Description
Protective state where the unit stops being a valid target — effects that have to pick a target, including basic attacks and ability targeting, cannot select it. Effects already on the unit keep running, and it stays visible on the board. Distinct from invulnerability (which blocks damage but still allows targeting); often triggered by HP-threshold trait passives or item effects.
Listed in: Buffs
Items (3)
Refine list…
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- +20 Armor
- +10% AD
- +15% AS
- +10% AP
At 60% Health, briefly become untargetable, shed negative effects, and heal 20% missing health.
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- +40 Armor
- +30% AD
- +30% AS
- +30% AP
At 60% Health, briefly become untargetable, shed negative effects, and heal all missing health.
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- +25 Armor
- +25 MR
- +25% AP
Once per combat at 40% Health, become invulnerable and untargetable for 3 seconds. Unique - only 1 per champion
More Untargetable sources
What enables Untargetable (1)
Champions (1)
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Flock Family Summon 4 untargetable Tiny Beaks nearby for 5 seconds. Whenever Mama Beak attacks, Tiny Beaks attack the same enemy, dealing 20 / 30 / 48 physical damage. Orange Buff: Dealing physical damage reduces enemy Armor by 2.
What Untargetable counters
Frequently asked questions
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What is Untargetable in TFT?
An untargetable unit is no longer a valid target for auras, unit-targeted, auto-targeted, direction-targeted and location-targeted effects — basic attacks, abilities, items, and runes that need to pick a target simply cannot pick the unit. The unit stays on the board and stays fully visible, and every buff and debuff already on it keeps running — what untargetable stops is a new effect trying to pick the unit as its target. Whether it can still move, attack, and cast depends on the effect that granted the window, not on untargetability itself. Untargetable does not, by itself, reduce damage that gets through other paths (see the AoE and DoT questions below) — it is a targeting filter, not a damage filter.
Sources
- Untargetability — League of Legends Wiki ("units in a state where they are no longer valid targets for aura, unit-targeted, auto-targeted, direction-targeted and location-targeted effects") (opens in new tab)
- Tip data: Untargetable — League of Legends Wiki ("a unit that is untargetable is an invalid target; it can neither be selected nor hit by most effects") (opens in new tab)
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What's the difference between Untargetable, Invulnerable, and Stealth?
Two protection layers, and one older name for the first of them. Untargetable means effects that need to pick a target cannot pick this unit — attackers and target-acquiring abilities have to drop it and re-acquire someone else — but the unit still takes damage from debuffs already on it and from some splash. "Stealth" is not a third layer: older patch notes and a lot of community writing say "stealthed" for exactly this state, and it is the same state, so both names point here. It does not hide the unit — TFT has no fog of war, so the unit stays fully visible on the board. Untargetable is a targeting filter, so on its own it says nothing about whether the unit can act: item-granted stealth windows let it keep attacking and casting, while stasis-style effects also freeze the unit for the duration. That freeze comes from the effect that granted the window, not from untargetability. Losing the enemy's target-lock is part of untargetability itself, not an extra that only the older name carries. Invulnerable is the genuinely different one: a damage filter that "reduces all damage taken to 0," including true damage, while the unit can still be selected as a target and can still be CC'd. A single buff can grant both layers at once — stasis-style effects, for example, apply Untargetable + Invulnerable in the same window.
Sources
- Invulnerability — League of Legends Wiki ("reduces all damage taken to 0. This includes true damage") (opens in new tab)
- Untargetability — League of Legends Wiki ("the act of becoming untargetable will also interrupt any effects that have already acquired the unit as a target, such as target commands" — the target-lock drop belongs to untargetability itself) (opens in new tab)
- Patch notes — Riot (both quotes sit inside this note's Edge of Night item block and describe that one item's stealth window: "Units who are stealthed can now attack and cast abilities", a window that is "brief while being highly visible"; elsewhere the same note fixes abilities that "target untargetable units") (opens in new tab)
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Does Untargetable block AoE damage and persistent ground zones?
Mostly no. Untargetable is a targeting filter — it stops effects that need to pick this unit as a target, but persistent ground zones (burn pools, searing fields, location-effects already laid down) keep ticking on whoever is standing in them, and AoE secondary damage from an ability that hit a different primary target can still splash into an untargetable unit nearby. The protective rule of thumb: if the damage source needs to acquire your unit before it fires, untargetable blocks it; if the damage source is already on the ground or already chose a different anchor, untargetable does not save you. One thing that muddies the test in practice: some effects bundle heavy damage reduction into the same window as the untargetable buff, so you may see no damage land at all — that is the bundled damage reduction doing the work, not untargetability.
Sources
- Untargetability — League of Legends Wiki (untargetable invalidates new target acquisition; pre-existing effects continue to apply) (opens in new tab)
- Tip data: Untargetable — League of Legends Wiki ("effects that have already been applied are not invalidated by the unit becoming untargetable, unless they are special-cased to do so") (opens in new tab)
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If a unit becomes Untargetable while a damage-over-time is already on it, does the DoT keep ticking?
Yes. The wiki's rule is explicit: "Effects that have already been applied, such as buffs or debuffs, are not invalidated by untargetability," with damage-over-time called out as a notable example. A burn that landed before the untargetable window will keep ticking through the window for its full remaining duration, dealing its full true-damage payload. The same logic applies to other pre-applied debuffs — resistance shreds, healing-reduction stacks, anti-heal — they all persist. To strip a pre-applied DoT or debuff you need a cleanse, not an untargetable buff.
Sources
- Untargetability — League of Legends Wiki ("Effects that have already been applied, such as buffs or debuffs, are not invalidated by untargetability. Notable examples include damage over time") (opens in new tab)
- Burn (TFT) — League of Legends Wiki (Burn ticks true damage over its duration; refresh, not stack) (opens in new tab)
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What happens to an in-flight projectile when its target becomes Untargetable?
Most targeted projectiles are destroyed. The wiki rule: "the act of becoming untargetable will also interrupt any effects that have already acquired the unit as a target, such as target commands, and most untargetabilities will additionally destroy all incoming targeted projectiles" — the listed examples include long-range targeted ultimates, bouncing-blade-style auto-attacks, single-target slow-projectiles, and turret shots. Skill-shots that travel as ground hitboxes (a line, a cone, a circle landing on a hex rather than tracking a unit) are not target-acquired projectiles and are not destroyed by the same rule — they keep traveling and can still clip a unit standing in their path.
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Does the enemy's attack target re-pick when their current target becomes Untargetable?
Yes. "Non-champion units (e.g. turrets, minions, monsters) will lose aggro if their target becomes untargetable," and the same applies to TFT board units — once the current target is invalid, the attacker re-acquires per the standard targeting rules (closest valid enemy in range, otherwise walk toward one). This is why a brief untargetable window on a frontliner can buy a full attack-cycle reset on the enemy carry: the carry has to drop the old target, pick a new one, then start a fresh wind-up. Plan finishers around the moment the window expires — that's when targeting locks back on.
Sources
- Untargetability — League of Legends Wiki ("Non-champion units (e.g. turrets, minions, monsters) will lose aggro if their target becomes untargetable") (opens in new tab)
- Untargetability — League of Legends Wiki ("the act of becoming untargetable will also interrupt any effects that have already acquired the unit as a target, such as target commands") (opens in new tab)
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Can a unit still be healed or buffed by allies (or itself) while Untargetable?
Partly, and one piece of it is genuinely unknown. Everything already on the unit keeps working: a heal-over-time, a shield, or a buff that landed before the window started is not invalidated by the unit going untargetable, so it runs out its full duration. The unit also still gets whatever its own window came with — the untargetable buffs that are meant to repair a unit carry the healing inside the same effect rather than waiting on an outside caster, and when the granting effect leaves the unit free to act, it can keep attacking and casting through the window. What is genuinely open is the case people ask about most: a brand-new heal or shield, cast by an ally or by the unit itself, after the window is already up. The written rule says an untargetable unit is not a valid target for aura, unit-targeted, auto-targeted, direction-targeted and location-targeted effects, and it carves out no exception for allies — where an effect really is one-sided, the wording says so out loud ("untargetable to allies only", "untargetable to enemies who are outside of it"). No TFT source states the outcome either way, so treat it as unknown and don't build a line whose survival depends on a friendly heal reaching the unit mid-window. One thing is settled: the stasis-style window (untargetable + invulnerable + the unit's own actions paused) locks both sides out for its full duration — nothing gets in, and the unit does nothing.
Sources
- Zhonya's Paradox (TFT) — League of Legends Wiki ("Once per combat at 40% Health, become invulnerable and untargetable for 3 seconds" — the stasis-style exception) (opens in new tab)
- Untargetability — League of Legends Wiki (untargetable units are not valid targets for aura, unit-targeted, auto-targeted, direction-targeted and location-targeted effects; effects already applied are not invalidated) (opens in new tab)
- Untargetability — League of Legends Wiki (the rule names no ally exception; one-sided cases are called out explicitly where they exist: "The following wards are untargetable to allies only", "untargetable to enemies who are outside of it") (opens in new tab)
- Edge of Night (TFT) — League of Legends Wiki ("briefly become untargetable, shed negative effects, and heal 20% missing health" — the healing rides inside the same buff; "Units can now attack and cast abilities while stealthed") (opens in new tab)
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Does becoming Untargetable cleanse existing crowd control, or only block new effects?
Only blocks new target-acquisitions — it does not strip what's already on the unit. Untargetable invalidates the unit as a future target; it does not retroactively remove buffs or debuffs that landed before the window started, and a stun that was already ticking will continue to tick through the untargetable window. To clear an in-progress stun you need a cleanse-class effect (one that explicitly removes existing crowd control), not an untargetable buff. Many TFT mechanics deliberately pair the two — a one-shot cleanse plus a follow-up untargetable window — precisely because untargetability alone cannot save a unit that was already locked down.
Sources