True damage is one of the four types of damage in League of Legends, the others being magic damage, physical damage and pure damage (which is only used by the fountain turrets and SionSquare Sion's Glory in Death Glory in Death). True damage ignores armor and magic resistance, as well as other forms of damage reduction such as Unbreakable Unbreakable, Unbreakable Will Unbreakable Will and Primal Howl Primal Howl.

Blocking true damage

Countering true damage

As true damage cannot be mitigated or reduced, there are three possible ways to cope with it.

Dealing true damage

Champions who deal true damage with standard attack

Champions who deal true damage with abilities

Items

  • Death's Dance item Death's Dance: Passive: Unique: Stores 30% of all physical and magic damage received, and is taken as damage over time true damage instead, dealing one-third of the stored damage every second.
  • Elixir of Sorcery item Elixir of Sorcery: Passive: Unique – Sorcery: Damaging a champion or turret deals 25 bonus true damage (5 second cooldown against champions, no cooldown against turrets).
  • Knight's Vow item Knight's Vow: Passive: Unique: While within a 1000 range of your Partner, heal for 12% of the damage your Partner deals to champions and redirect 12% of the damage your Partner takes from champions (after reductions) to you as true damage. Both effects are reduced to 6% if the item holder is Ranged role ranged.
  • Redemption item Redemption: Active: Unique: You Sight icon reveal the target area within 5500 for ~3 seconds. After a 2.5 second delay, a beam of light strikes the ground. Allies within the area are healed for 30 - 370 (based on target's level), which is increased by 3 × your Heal power Heal Power, while enemy champions take 10% of maximum health true damage and enemy minions take 250 true damage (120 second cooldown). Can be used while dead.
  • Stalker's Blade item Stalker's Blade: Passive: Chilling Smite can be cast on enemy champions, dealing 28 - 166 (based on level) true damage and stealing 20% of their movement speed for 2 seconds.
  • Skirmisher's Sabre item Skirmisher's Sabre: Passive: Challenging Smite can be cast on enemy champions, Sight icon revealing them for 4 seconds, reducing their damage against you by 20% and making them take 60 - 162 (based on level) true damage over 3 seconds from your basic attacks for the duration.

Summoner spells

  • Ignite Ignite: Ignites an enemy champion, dealing 70 - 410 (based on level) true damage over 5 seconds, applying Grievous Wounds icon Grievous Wounds and revealing them for the duration. The Sight icon sight will not reveal stealth champions. (600 range) (210 second cooldown)
  • Smite Smite: Smiting deals 390 - 1000 (based on level) true damage, based on champion level, to a monster or enemy minion. Smiting a large monster restores 70 (+ 10% of maximum health). (500 Range model er range) (15 second cooldown)
  • Challenging Smite Challenging Smite: Smiting deals 390 - 1000 (based on level) true damage, based on champion level, to a monster or enemy minion. Challenging Smite can be cast on enemy champions, Sight icon revealing them for 4 seconds, reducing their damage against you by 20% and making them take 60 - 162 (based on level) true damage over 3 seconds from your basic attacks for the duration. (500 Range model er range) (15 second cooldown)
  • Chilling Smite Chilling Smite: Smiting deals 390 - 1000 (based on level) true damage, based on champion level, to a monster or enemy minion. Chilling Smite can be cast on enemy champions, dealing 28 - 166 (based on level) true damage and stealing 20% of their movement speed for 2 seconds. (500 Range model er range) (15 second cooldown)

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 an absorption shield on them, when they use their health-based ability, the cost of it penetrates the shield and directly drains the health of the user, in contrary to true damage that has to break any absorption shield on the target to reach their health.
  • The Nexus Obelisk at the heart of a team's base, contrary to popular belief, does not deal true damage, but pure damage, which is similar to true damage in that it ignores all forms of resistances but also has the caveat of ignoring damage immunity, shields and death prevention buffs.
  • True damage is unaffected by damage reductions such as Exhaust Exhaust.
  • True damage is not amplified by damage modifiers from masteries such as Coup de Grace rune Coup de Grace, Cut Down rune Cut Down and Last Stand rune Last Stand.
  • As of patch V3.15, true damage is no longer amplified by abilities such SwainSquare Swain's Torment Torment and VladimirSquare Vladimir's Hemoplague Hemoplague.