Magic damage is one of the three types of damage in League of Legends, the others being physical damage and true damage. Magic damage is dealt by some items and most champions' spells, though some spells deal physical or true damage.
Statistics influencing magic damage
Most magic damage can be increased with ability power, or attack damage in some rare cases, but some cannot be modified, such as damage per second or active against champions.
The amount of magic damage received is reduced by a certain percentage based on the target's magic resistance. The effectiveness of magic resistance can be reduced with magic penetration.
Items that deal magic damage
Items
- Unique – Immolate: Taking or dealing damage activates this passive for 3 seconds. Deal 13 (+ 0.5% bonus health) magic damage every second to enemies within 325 (+ 100% bonus size) units, with the damage being increased by 25% against minions and monsters. This executes minions that would be killed by one more tick of damage. : Passive:
- Unique: Impairs the target enemy champion, dealing 100 magic damage and slowing them by 25% for 2 seconds (90 second cooldown; 550 range). : Active:
- Unique – Clawing Shadows: Your next basic attack on-hit against an enemy champion is empowered to slow them by ( 30% / 15%) for 1 second (15 second cooldown). : Passive:
- bonus health equal to 15% bonus health. : Passive: Grants
- Unique – Frost Bolt: After a 0.25-second delay, fires a spray of five icy bolts in a cone over 0.2 seconds, with each bolt dealing 100 − 200 (based on level) (+ 20% AP) magic damage and slowing by 65%, decaying over 2 seconds (40 (shared with other Hextech items) second cooldown). : Active:
- Unique – Lightning Bolt: Shocks the target enemy champion, dealing 175 − 253 (based on level) (+ 30% AP) magic damage and slowing them by 40% for 2 seconds (30 second cooldown; 700 range). : Active:
- Unique – Fire Bolt: Dash in the target direction, dealing 75 − 150 (based on level) (+ 25% AP) magic damage to enemies in your way and behind you, after which you fire a nova of 7 rockets in a cone, with each one dealing the same magic damage. Against champions and monsters, each instance of damage beyond the first deals 90% reduced damage (40 (shared with other Hextech items) second cooldown).
Fire Bolt resets the user's basic attack timer.
: Active: - Unique – Magic Bolt: Damaging an enemy champion with a basic attack shocks them for 50 − 125 (based on level) bonus magic damage on-hit (40 (shared with other Hextech items) second cooldown). : Passive:
- Unique – Suffering: For each second in combat with enemy champions, deal 2% increased damage, stacking up to 3 times for a total of 6%. : Passive:
- Unique – Spellblade: After using an ability, your next basic attack within 10 seconds gains 50% bonus attack speed and deals 75% base AD (+ 45% AP) bonus magic damage on-hit (1.5 (begins after using the empowered attack) second cooldown). : Passive:
- Unique – Ashes to Ashes: Controlling the Altar on the allied side of the map sets you aflame, dealing 26 − 43 (based on level) magic damage per second to nearby enemies. Deals「 50% increased damage 」「 39 − 64.5 (based on level) magic damage 」to minions and monsters.
Controlling the Altar on the enemy's side of the map causes your basic attacks to apply a burn that deals 12 − 114 (based on level) true damage over 3 seconds.
: Passive: - Unique – Haste: Grants an additional 10% cooldown reduction. : Passive:
- Unique – Echo: Grants 1 charge per 35 units traveled by any means or 10 charges per ability cast. At 100 charges, the next instance of ability damage dealt expends all charges to deal 60 (+ 10% AP) bonus magic damage to the first enemy hit and to 3 enemies within 600 range, prioritizing enemies damaged by the ability and champions over minions.
Echo deals「 250% damage 」「 150 (+ 25% AP) magic damage 」 to large monsters. Hitting a large monster with this effect restores 25% of your missing mana.
: Passive: - Unique – Monster Hunter: Killing large or epic monsters grants 60 bonus experience. The first large monster killed grants an additional 150 bonus experience, for a total of 210. If your gold from minions is greater than 40% your gold from monsters, a lane minion will grant 13 less gold and 50% reduced experience. This penalty is removed at 20 minutes. : Passive:
- Unique – Monster Hunter: Killing large or epic monsters grants 60 bonus experience. The first large monster killed grants an additional 150 bonus experience, for a total of 210. If your gold from minions is greater than 40% your gold from monsters, a lane minion will grant 13 less gold and 50% reduced experience. This penalty is removed at 20 minutes. : Passive:
- Unique – Electroshock: When fully Energized, your next basic attack deals 90 bonus magic damage, increased to 150 against minions. Energized attacks bounce their additional effect to the closest target within 500 units, repeating from the new target to strike up to 6 targets. : Passive:
- Unique – Immolate: Deals 26 − 43 (based on level) magic damage per second to enemies within 325 (+ 100% bonus size) units. Hitting an enemy with an immobilizing ability deals 26 − 43 (based on level) (+ 4% bonus health) bonus magic damage and releases a fire nova that also deals that bonus damage to enemies within 400 (+ 100% bonus size) units (12 second cooldown).
Immolate's damage is increased by 50% against minions and monsters.
: Passive: - Unique – Tooth and Nail: Basic attacks versus monsters deal 30 bonus physical damage on-hit and grant 15% bonus attack speed for 2 seconds. Damaging a monster by any means set it aflame, dealing an additional 80 magic damage over 5 seconds while causing you to heal for 6 per second for every enemy being burned.
Killing large or epic monsters grants 50 bonus experience, and gain an additional 50 for each level the monster is higher than you.
: Passive: - Unique – Thorns: When struck by a basic attack on-hit, deal 10 (+ 25% bonus armor) magic damage to the attacker and, if they are a champion, inflict them with Grievous Wounds for 3 seconds. : Passive:
- Unique – Fray: Basic attacks deal 15 − 80 (based on level) bonus magic damage on-hit. : Passive:
Champions that don't deal any magic damage
The following list consists of champions that don't deal any magic damage (not counting sources other than abilities and basic attacks, such as
, or ):Champion Abilities
These are champions' abilities that deal magic damage but scale with attack damage :
- (60% bonus AD) + (60% AP) magic damage. deals 75 / 110 / 145 / 180 / 215 +
- (50 / 55 / 60 / 65 / 70% bonus AD) + (35 / 40 / 45 / 50 / 55% AP) magic damage. deals 40 / 55 / 70 / 85 / 100 +
- (50% bonus AD) + (75% AP) magic damage.
- (100% bonus AD) + (90% AP) magic damage. deals 350 / 500 / 650 +
deals 75 / 125 / 175 / 225 / 275 + - (50% bonus AD) + (50% AP) magic damage.
- (20 / 30 / 40% AD) + (30% AP) magic damage. The Big One deals 150 / 270 / 390 + (30 / 45 / 60% AD) + (45% AP) magic damage. deals 100 / 180 / 260 +
deals 80 / 130 / 180 / 230 / 280 + - (100% AD) + (30% AP) magic damage. deals 10 / 25 / 40 / 55 / 70 +
- (100% bonus AD) + (8 / 10.4 / 12.8 / 15.2 / 17.6 / 20% of target's maximum health) magic damage. deals
- (60% bonus AD) + (25% AP) magic damage.
- (375% bonus AD) + (250% AP) magic damage over 2.5 seconds. deals up to 350 / 550 / 750 +
deals 40 / 75 / 110 / 145 / 180 + - (100% bonus AD) + (60% AP) magic damage.
- (20 / 25 / 30 / 35 / 40% AD) + (30% AP) magic splash damage on her basic attacks. grants her 20 / 30 / 40 / 50 / 60 +
deals 60 / 110 / 160 / 210 / 260 + - (40 / 50 / 60 / 70 / 80% AD) bonus magic damage. passively makes his 5th basic attack deal
- (50% bonus AD) + (30% AP) magic damage. deals 80 / 120 / 160 +
- (175 / 218.2 / 268.1 / 319.6 / 390% AD) + (140 / 166.3 / 195 / 226.3 / 260% AP) magic damage over 3 enhanced basic attacks.
- (60% AD) + (60% AP) magic damage. deals 35 / 65 / 95 / 125 / 155 +
deals a total of 28 / 66.5 / 117 / 181 / 260 + - (100% bonus AD) magic damage. deals 60 / 95 / 130 / 165 / 200 +
- (75% AD) + (36% AP) magic damage to 13 / 67 / 167 / 300 + (250% AD) + (120% AP) magic damage. deals from 4 / 20 / 50 / 90 +
- (100% bonus AD) + (100% AP) magic damage. deals 50 / 90 / 130 / 170 / 210 +
- (20% bonus AD) magic damage per second. deals 20 / 35 / 50 / 65 / 80 +
- (80 / 110 / 140 / 170 / 200% AD)) magic damage. passively makes basic attacks deal ( + up to
- AD and AP:
- (100% AD) + (50% AP) magic damage. deals 40 / 60 / 80 / 100 / 120 +
- (100% AD) + (50% AP) magic damage. deals 30 / 45 / 60 / 75 / 90 +
- (100% AD) + (50% AP) magic damage. deals 15 / 22.5 / 30 / 37.5 / 45 +
scales with - (40% bonus AD) magic damage per hit. deals 30 / 50 / 70 +