A reference for what each unit stat in Teamfight Tactics actually means and how it scales. This focuses on combat mechanics — nothing about economy, shop odds, or level-up costs.
Health, Shield, and Mana
Health (HP)
Shield
Mana
- On attack — a flat amount per basic attack regardless of attack speed (roughly 10 for ranged carries, 7 for casters, 5 for tanks).
- On damage taken — tanks gain ~1% of pre-mitigation damage plus ~3% of post-mitigation damage, capped at ~42.5 mana per hit.
Starting Mana
Attack speed vs. mana items: casts over a fight
Same base unit (30 starting mana, 0.75 base AS, 10 mana per attack), simulated across 30 seconds of combat with four item configurations. Two scenarios: a low-mana unit (40 max mana) and a heavy caster (120 max mana).
Low-mana unit — 40 max mana
Simulation assumes a 1-second mana lock after each cast, mana overflow is not carried (cast resets mana to 0), and Rageblade stacks gain +7% base AS per elapsed second (capped at 5.0 total AS).
Heavy caster — 120 max mana
Simulation assumes a 1-second mana lock after each cast, mana overflow is not carried (cast resets mana to 0), and Rageblade stacks gain +7% base AS per elapsed second (capped at 5.0 total AS).
- On the 40-mana unit, Rageblade runs away with it (10 casts vs. 6–8 for the mana items). The refill phase is tiny, so most of the cycle is the mana-lock floor — shortening the refill with AS hits that floor faster and starts the next lock sooner.
- On the 120-mana unit, the mana items catch up. Filling 120 mana is long enough that Blue Buff's +5/sec becomes a ~40% speedup. Rageblade only reaches 3 casts (vs. 2 base), roughly tied with Blue Buff and Shojin.
- Blue Buff vs. Shojin are almost identical on both charts. That's math: Shojin's 5 bonus mana per attack at 0.75 AS is ~3.75/sec, plus its 1/sec regen ≈ 4.75/sec — essentially Blue Buff's flat 5/sec. They diverge if the unit is faster: Shojin scales with AS, Blue Buff doesn't.
- Takeaway: low-mana casters prefer Rageblade (more attacks = more cast loops); high-mana casters benefit more from mana items, though Rageblade stays competitive thanks to the ramp. Units that need one cast to matter (burst carries, big-ult tanks) almost always prefer a mana item for the earlier first cast.
Attack Damage (AD) and Attack Speed (AS)
Attack Damage (AD)
Attack Speed (AS)
Why AD and AS are two knobs
AD × AS. Stacking one without the other has diminishing value — a carry with huge AD but no AS attacks too slowly to apply it, and vice versa. Most AD carries want both, plus crit.Ability Power (AP)
What AP is
What AP scales
AP vs. spell damage
Critical Strike
Crit Chance
Crit Damage Multiplier
Overflow past 100%
Abilities and crit
Armor and Magic Resist
Armor
armor / (100 + armor):- 0 armor → 0% reduction
- 50 armor → 33% reduction
- 100 armor → 50% reduction
- 200 armor → 67% reduction
- 400 armor → 80% reduction
Magic Resist (MR)
Shred and Sunder
True Damage
Damage Amp and Durability
Damage Amp
Durability
Order of operations
- Attacker's base damage × (1 + damage amp)
- × armor reduction (for physical) or MR reduction (for magic)
- × (1 − durability)
- − flat shield absorption, then HP
Ability Scaling
How tooltips encode scaling
tooltip_value × (AP / 100) × (1 + damage_amp) × target_resist_reduction × (1 − durability)
AP-scaled abilities
AD-scaled abilities
Attack-speed-scaled abilities
Max-HP-scaled abilities
Percent-max-HP damage
Range
How range works
Quick reference
| Stat | Scales | Counter |
|---|---|---|
| AD | Basic attacks, AD-scaled abilities | Armor |
| AP | AP-scaled abilities | Magic Resist |
| Attack Speed | Attack DPS, mana-per-attack | Durability, HP |
| Crit Chance | Attack damage (and ability with unlock) | Durability |
| Armor | Physical damage reduction | Sunder, true damage |
| Magic Resist | Magic damage reduction | Shred, true damage |
| Durability | All damage reduction | Percent-max-HP damage |
| Max HP | Effective HP, tank ability scaling | Percent-max-HP damage |