Description
Reduces healing the target receives by 33% for a duration.
Items (9)
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- +150 HP
- +20 AP
- +1 Mana Regen
Attacks and Abilities deal 1% Burn and 33% Wound to enemies for 10 seconds. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received
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- +45% AS
Attacks and Abilities 1% Burn and 33% Wound enemies for 5 seconds. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received
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- +150 HP
- +20 Armor
Gain 8% max Health. Every 2 seconds, deal 1% Burn and 33% Wound to an enemy within 2 hexes for 10 seconds. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received
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- +300 HP
- +35 AP
- +2 Mana Regen
Attacks and Abilities deal 2% Burn and 33% Wound to enemies for 10 seconds. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received
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- +80% AS
Attacks and Abilities 2% Burn and 33% Wound enemies for 5 seconds. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received
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- +300 HP
- +40 Armor
Gain 16% max Health. Every 2 seconds, deal 2% Burn and 33% Wound to an enemy within 2 hexes for 10 seconds. Burn: Deals a percent of the target's max Health as true damage every second Wound: reduces healing received
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- +65% AS
Shrinks the holder, granting them increased movement speed and immunity to Slow, Burn, and Wound.
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- +40% AD
- +45 AP
- +5 Mana Regen
For every 15 mana spent, fire a projectile at a nearby enemy dealing ? + 50% of the holder's Ability Power magic damage, and applying 1% Burn and 33% Wound to enemies for 10 seconds. Each projectile leaves a lingering field that deals ? magic damage to enemies each second. Damage increases based on Stage. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received Recommended Roles: Magic Caster
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- +15% AD
- +45 AP
- +4 Mana Regen
For every 20 mana spent, fire a projectile at a nearby enemy, dealing ? + 75% of the holder's Ability Power magic damage and applying 1% Burn and 33% Wound to enemies for 3 seconds. Damage increases based on Stage. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received Recommended Role: Magic Caster
Champions (1)
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Star Strike Reposition next to the target to strike the most enemies. Then throw 5 piercing kunai, each dealing 43 / 65 / 97 physical damage to the first enemy hit, reduced to for each subsequent target. Kunai remove 1 Armor, 2 if they crit. N.O.V.A. Strike: Slice all enemies, applying Wound and a bleed that deals physical damage each second. Kunai increase the damage of the bleed by 12%.
Frequently asked questions
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What does Wound actually do in TFT?
Wound is an anti-heal debuff: a unit affected by Wound finds self-healing and incoming healing effects reduced by a percentage for the debuff's duration. It only weakens healing — it doesn't deal damage on its own, doesn't reduce resistances, and doesn't strip shields already on the target. The healing reduction applies for as long as the debuff is active and ends as soon as the timer runs out. Most current TFT sources also pair Wound with a small Burn tick, but the two effects are tracked separately.
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Is Wound the same thing as Grievous Wounds?
Yes. "Wound" is the in-game keyword TFT uses on item and ability tooltips, and it links to the same anti-heal debuff that older TFT sets and base League call Grievous Wounds. They are not two separate effects — the wiki's TFT page redirects every "Wound" reference to the Grievous Wounds entry. Treat them as a single mechanic; the only thing that varies is the percentage and duration the specific source applies.
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Do multiple sources of Wound stack?
No. Multiple Wound applications do not add their percentages — they refresh the duration on the target. Slotting two anti-heal items on the same carrier or running two anti-heal items across the team does not double the effect; the strongest active reduction applies, and additional sources just keep the timer topped up. The standard advice is one anti-heal source per game on a unit that hits the right target, then spend the remaining slots elsewhere.
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How much does Wound reduce healing — what's the actual percentage?
It depends on the source. The TFT wiki's generic default is 50%, but every Set 17 anti-heal item (the dedicated AP, tank, and on-hit options) applies 33% Wound. Some abilities and special effects can apply different values — always read the tooltip on the actual item or ability you're using rather than assuming a single number. The percentage shown on the source is the percentage that lands on the target while the debuff is active.
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Does Wound also reduce omnivamp and lifesteal?
Yes. Anything that classifies as healing in TFT — direct heals, percent-of-missing-Health restores, omnivamp, lifesteal, and ability-driven self-heals — runs through the Wound multiplier. Both vamp stats convert damage dealt back into healing, and that healing arrives as a normal heal event, so the debuff cuts it the same as any other source. This is exactly why anti-heal feels so strong against sustain-heavy frontlines: the reduction hits every avenue they have for staying alive.
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Does Wound block flat "gain Health" effects or shields?
No. Wound only reduces effects classified as healing. Flat HP grants — abilities or item passives whose text reads "gain X Health" — are treated as bonus max Health, not as a heal, so the debuff does not touch them. Shields are also a separate stat: Wound does not strip an existing shield or reduce the size of incoming shields. If a unit's survival comes from flat HP gains or large shields rather than healing, anti-heal will not slow them down.
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Can you cleanse Wound, or is there any way to remove it?
No. There is no Cleanse-style effect in TFT that removes the Wound debuff. The crowd-control immunity items and abilities that clear stuns, roots, and silences do not touch Wound — their tooltips scope to crowd control only. The debuff goes away on its own when its timer expires. The only way to keep healing strong against a board with anti-heal is to apply the Wound first, kill the source, or out-pace it with raw healing volume.
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How long does Wound last, and what happens when it's reapplied?
Duration depends entirely on the source — the current Set 17 sources sit roughly in the 3-to-10-second range per application, and some mana-driven items refresh the debuff every time they trigger. Reapplying Wound from any source resets the duration timer on the target rather than extending it; once the timer hits zero with no fresh application, healing returns to normal that same instant. Sustained pressure from an item that procs frequently keeps the debuff up effectively the whole fight.