on cast.
Champions (2)
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Double Time Passive: Attacks deal 30 / 45 / 100 bonus magic damage and an additional 70 / 105 / 190 stacking magic damage over 6 seconds. While an enemy has 5 or more stacks, Teemo is in The Groove. Active: Gain 150% Attack Speed for 3 attacks.
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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 (3)
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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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The Groove: ,
- The Groove
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Stargazers chart a different constellation every game. This game: The Fountain. Allies in empowered hexes heal 1% max Health every 2 seconds. Stargazers in empowered hexes heal an additional 3% and gain stacking Attack Damage and Ability Power every 2 seconds. More hexes reveal at each player level
Frequently asked questions
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What does "stacking in combat" actually mean in TFT?
It's the family of effects whose stack count grows during a single round of combat — usually one stack per trigger event such as an attack made, a hit taken, an ability cast, a knock-up, or a second spent inside some bonus state — and resets back to zero once that round ends. The carrier ramps power as the fight drags on, then walks into the next round with a fresh counter at 0. That separates it from permanent-stacking effects, where stacks persist from round to round.
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When exactly do these stacks reset?
When the round ends. The stack counter is part of in-combat state, so it gets cleared along with mana, shields, and temporary buffs once the post-combat screen resolves. The next round of player or PvE combat starts with the holder back at 0 stacks, regardless of the result. "Resets every round" is the canonical wording the wiki has used for in-combat stacking items going back several sets, and it still applies to the current generation of these effects in Set 17.
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Most in-combat stacks have a cap — can I keep building forever?
No. Almost every in-combat-stacking source defines a maximum stack count, and once you hit it the bonus stops growing for the rest of the round. A common cap shape is 25 stacks: both the standard item and its upgraded (Radiant) variant top out at 25, with the at-full-stacks payout (Damage Amp, CC immunity) unlocking only once you reach the cap — the Radiant variant differs by larger per-stack values and a bigger payoff, not a larger cap. So the design rewards "reach the cap fast" rather than "stack indefinitely" — once capped, extra triggers are wasted until next round resets the counter.
Sources
- Titan's Resolve (TFT) — LoL Wiki ("stacking up to 25 times. At full stacks, gain 10% Damage Amp and CC immunity") (opens in new tab)
- Radiant Titan's Resolve (TFT) — tactics.tools ("stacking up to 25 times. At full stacks, gain 20% Damage Amp and immunity to crowd control" — upgraded variant, same 25 cap) (opens in new tab)
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How is this different from takedown-stacking and the permanent stat-stacking shown on /permanent?
Different lifecycle. In-combat stacking lives and dies inside one round — every trigger counts, but the counter zeroes out at round end. Takedown-stacking and the broader "permanent" family carry their gains across rounds for the rest of the game, so an early-round stack you bank in stage 2 is still working for you in stage 6. The Cookpit /permanent landing only lists effects in that persistent family; in-combat stacking is intentionally not on that page because it is the opposite case.
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Does the holder lose all in-combat stacks if they die mid-round?
Effectively yes — once the unit drops to 0 HP its in-combat state, including the stack counter, ends. The wiki's general TFT rule is that slain champions return the next round, but what comes back is the unit's own base stats; an item's per-round stack counter is treated as part of the round's combat state, so it is wiped the moment the holder dies and the unit re-enters the next round at 0 stacks. Treat this as a strong default — patch-specific exceptions are rare but possible.
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What are the common trigger shapes — per attack, per cast, per second, per knock-up?
All of those exist. The most common are per-attack-and-per-hit-taken (gives ramp to bruisers and front-liners), per-second-while-in-some-state (e.g. a state-based trait that grants a flat % AD/AP each second the unit is inside it), per-cast (mages who buff themselves on every spell), and per-knock-up (CC-payoff carries that ramp on chain crowd-control). Whatever the trigger, the lifecycle is the same: stacks accumulate during a round and reset when the round ends.
Sources
- Titan's Resolve (TFT) — LoL Wiki (per-attack and per-hit-taken trigger) (opens in new tab)
- Space Groove (TFT) — tactics.tools ((5) "Each second spent in The Groove grants stacking Attack Damage and Ability Power" — true per-second in-combat stack) (opens in new tab)
- Samira (TFT) — LoL Wiki (knock-up trigger entering The Groove, in-round duration ramp) (opens in new tab)
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Why does this matter for comp choice — when is in-combat stacking good and when is it a trap?
In-combat stacking pays off in proportion to fight length. Long, attritional matchups — front-line vs front-line, sustain vs sustain — give the holder time to reach the cap and unlock the at-max-stacks payout. Short, burst-heavy matchups — backline access, one-shot combos, fast wipes — don't, because the round ends before the ramp matters and any stacks you did bank reset on the way out. Pair in-combat-stacking carriers with durability so they survive long enough to scale, and avoid them when the meta is dominated by fast-end fights.
Sources
- Titan's Resolve (TFT) — LoL Wiki (per-round stacking item; payoff requires sustained combat to reach cap) (opens in new tab)
- Space Groove (TFT) — tactics.tools ((5) "Each second spent in The Groove grants stacking Attack Damage and Ability Power" — long-fight-favored per-second ramp) (opens in new tab)
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Do tooltips with "for the rest of combat" count as in-combat stacking?
Same family, slightly different shape. "For the rest of combat" means the buff/debuff persists until this round ends and then disappears — so yes, it shares the reset-at-round-end half of the in-combat-stacking lifecycle, but it's usually a single applied effect rather than a counter that grows on each trigger. True in-combat stacking is the subset where multiple triggers compound: each event adds a stack on top of the last. Wording to watch: "stacking up to N times" is the in-combat-stacking flag; a one-shot "for the rest of combat" buff is a sibling, not a stack.