watch 02:56
Raise a Floppa - The Loop
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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 incoming damage reduction (e.g. , , ) and incoming damage amplification (e.g. , , ) unless otherwise stated.
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 counter it:
- Stacking
health causes sources of flat true damage (e.g. ) to effectively deal a lesser percentage of total health.
- Normal
shields can absorb true damage at any amount.
Dealing true damage
Champion abilities
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- * and with upgrade
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- with
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- and
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Items
- (self damage)
- ( )
- ( )
- (self damage)
- ( )
- ( )
Summoner spells
- and
Runes
Neutral Buffs
Neutral Monsters
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Notes
- The following items' damage modifiers affect true damage dealt:
- Unintuitively, percentage additional damage (Void Corruption) systematically applies to true damage, as it's not a damage modifier but a separate damage instance based on pre-mitigation damage dealt. They are therefore not to view as exceptions.
ARAM's and
URF's damage modifiers can amplify and reduce true damage dealt.
- 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 .