Healing is the action of replenishing a unit's current health, distinct from the other forms of health restoration (life steal, spell vamp, omnivamp and health regeneration). It can be weakened by healing reduction.
Healing cannot increase a unit's current health over its maximum. The act of leveling up and certain champion abilities (such as ) will increase a unit's current health by the same amount as the increase to their maximum health, but this is not considered a form of healing. As a result, they are not affected by healing reduction.
Healing[]
Ally and/or User-targeted[]
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Ally Only[]
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User only[]
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Ally, Enemy, and/or User-targeted[]
General[]
- Leveling up will restore some maximum health, and some current health. Actual health regained is lower depending on how wounded the champion is upon leveling up.
[]
- On Summoner's Rift standing on the summoning platform restores health each second.
- Picking a Health Relic on the Howling Abyss.
Increasing healing strength[]
Healing reduction[]
- Grievous Wounds is a debuff that reduces all healing received by 40%.
- Howling Abyss aura reduces all outsourced healing and regeneration effects by 50%.
Preventing healing altogether[]
- negates all healing effects on a unit once they've reached a certain health threshold.
On-heal effects[]
The following will trigger an effect upon healing or being healed by an ally:
Notes[]
- Grievous Wounds will have no effect on champions that enter resurrection or a zombie state as the heal following the event they take fatal damage takes place after the debuff is removed by the dispel. , specifically when he heals back to full, is unaffected by any form of healing modifier.
Type | Heal and Shield Power | * | Grievous Wounds | ||
---|---|---|---|---|---|
Health regeneration | |||||
Life steal | |||||
Omnivamp | |||||
Physical vamp | |||||
Spell vamp | |||||
Drain effects | |||||
Self heals | |||||
Self shields | |||||
Incoming heals | |||||
Incoming shields | |||||
Outgoing heals | |||||
Outgoing shields | |||||
Bonus health |
Trivia[]
- Before V9.9, could inflict Mutilator against enemy champions.
- This would reduce any self-healing, self-shielding, incoming healing and shielding effects by 40% for the duration.
- In a role-play setting, healing may represent anything from attending to battle wounds to repairing damaged hardware to replenishing a magical spell that holds a construct together, but outside of its physical representation, its effect is always the same - it serves as a direct increase to a unit's current health.
- Healing can be viewed as the polar opposite of damage. Unlike sources of damage, however, sources of healing are uncommon and the majority cannot be used to heal others - and those that can frequently have large ulterior costs to use.
- Any healing in-game that restores less than 20 health is not shown as the usual +X green text, unless special cased to do so (e.g. passive healing or healing on poisoned targets).