watch 03:03
The Loop (Games)
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- For the virtual band and associated content, see True Damage
True damage is one of the three types of basic damage in League of Legends. True damage ignores resistances ( armor and
magic resistance), damage reduction, (e.g. , ,
Exhaust) and damage amplification (e.g. , , ).
True damage can be dealt as a damage over time effect.
Contents
Blocking true damage
- Abilities or summoner spells which deal true damage are still blocked by
spell shield, unless otherwise noted.
- Parries can block the true damage from basic attacks and
on-hit effects.
Invulnerability will block all types of damage including true damage.
Countering true damage
True damage cannot be mitigated or reduced, but there are ways to deal with it:
- Stacking
health causes sources of flat true damage (e.g.
Ignite) to effectively deal a lesser percentage of total health.
- Universal
shields can absorb true damage at any amount.
Dealing true damage
- Abilities
- *
- *
- * and with upgrade
- *
- *
- *
- *
- *
- *
- with
- *
- and
- *
- *
- Items
- (self damage)
Challenging Smite)
(Chilling Smite)
(- (self damage)
- ( )
- ( )
- Summoner spells
Runes
Neutral Buffs
Neutral Monsters
- *
Notes
- Despite popular belief, champions whose abilities have health costs associated with them do not deal true damage to themselves when they use an ability which requires
health to cast.
- This can be evidenced when they have a
shield on them. When they use their health-based ability, the cost of health penetrates the shield and directly drains the health of the user, in contrary to true damage that has to break any shield on the target to reach their health. This also applies to
invulnerability.
- This can be evidenced when they have a
- The
Nexus Obelisk deals a unique form of true damage[1] that additionally bypasses every damage-event related effect in the game, including
shields, , , and
invulnerability effects. Furthermore, since it doesn't register as a damage event, it will not flag the champion with 'in combat' status, with some exceptions. This is classified as
internal raw.
- If the target becomes
untargetable after the turret's attack wind up started, the turret will drop aggro but that specific attack will still fire and hit the target through untargetability.
- If the target becomes
- As of patch V3.15, true damage is no longer amplified by abilities such as and .
References
Offensive | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Defensive | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Utility | ![]() ![]() ![]() ![]() ![]() |
Other | ![]() ![]() ![]() ![]() |
Gameplay Elements
Targeting Types | Auto (Passive · Self) · Direction · Location · Unit · Proximity · Vector (Collision · Radius) |
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Unit types | Champion · Minion · Monster · Pets · Structures (Turret · Inhibitor · Nexus) |
Effect types | Ability effects · Attack effects (On-hit) · Area of effect · Damage over time · Heal · Multi-hit · Redirected damage · Shield · Single-targeted |
Ability types | Aura · Blink · Buff · Combat status · Crowd control · Damage (Ability · Basic · Magic · Physical · True · Nexus Obelisk · Execution) · Dash · Debuff · Invulnerability · Pet · Sight · Spell shield · Untargetability · Ward |
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