Description
Once per combat, after falling below 45% percent Health, become untargetable and repair 15% max Health per second. Upon reaching full Health, or when no other allies remain, return to combat. If fully healed, for the rest of combat Blitzcrank is in The Groove and Party Crasher's passive fires bolts four times as fast.
Champions
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Party Crasher ability
Party Crasher Passive: Every 2 / 2 / 0.5 seconds, call down a bolt on the highest Health nearby enemy that deals 60 / 90 / 150 magic damage. Active: Summon a disco ball at the largest clump of enemies, then knock up the current target into it, dealing 150 / 225 / 999 magic damage. They crash down into the disco ball, dealing 175 / 265 / 5000 magic damage in a three hex radius. Enter The Groove for 1 second per enemy hit.
Party Animal enables
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Restores Health to a unit, capped at maximum HP.
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Passive Health restoration per second, typically as a percentage of max Health. Independent of healing procs (Heal) and damage-scaled sustain (Omnivamp); the wearer just regenerates over time.
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A passive is the part of a champion's ability that runs automatically — it doesn't require a cast and is always in effect. Many TFT carries pair a passive with an active that triggers when the mana bar fills.
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Protective state where the unit cannot be selected by enemy basic attacks or ability targeting. Distinct from invulnerability (which blocks damage but still allows targeting); often triggered by HP-threshold trait passives or item effects.