Description
How a unit chooses what to attack or hit with an ability. By default a champion attacks the closest enemy by hex distance and keeps hitting it until it dies or moves out of range, then retargets to the next-closest enemy. That default is why frontline placement matters: a tank parked up front soaks the enemy carry's attacks while your own backline carry is left alone. Some abilities override the default with a special selector that picks a different enemy: the lowest-Health target (Rengar leaps at the lowest percent-Health enemy nearby; Murkwolf leaps at the lowest current-Health enemy nearby), the furthest enemy (Kha'Zix leaps at the farthest enemy in range), the highest-Health enemy, or the largest clump of enemies (Gnar jumps into the largest group). Untargetable removes a unit from the pool of valid targets entirely.
What enables Targeting (34)
Champions (25)
Refine champions…
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Piercing Arrow Wind up, then fire an arrow at the most enemies in line with the target. It deals 415 / 625 / 995 physical damage to enemies hit, reduced by 40% for each enemy it passes through (minimum 40%). -
Triumphant Roar Roar, restoring 276 / 397 / 566 Health, cleansing disables, and healing the two lowest percent Health allies for 80 / 105 / 130 . Then slam the current target, dealing 100 / 150 / 225 magic damage and Stunning them for 1.5 seconds.
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Rending Claws Leap to the lowest Health enemy within 3 Hexes and deal 500 / 1050 / 2250 physical damage. The next 2 attacks gain 175% Attack Speed and deal 60 / 90 / 135 bonus physical damage. Grey Buff: Gain Precision and 25% Critical Strike Chance, increased up to 75% based on missing Health.
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Taste Their Fear Leap to the farthest enemy within 3 Hexes, dealing 285 / 400 / 580 magic damage. If they have no adjacent allies, deal 310 / 445 / 660 magic damage instead and gain 10 mana.{Augment.Variant.RivalsAugment.AbilityTooltip}
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Raining Artillery Adaptor : Launch acid at the target and the other nearest enemy, dealing 165 / 250 / 425 physical damage. Enemies below 50% max Health take 231 / 350 / 595 physical damage instead. Adaptor: Damages enemies over time.
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Savagery Jump to the lowest percent Health enemy within 3 hexes and stab them, dealing 255 / 385 / 615 physical damage. Then heal for 60 / 90 / 90 , increased to up to 120 / 180 / 180 based on their missing Health.{Augment.Variant.RivalsAugment.AbilityTooltip}
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Spirit Bomb Launch a spirit bomb at the location within 4 hexes that has the most surrounding enemies. It deals 450 / 675 / 3500 magic damage to enemies in a 3 hex radius, reduced by 20% per hex away from the epicenter. -
Forest's Flurry Blink away from the current target, deal 235 / 355 / 1200 physical damage to them, and gain 30 / 30 / 100% Attack Speed. Every 4th cast consumes the Attack Speed granted from Nature's Wrath and fires a blast through the largest group of enemies that deals 385 / 580 / 2500 physical damage, reduced by 25% for each enemy it passes through (minimum 50%).
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Javelin Toss Adaptor : Gain 150% Attack Speed for the next 3 attacks. These attacks are replaced with javelins that deal 170 / 255 / 2000 magic damage. The 3rd attack instead targets the furthest enemy with the least items and deals 285 / 425 / 3000 magic damage. Adaptor : Transform into a Melee cougar Assassin that swipes enemies.
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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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Rampant Growth Spawn 2 / 2 / 4 plants around the battlefield that attack the nearest enemy 10 times. Each attack deals 37 / 55 / 225 magic damage. -
Spirit Rift Fire an arrow through the most enemies in a line that deals 440 / 660 / 1000 physical damage, reduced by 80 / 80 / 40% per enemy hit (minimum 20%). The arrow leaves a trail for 4 / 4 / 20 seconds that deals 7 / 11 / 220 + 2 / 3 / 10% max Health physical damage per second to enemies within and 20% Slows them. Slow: Reduce Attack Speed
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Whirling Death Passive: Attacks target random enemies in range and apply a bleed that deals 140 / 210 / 3000 physical damage over 12 seconds. Every attack has a 12% chance to deal 50 / 50 / 900% bonus physical damage and apply 2 bleeds instead. Active: Throw two giant axes towards the enemy with the most bleeds. Deal 100 / 150 / 400 physical damage to enemies hit and consume their bleed, instantly dealing the remaining damage. The axes then return, dealing 30 / 45 / 100 physical damage to enemies hit.
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Heat Without Equal Passive: Attacks deal 75 / 75 / 100% damage to enemies adjacent to the target. Active: Become invulnerable and fly into the air. On return, stun all enemies for 1.25 / 1.25 / 99 seconds, gain 15 / 15 / 100% Omnivamp, and Ignite them for 3 / 3 / 99 seconds. Ignited enemies take 2 / 2 / 20% max Health physical damage per second. Replace this ability with Flame Breath and immediately cast it. Flame Breath: Spew fire at the most enemies in a line through the target, dealing 305 / 465 / 7200 physical damage, reduced by 20% for each enemy it passes through (minimum 20%.) Ignite those enemies for 3 / 3 / 99 seconds. Elder Dragon Buff: Damaging an enemy below 12% Health executes them. -
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 largest group of enemies that deals 330 / 520 / 5000 magic damage, reduced by 25 / 25 / 10% for each enemy hit.
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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%). Blackthorn Bonus: Stuns targets hit for 1 second.
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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%). Blossom Bonus: The first target hit is dealt 10% bonus damage.
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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.
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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%). Elderwood Bonus: Casts grant all allies 2.5% increased max Health for the rest of combat.
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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%). Fae Bonus: Heals the lowest percent Health ally for 18% of ability damage dealt.
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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.
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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%). Lunar Bonus: Applies 10% Vulnerable to enemies hit for 4 seconds. Vulnerable: Increases damage taken
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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%). Primal Bonus: Gain 60% Attack Speed for 6 seconds after cast.
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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%). Solar Bonus: Deals 12% bonus damage for each unique 3-star champion fielded.
Traits (3)
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Hunters gain Attack Damage. If a Hunter hasn't swapped targets for 4 seconds, they gain 10% Damage Amp.
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Monoliths gain 10 Armor and Magic Resist for each enemy targeting them.
Completed items (2)
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- +100 HP
- +25 Armor
- +25 MR
Gain 10 Armor and 10 Magic Resist for each enemy targeting the holder.
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- +20% AD
- +20% AP
- +15% Omnivamp
- +1 Mana Regen
Heal the lowest percent Health ally for 20% of damage dealt.
Radiant items (1)
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- +40% AD
- +40% AP
- +30% Omnivamp
- +2 Mana Regen
Heal the lowest percent Health ally for 40% of damage dealt.
Artifacts (3)
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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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- +25% AD
- +25% AS
The holder's attacks target random enemies. Gain +2 Attack Range.
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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.
What benefits from Targeting (1)
Radiant items (1)
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- +400 HP
- +50 Armor
- +50 MR
Gain 20 Armor and 20 Magic Resist for each enemy targeting the holder.
See also
What counters Targeting
Frequently asked questions
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Do all my units attack the same enemy?
Usually not. Every unit picks its target independently, and the default rule is "closest enemy by hex distance" — so each of your units measures the board from its own hex and locks onto whichever enemy is nearest to it. Because your units stand on different hexes, they routinely fan out across several different enemies rather than all funneling onto one. A unit keeps hitting the target it picked until that target dies or moves out of range; only then does it re-acquire the next-closest enemy. If you actually want focus-fire, you have to engineer it through positioning (clumping units so they share a nearest enemy) — it is not the automatic behaviour.
Sources
- Champion (TFT) — League of Legends Wiki ("if the target moves out of range, the attacker only chases their target for 1 hex before switching to the closest enemy") (opens in new tab)
- TFT Positioning Guide — Mobalytics (units prioritise the closest enemy; clump units to focus the same target) (opens in new tab)
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Can I choose which enemy my carry attacks?
There is no direct "attack that unit" command in TFT — you never click an enemy to assign a target. The only lever you have is positioning. Because units default to the closest enemy, where you place a unit on your side of the board decides which enemy ends up nearest to it, and therefore which enemy it attacks first. Move the same carry one hex and it can flip onto a completely different opener. So "controlling targeting" in TFT always means "controlling distances," not issuing a target order.
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How do I make my carry hit the enemy backline or a specific enemy?
You shape it with front-to-back positioning, not a target button. Since both boards target by proximity, your frontline tanks should sit in the front rows so they are the closest enemies the opponent acquires first — that pins enemy aggro on your durable units and buys your backline carry time. To push a carry onto a specific enemy, you move it (or place a decoy/bait unit) so the enemy you want is the closest one to that carry. The whole "closest-enemy" rule applies to the enemy board too, which is exactly why repositioning your frontline changes who the enemy focuses.
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Does my unit's ability hit the same enemy it's auto-attacking?
Not necessarily — ability targeting and auto-attack targeting are independent systems. A basic attack defaults to the closest enemy, but many abilities run their own selector: lowest-percent-Health in range, the furthest unit, the largest clump, highest current Health, and so on. So an ability can fire at a completely different enemy than the one the unit is auto-attacking, depending on how that specific ability is scripted. The common assumption "my carry's ability lands on whatever it is auto-attacking" is therefore often false; check the ability's own targeting before you position around it.
Sources
- Champion (TFT) — League of Legends Wiki ("Some abilities have their own targeting (such as targeting the further unit) that is separate or more specialized (such as lowest health in range)") (opens in new tab)
- TFT Positioning Guide — Mobalytics (some units have special targeting mechanics beyond proximity, so positioning holes can be exploited) (opens in new tab)
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Does untargetable mean a unit can't be hit at all?
No. Untargetable is a targeting filter, not a damage shield — it removes the unit from the single-target pool, so attackers and target-acquiring abilities can no longer pick it and must re-acquire the next valid enemy. But effects that do not need to newly acquire the unit still land: area / zone damage on the ground keeps ticking on whoever stands in it, splash from an ability anchored on a different unit can still clip it, and any debuff already applied keeps running. "Untargetable" buys a retarget window on the enemy, it does not make a unit immune to everything.
Sources
- Champion (TFT) — League of Legends Wiki (attacker switches to the closest valid enemy once its target leaves the single-target pool) (opens in new tab)
- Untargetability — League of Legends Wiki ("no longer valid targets for ... unit-targeted, auto-targeted ... effects"; "Effects that have already been applied ... are not invalidated") (opens in new tab)
- TFT Positioning Guide — Mobalytics (decoy / bait units pull targeted abilities, so a unit removed from targeting forces a re-pick) (opens in new tab)