This written guide is TFT Ninja's summary of dpei's video above — not an article by dpei. Watch the original or read the breakdown below.
TL;DR
dpei breaks TFT damage into three multiplicative buckets: base (AD or AP), frequency (attack speed plus mana generation), and multipliers (crit plus damage amp). If any bucket is empty, your carry does nothing — no matter how expensive the items look. Good itemization is about filling your weak buckets, not stacking your strong ones.
Key Takeaways
- Damage = Base × Frequency × Multipliers. If any of the three is missing, your carry tickles — regardless of item quality.
- AD and AP are percentage multipliers off base stats, not flat adds. A BF Sword on a 50-base-AD unit raises AD to 55, not 60 — which is why a 5 AD nerf on a low-base carry like Kog'Maw is effectively a 10% damage cut.
- Attack speed on casters is mana velocity. Casters gain 7 mana per auto; marksmen gain 10. For casters, more attack speed means more casts per fight, which means more DPS.
- Spells don't crit by default. To enable caster crit, use Infinity Edge, Jeweled Gauntlet, a crit-enabling trait (Vanquisher, Ambushers), or the Jeweled Lotus augment.
- Avoid "tickle monsters" — units stacked with attack speed but no base and no multipliers. Fast × 0 = 0. If a trait already gives AS, build base and multipliers instead of more AS.
- The canonical AP caster build is Jeweled Gauntlet + Striker's Flail + a mana gen item. JG enables crit, Striker's is amp, mana gen is frequency — all three buckets covered with three items.
- Pair items across buckets. Guinsoo + Kraken and Guinsoo + Titan's work because each item fills a different bucket — always leave your third slot for a multiplier.
Timestamps
- 0:00 Intro
- 0:22 The three-source damage framework
- 0:35 Base damage: AP and AD
- 1:53 Frequency: casters and mana generation
- 2:54 Attack speed and marksman carries
- 3:44 Multipliers: crit and damage amp
- 4:27 The "tickle monster" mistake
- 5:20 Item combinations that work across sets
- 5:53 The AP caster item template
- 6:36 Fill weak buckets, don't stack stats
The three-bucket damage formula
dpei's thesis is that damage in TFT always resolves to the same product:
Damage = Base × Frequency × Multipliers
If any of those three buckets is near zero, the whole expression collapses. That's why a carry can have clean-looking items, a strong trait board, and a perfect augment — and still do nothing. One of the buckets is starving.
The rest of the video walks through each bucket, then applies the formula to real item and augment decisions.
Base damage: AP and AD
AP works the way most players expect. Every unit starts at 100% base AP, and every point of AP stacks as a percentage multiplier. A spell that does 200 damage at 0 AP does 220 at 110 AP. The AP item cores are Rabadon's Deathcap, Archangel's Staff, and Jeweled Gauntlet.
AD is the trap. Most players read "+10 AD" on a BF Sword as flat damage. It isn't — AD scales as a percentage of the unit's base AD, and base AD varies widely by unit.
Why 5 AD nerfs are huge
A unit with 50 base AD that picks up a BF Sword (+10 AD) ends at 55, not 60 — the sword added 10% of base, not 10 flat. When Riot nerfs a low-base-AD unit by 5 AD, that's a ~10% damage cut, not "just 5 damage." dpei calls this out specifically for low-AD carries like Kog'Maw, where small-looking balance changes hit disproportionately hard.
Strong AD items by role:
- Ranged carries: Deathblade, Infinity Edge, Kraken's Fury
- Melee fighters: Sterak's Gage, Titan's Resolve
Frequency: attack speed and mana generation
Frequency is how often your unit deals damage. It has two inputs — attack speed and mana generation — and which one matters more depends on whether the carry is a caster or an auto-attacker.
Casters: attack speed is mana velocity
Caster carries gain 7 mana per auto attack and regenerate 2 mana per second. More autos means more mana, which means more casts, which means more DPS. That's why attack speed on a caster is a damage stat, not just a utility stat — it's the conversion rate from autos into spells.
The four mana generation items each have a situational sweet spot:
| Item | Best when |
|---|---|
| Shojin | You auto-attack a lot |
| Nashers | You already have a way to crit |
| Blue Buff | You have other AD/AP sources (can use the extra tiers) |
| Adaptive Helm | You already have other mana gen stacked |
Marksmen: frequency IS the damage
Marksman carries gain 10 mana per auto attack, but their damage is primarily tied to the autos themselves — not the cast. For them, attack speed isn't a lever into mana, it's the damage stat directly.
The same percentage-multiplier trap applies here. Attack speed scales as a percentage of the unit's base AS. A unit with 0.75 base AS getting "+10 AS" ends at 0.825, not 0.85 — the 10 is 10%, not +0.10 flat.
Core attack-speed items: Guinsoo's Rageblade (the marquee), Red Buff, Kraken's Fury, Quicksilver. Most bow items also carry some baseline attack speed.
Multipliers: crit and damage amp
Multipliers sit on top of everything else — they scale whatever base × frequency already produced.
Crit doesn't apply to spells by default
Every unit starts with 25% base crit chance on auto attacks, and crits deal +40% damage. That's auto-attack crit — it works out of the box.
Spells are different. Spells cannot crit unless you explicitly enable it. Enablers:
- Items: Infinity Edge, Jeweled Gauntlet
- Traits: Vanquisher, Ambushers
- Augments: Jeweled Lotus
This is why AP carries with trait-baked crit (Sorcerer-style bonuses) are disproportionately strong — they stack a multiplier most AP carries can't touch.
Damage amp is the simple multiplier
Damage amp does exactly what it says. Whatever damage you were about to do gets multiplied by the amp percentage: 100 damage × 20% amp = 120 damage. It comes from traits, augments, and items like Striker's Flail.
The "tickle monster" mistake
dpei's biggest pet peeve is what he calls "tickle monsters" — units stacked with attack speed but no additional base damage and no multipliers. Fast attacks times zero base equals zero damage.
Frequency only pays off when the other two buckets have something to multiply. If a trait or ability already gives the unit a pile of attack speed, stop stacking AS and start filling the empty buckets — base (AD/AP) and multipliers (crit/amp).
Generalized: identify which bucket your unit's traits and augments already cover, then spend your item slots on the empty buckets instead of piling onto the full one.
Item combinations that work across sets
Balance changes every patch, but item-bucket pairings have been stable since Set 1. The rule: pair items that fill different buckets.
Proven two-item cores:
- Guinsoo + Kraken — frequency (Guinsoo AS) plus base (Kraken AD)
- Guinsoo + Titan's — frequency plus base (Titan's gives both AD and AP)
The third item should almost always be a multiplier — a crit enabler or an amp source — to complete the formula.
The AP caster template
Every set has an AP carry with built-in crit bonus and trait-granted AP (Sorcerer, Arcanist, and their equivalents). dpei argues that for these units you should skew away from raw AP and into crit, amp, and frequency. The canonical build:
- Jeweled Gauntlet — crit enabler plus AP
- Striker's Flail — damage amp
- A mana gen item (Shojin, Blue Buff, Adaptive Helm, or Nashers)
This build pairs naturally with the Jeweled Lotus augment (enables spell crit) and Glass Cannon (pure amp). The trait already covers the base bucket, so your items give you frequency plus multipliers — all three buckets filled.
Fill weak buckets, don't stack stats
dpei's closing principle: good itemization is diagnostic, not additive. Look at what your unit's traits, abilities, and augments already provide, then fill the empty buckets. Don't stack what's already strong.
The closing line — "You don't want more stats, you actually want more multiplication" — captures the whole video. A carry with 400 AP and no multipliers does less damage than a carry with 200 AP plus a crit enabler plus 20% amp. Stats that multiply each other beat stats that duplicate each other.
If your carry does no damage, it's almost never random. One of the three buckets is empty — find it and fill it.
Related
- Damage calculation guide — the written-from-scratch version of the same math
- Completed items overview — reference table for the items mentioned in this guide
- Carry guide — applying the formula to carry selection
- Explorer — filter to the current patch to see actual damage numbers by unit and item