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Health (also known as HP) is the a statistic referring to the amount of life a unit or structure has. Max health is the cap on life any unit can have. Current health is directly reduced by damage and is regained in many different ways.

Every unit and structure has their max health and current health displayed as a bar above their models. When displayed over a champion's model in game, the health meter is displayed as segmented bars.

Additionally, for your own champion, it is represented in the interface as a green bar with two numbers ( # / # ): the first one represents the actual life available at the moment, while the second is the maximum amount of health the champion can have. If a champion's health reaches zero and he doesn't have any abilities preventing it, death will occur. Max health scales additively with every bonus health point and increases with each level, meaning that each bonus point acquired directly affects the statistic.

At level 18 base health ranges from Kled's 1530 health to 2415 health. See here for the complete list.

Maximum health has a gold value of  2.67 per point. Health regeneration has a gold value of  36 per point. Health restored by potion has a gold value of  0.233 per point.

## Effective health

Effective burst health, commonly referred to just as effective health, describes the amount of raw burst damage a champion can receive before dying in such a short time span that he remains unaffected by any form of health restoration (even if the actual considered damage is of sustained form). It can however include any form of health gain (such as from ). Effective sustained health, on the other hand, would take into account also champion's health restoration.

Unless champion's resists aren't unnaturally reduced below zero, any effective health will always be more than or equal to a champion's displayed health in their health bar and it can be increased by buying items with extra health, armor and magic resistance.

Depending on the type of damage taken, we can also speak of physical effective health, magical effective health or mixed effective health. Depending on a behavior of such source of damage it is also possible to speak of effective health relative to given subject/source of damage, for example magical effective health versus poke. Many poke team compositions with mixed overall damage usually heavily rely on a poke consisting of prevalent magic damage. Maximizing primarily magical effective health thus might be a valuable counterstrategy to weaken their poking phase as teamfight initiation relies upon it.

Effective health is a measure of the durability of a champion, taking into account their health as well as their armor and magic resistance. 'Sheer' forms of effective health are defined as health plus 1% of health for every point of armor (or magic resistance). Contrary to their simple formulas, mixed effective health uses a bit more complex one. Because of this, mixed effective health is always subject to the damage source and the proportions between particular three damage composites (with true damage being regarded as true damage). The formulae are as follows:

• physical effective health = health  × (1 + 0.01 × armor)
• magical effective health = health  × (1 + 0.01 × MR)
• The formula for mixed effective health can be simply derived from the effective health : nominal health ratio which is always the same as ratio of damage dealt : damage taken (after application of resists):

$\pagecolor{Black}\color{White}{\rm mixed\ effective\ health}={\it HP}\times{ {physical\ damage+true\ damage+magic\ damage}\over{ {physical\ damage\over{1+0.01\times{\it armor} } }+true\ damage+{magic\ damage\over{1+0.01\times{\it MR} } } } }$

Note: One can include the penetrations in all of the above ideas by replacing penetration with a due amount of corresponding negative resist.

Physical effective health and magical effective health are effective against physical damage and magic damage, respectively. They correspond to the amount of damage that an enemy champion must output (not the amount you must take) to bring your health to 0.

Example: If you have 1000 health, then purchasing 90 armor will raise your physical effective health to 1900. Enemies will have to output 90% more physical damage than usual to kill you.

## Health as a casting resource

A few champions also use their own health to cast abilities instead of mana:

### Other champions' abilities

• costs 174 - 161 (based on level) health per use.
• costs 21 / 34.5 / 48 / 61.5 / 75 (+ 12% AD) health per use.
• costs 10% of her maximum health and 50 / 55 / 60 / 65 / 70 mana per use.

## Health as scaling

### Personal health

These use the champion's personal health pool to increase the magnitude of the ability. It may scale based on total health or only bonus health. By building health items you can receive more benefit and power from these abilities in most situations.

• heals him every third basic attack against non-structures for 30 / 45 / 60 / 75 / 90 (+ 6.5% of his missing health).
• deals magic damage equal to 60 / 105 / 150 / 195 / 240 (+ 2.5% of maximum health).
• periodically enhances her basic attack to shield her from either exclusively physical or magic damage equal to 20% of her maximum health.
• deals true damage equal to 300 / 475 / 650 (+ 10% of his bonus health) (+ 50% AP).
• heals him for 12% of his missing health for every enemy champion hit by the Blade, up to 36% of his missing health.
• receives bonus health regeneration per second equal to 0.3% of his maximum health.
• increases his attack damage by 30 / 50 / 70 / 90 / 110, increased by 1% for every 1% of his missing health.
• next attack deals bonus physical damage equal to 3 / 3.5 / 4 / 4.5 / 5% of his health.
• heals 40 / 50 / 60% of his maximum health over 12 seconds.
• passively gains a shield that absorbs up to 8 / 11 / 14 / 17 / 20% of his health magic damage, refreshing after not taking damage for 12 seconds.
• heals him for 50 / 75 / 100 / 125 / 150 (+ 15% of his missing health) (+ 90% AP).
• : Innate: Garen regenerates 「 0.2 / 0.8% maximum health every half-second 」「 2 / 8% maximum health every 5 seconds 」 if he has not taken non-minion damage in the last 9 / 4 seconds.
Regeneration increased to 「 0.4 / 1.6% maximum health every half-second 」「 4 / 16% maximum health every 5 seconds 」 while below 25 / 50% of his maximum health.
At level 11, damage from non-epic monsters will no longer stop Perseverance.
• heals 6% of his maximum health instantly every time he uses an ability (8 second cooldown).
• deals physical damage equal to 20 / 60 / 100 / 140 / 180 (+ 6% of his maximum health).
• makes her heals her for 5% of her missing health if it hits at least one champion.
• shields him for 65 / 90 / 115 / 140 / 165 + 2 / 2.5 / 3 / 3.5 / 4% of Jarvan IV's maximum health for every champion hit.
• heals herself for 20% (+ 1% per 100 AP) of her missing health when she is tethered to the enemy champion, and another 20% (+ 1% per 100 AP) of her missing health if the tether persists for the whole duration.
• makes 100% of his bonus health apply to Skaarl instead.
• heals her for 100 / 150 / 200 (+ 30% AP), increased by 1% for every 1% of her missing health.
• grants him a shield equal to 10% of his maximum health which recharges if he hasn't been damaged for 10 / 8 / 6 seconds.
• : Innate: Each time Maokai casts an ability or is struck by an enemy's ability, Sap Magic's cooldown is reduced by 4 seconds.
Periodically Maokai's next basic attack, after a 0.25-seconds delay, against a non-structure heals him for 5 - 65 (based on level) (+ 6% - 13% (based on level) maximum health).
Sap Magic will not heal him if he's above 95% maximum health.
• heals him for 30 / 50 / 70 / 90 / 110 (+ 25% AP), increased by 1% for every 1% of his missing health.
• shields him for up to 25% of his maximum health.
• grants him a shield that blocks for 65 / 70 / 75 / 80 / 85 (+ 9 / 11 / 13 / 15 / 17% of maximum health).
• on a large monster grants him 2% maximum health, stacking up to 5 times for a maximum of 10% maximum health.
• increases his attack speed by 1% for every 1% of his missing health.
• provides 0.5% enhanced healing from all sources for every 1% missing health.
• grants her a shield upon picking up the buckler that blocks for 15 / 17.5 / 20% of her maximum health.
• deals 20 / 25 / 30 / 35 / 40 (+ 1.5% maximum health) physical damage in a cone in the target direction and deals 30 / 65 / 100 / 135 / 170 (+ 4.5% maximum health) physical damage in a line.
• shields himself from 50 - 101 (based on level) (+ 14% bonus health) damage for 2.5 seconds after using an ability.
• deals physical damage equal to 50 / 75 / 100 / 125 / 150 (+ 12% bonus health).
• shields him for up to 30 / 55 / 80 / 105 / 130 (+ 8 / 9 / 10 / 11 / 12% of maximum health) (+ 40% AP) for up to 6 seconds.
• shields him for up to 10 / 11 / 12 / 13 / 14% of his maximum health (+ 80% AP) for 6 seconds.
• makes his autoattacks and abilities deal 1 / 1.25 / 1.5% of his maximum health as bonus magic damage, stacking up to 3 times for a maximum bonus damage of 3 / 3.75 / 4.5% of his maximum health.
• restores 30 (+ 20% AP) (+ 1% bonus health) health per charge up to maximum of 5 charges per cast, to himself and all nearby allied champions.
• shields himself and a target allied champion for 8 / 9 / 10 / 11 / 12% of the targets maximum health damage for up to 2.5 seconds.
• increases his attack damage by 5 / 10 / 15 / 20 / 25 (+ 0.15 / 0.2 / 0.25 / 0.3 / 0.35 per 1% of missing health).
• heals him on his first basic attack and every third one after for 2.5% of his maximum health, increased by 1% for every 1% missing health, up to 5% of his maximum health
• increases his ability power} by 2.5% of his bonus health.
• deals 80 / 135 / 190 / 245 / 300 (+ 10% of bonus health) magic damage over 2 seconds.
• deals 30 / 45 / 60 / 75 / 90 (+ 2.5% of maximum health) (+ 35% AP) to 60 / 90 / 120 / 150 / 180 (+ 6% of maximum health) (+ 70% AP) magic damage based on how long he charges it.
• gives her a shield equal to 10% of her maximum health when she hits an enemy with one of her activated abilities with a cooldown of 18 / 13 / 8 seconds.
• heals 30% of his maximum health over 6 seconds if he gets under 30% health.
• deals 80 / 125 / 170 / 215 / 260 (+ 15% of bonus health) as physical damage.
• sheds a chunk of himself each time he hits an enemy with an ability that can be reabsorbed to restore 4% of his maximum health. Upon taking fatal damage, Zac splits into 4 that attempt to recombine. Each has 12% of Zac's maximum health.

### Scaling from enemy health

#### Maximum health

These abilities grant extra damage based on the target's maximum health, to scale against higher health enemies. This type of extra damage is usually capped against minions and monsters to prevent players dealing massive damage to high health pool monsters like .

• harms nearby enemies for 8 / 12 / 16 / 20 / 24 (+ 1 / 1.5 / 2 / 2.5 / 3% (+ 1% per 100 AP) of their maximum health) magic damage per second.
• causes his spells to debuffs the target, dealing 2% of their maximum health each second as magic damage for 4 seconds, capping at 80 against monsters.
• , against Vitals, deals 2% (+ 4.5% per 100 bonus AD) of target's maximum health bonus true damage.
• deals 10 / 20 / 30 / 40 / 50 (+ 100% AP) (+ 6 / 8 / 10 / 12 / 14 % of target's maximum health) as magic damage each 3 hits or spells, capping at 100 / 150 / 200 / 250 / 300 against monsters.
• deals 20 / 50 / 80 / 110 / 140 (+ 30% AP) (+ 8% of the target's maximum health) magic damage, capping at 300 against monsters.
• makes the enemy champion with the most recent kills the Villain. Garen's basic attacks and ticks of deal 1% target's maximum health as bonus true damage versus Villains.
• deals (8 / 10.4 / 12.8 / 15.2 / 17.6 / 20% of the target's maximum health) (+ 100% bonus AD) as bonus magic damage, capping at 200 / 300 / 400 / 500 / 600 / 700 against monsters.
• deals 10 / 12.5 / 15 / 17.5 / 20% of the target's maximum health as magic damage, capping at 75 / 125 / 150 / 175 / 200 against monsters.
• deals 80 / 110 / 140 / 170 / 200 (+ 20% AD) (+ 5% of the target's maximum health) bonus physical damage on the third autoattack upon the crippled target.
• buffs his next 4 basic attacks, with the final attack dealing 20 / 30 / 40 / 50 / 60 (+ 4 / 5 / 6 / 7 / 8% of the target's maximum health) bonus physical damage.
• makes and Skaarl charge toward a target location, ramming into the nearest enemy champion, dealing up to 12 / 15 / 18% (+ 12% per 100 AD) of the target's maximum health.
• gives him a temporary buff to his autoattacks dealing 2% (+ 0.75% per 100 AP) of the target's maximum health as bonus magic damage, capping at 100 against minions and monsters.
• deals 140 / 220 / 300 (+ 130% bonus AD) (+ 50% AP) magic damage against enemies below 50% health and 210 / 330 / 450 (+ 195% bonus AD) (+ 75% AP) magic damage against enemies below 25% health.
• creates a zone underneath his target that harms enemies standing on it for 5 / 7 / 9% (+ 1.5% per 100 AP) of their maximum health as magic damage per second, capping at 120 against minions and monsters.
• transforms him into a cloud of arcane energy that quickly travels to a target enemy, dealing 9 / 10 / 11 / 12 / 13% (+ 3% per 100 AP) of target's maximum health magic damage, capping at 300 against minions and monsters.
• deals to an enemy champion 25 / 30 / 35% (+ 4% per 100 AP) of the target's maximum health as magic damage to the target, dealing 25% of the damage initially and 75% over 10 seconds.
• empowers him for 15 seconds, dealing 3 / 4 / 5% (+ 1% per 100 AP) of nearby enemies maximum health magic damage per second for the duration, capping at 240 magic damage per second per enemy.
• causes his autoattacks and to automatically critically strike enemies below 15% health.
• deals 35 / 55 / 75 / 95 / 115 (+ 80% bonus AD) (+ 7% of target's maximum health) physical damage in an area and creates a zone that slows, then explodes after 1 second, dealing the same damage again.
• deals 4 / 4.5 / 5 / 5.5 / 6% (+ 3% per 100 AP) of the target's maximum health bonus magic damage on her next basic attack. Upon attacking or reactivating, Sejuani deals 10 / 17.5 / 25 / 32.5 / 40 (+ 1 / 1.5 / 2 / 2.5 / 3% of the target's maximum health) (+ 15% AP) magic damage around her per second for 4 seconds.
• makes his next 3 basic attacks within 8 seconds deal magic damage equal to 3 / 3.5 / 4 / 4.5 / 5% (+ 1.5% per 100 AP) of target's maximum health in a zone near to Spirit Blade; if the spirit blade collides with an enemy champion, the empowerment is enhanced, dealing 2% (+ 0.5% per 100 AP) of target's maximum health bonus magic damage and gain 50% bonus attack speed.
• hits enemies and marks them. Shyvana's basic attacks against marked enemies deal 2.5% of their maximum health bonus magic damage, capping at 100 against monsters.
• deals 50 / 65 / 80 / 95 / 110 (+ 6 / 6.5 / 7 / 7.5 / 8% of target's maximum health) (+ 75% AP) magic damage, capped at 300 against minions and monsters.
• makes his auto attacks deal 10% of target's maximum health as physical damage, capping at 75 bonus physical damage against minions and monsters.
• deals 40 / 65 / 90 / 115 / 140 (+ 40% AP) (+ 10 / 11 / 12 / 13 / 14% of target's maximum health) as magic damage. The health percent of the target damage is capped at 400 against minions and monsters.
• deals 20 / 23 / 26 / 29 / 32% (+ 2% per 100 AP) of the target's maximum health magic damage, capped at 400 / 450 / 500 / 550 / 600 against monsters.
• drains instantly to an enemy champion 10 / 13.75 / 17.5% (+ 1% per 100 AP) of the target's maximum health magic damage, and the same amount over 4 seconds.
• adds marks through auto attacks which can be detonated via any of his other spells for 2 / 2.75 / 3.5 / 4.25 / 5% (+ 2% per 100 AP) of the target's maximum health magic damage per mark. Maximum 3 marks for 6 / 8.25 / 10.5 / 12.75 / 15% (+ 6% per 100 AP) of the target's maximum health magic damage, capping at 360 against monsters.
• adds marks after each spell or auto attack on her target. After 3 of these marks, the affected target will suffer (6 / 7.5 / 9 / 10.5 / 12% of the target's maximum health) true damage, with a minimum damage of 40 / 60 / 80 / 100 / 120, and capping at 200 against monsters.
• deals 4 / 5.5 / 7 / 8.5 / 10% (+ 1% per 35 bonus AD) of the target's maximum health additional physical damage on every 3rd attack on the same target, capping at 300 against minions and monsters.
• deals 120% AD (+ 90% AP) magic damage and 6 / 7 / 8 / 9 / 10% of the target's maximum health magic damage.
• causes his basic attacks to deal 5 / 7.5 / 10% of the target's maximum health bonus magic damage against enemies targeted by the Maiden of the Mist.
• deals 40 / 55 / 70 / 85 / 100 (+ 4 / 5 / 6 / 7 / 8% (+ 2% per 100 AP) of enemies' maximum health) magic damage to all nearby enemies. The health percent of the target damage is capped at 200 against minions and monsters.
• causes his basic attack to deal 6 / 8 / 10% of the target's maximum health bonus magic damage whenever the target is below 50% health.

#### Current health

These abilities grant extra damage based on the target's current health. Typically, the more current health the target has, the more damage these abilities will deal. Building additional max health can reduce the effect of skills based on current health over a long fight, but has quickly diminshing returns.

• deals 80 / 130 / 180 / 230 / 280 magic damage or 15 / 17.5 / 21 / 22.5 / 25% of the target's current health magic damage (whichever is higher), capping at 300 / 350 / 400 / 450 / 500 against minions and monsters.
• deals 40 / 75 / 110 / 145 / 180 (+ 4% (+ 3% per 100 AP) of the target's current health) magic damage. The percent health is capped at 75 / 100 / 125 / 150 / 175 against monsters.
• impales all enemy champions in the targeted area, dealing 15 / 20 / 25% (+ 1% per 100 AP) of enemies' current health magic damage.
• causes his first attack on a target to deal 10% of their current health bonus physical damage, capping at 400.
• causes Lamb's auto-attacks to deal 1.25% of their current health bonus physical damage per stack, capped at 75 + (10 per stack) against monsters.
• deals 75 / 175 / 275 (+ 100% bonus AD) (+ 15% of enemies' current health) physical damage to all nearby enemies. The health percent of the enemies' hit is capped at 600 against monsters.
• deals 15% of target's current health as magic damage to all enemies hit in an area, with a minimum damage of 70 / 105 / 140 / 175 / 210 magic damage.

#### Missing health

These abilities grant extra damage based on the target's missing health. The less current the target has (can be either a flat or percentage amount), the more damage these abilities will deal. These are often referred as "execute" abilities, as they work best on nearly dead targets.

• passively makes Ekko's basic attacks deal 5% 「 (+ 2.22% per 100 AP) 」「 (+ 1% per 45 AP) 」 of target's missing health bonus magic damage versus targets below 30% of their maximum health, capping at 150 against minions and monsters.
• deals 60 / 100 / 140 / 180 / 220 (+ 8% (+ 3% per 100 AP) of the target's missing health) magic damage. The percent health is capped at 75 / 100 / 125 / 150 / 175 against monsters.
• deals to an enemy champion 175 / 350 / 525 (+ 28.57 / 33.33 / 40% of the target's missing health) magic damage.
• deals 15 / 20 / 25% of target's missing health bonus physical damage each 4 shots.
• deals 50 / 125 / 200 (+ 25% AD) physical damage, increased by 2% for every 1% of the target's missing health.
• deals between 25 / 35 / 45 (+ 15% bonus AD) (+ 25 / 30 / 35% of the target missing health) and 250 / 350 / 450 (+ 150% bonus AD) (+ 25 / 30 / 35% of the target's missing health). The percent health of the target is capped at 300 against minions and monsters.
• deals 50 / 80 / 110 / 140 / 170 (+ 90% bonus AD) (+ 8% of target's missing health) physical damage, capping at 400 against minions and monsters.
• deals 0.5% increased damage for every 1% of the target's missing health. Going from 16 / 32 / 48 / 64 / 80 (+ 22% AP) to 24 / 48 / 72 / 96 / 120 (+ 33% AP) magic damage per second for 5 seconds.
• deals 1 / 1.25 / 1.5 / 1.75% increased damage for every 1% of the target's missing health, capping at 150% increased damage. Going from 4 / 20 / 50 / 90 (+ 75% AD) (+ 36% AP) to 10 / 50 / 125 / 225 (+ 187.5% AD) (+ 90% AP) magic damage.
• deals 2.67% increased damage for every 1% of an enemy's missing health, capping at 200% increased damage (at about 74.9% missing health). Going from 80 / 120 / 160 (+ 60% bonus AD) physical damage to 240 / 360 / 480 (+ 180% bonus AD) physical damage.
• deals 1% increased damage for every 1% of the target's missing health, capping at 100% increased damage. Going from 80 / 125 / 170 / 215 / 260 (+ 15% of bonus health) physical damage to 160 / 250 / 340 / 430 / 520 (+ 30% of bonus health) physical damage.

#### Bonus health

These abilities grant extra damage based on the target's bonus health. Typically, the more bonus health the target has, the more damage these abilities will deal. Therefore, they are more powerful against tanks with a lot of health.

• deals 200 / 400 / 600 (+ 200% bonus AD) (+ 12 / 15 / 18% of kicked target's bonus health) physical damage to all enemies that the target collides with.
• grants Mordekaiser 25% of target's bonus health while the ghost is active.

### Items

• : Active: Unique: Grant a shield to yourself and an ally equal to 10% of your maximum health for 4 seconds. After 4 seconds, the shield explodes to slow nearby enemies by 40% for 2 seconds (60 second cooldown).
• : Passive: Unique: Dealing spell damage applies a damage-over-time effect that deals bonus magic damage equal to 2% of the target's current health per second for 3 seconds. This bonus damage is doubled to 4% of the target's current health against movement-impaired units and capped at 100 damage per second against monsters.
• : Passive: +30% base attack damage Passive: Unique – Lifeline: Grants Sterak's Fury upon taking 400 - 1800 (based on level) damage within 5 seconds (60 second cooldown).
• : Passive: Grants Warmog's Heart if you have at least 2750 maximum health. Passive: Unique – Warmog's Heart: Regenerate 「 2.5% maximum health every half-second 」「 25% maximum health every 5 seconds 」if damage has not been taken in the last 6 seconds (3 second for minions).
• : Active: Unique: Spawns a Void Gate at target location for 120 seconds. Every 4 seconds the gate makes a that travels down the nearest lane and decays over time. Voidspawn explodes when attacking structures. ignore champions and void targets. The first and every fourth voidspawn gain 15% of your maximum health as damage (120 second cooldown).

### Masteries

• : Gain a shield for 3 - 54 (based on level) (+ 5% maximum health) per nearby enemy champion for 3 seconds after hitting an enemy champion with a stun, taunt, snare, or knock up. (45 - 30 (based on level) second cooldown)
• : Stepping into brush causes your next attack or damaging ability to deal (3% of target's current health) bonus magic damage. (9 second cooldown)
• : Grants 5% maximum health as bonus health. Your crowd control effects brand enemy champions with an Earthen Rune for 4 seconds. Other allied champions who attack branded enemies heal for 5 (+ 2.5% of your maximum health) over 2 seconds (halved to 2.5 (+ 1.25% of your maximum health) if you are ranged).

## Health regeneration

A champion's health can be restored in several ways, for more details see health regeneration.

## Increasing health

### Items

Item Cost Amount Availability
2900  350Common
2800  350Common
900  200Common
1100  225Common
1425  325Classic
650  200Common
2900  425Common
450  80Classic
400  60Classic
450  80Common
3100  250Common
950  150Howling Abyss
2300  500Summoner's Rift
1900  200Summoner's Rift
2200  200Summoner's Rift
2200  450Classic
3100  700Common
1000  380Common
950  150Howling Abyss
1500  200Common
3000  300Common
2500  300Common
1200  150Common
800  200Common
2300  350Common
3100  300Common
3000  300Twisted Treeline
2650  300Summoner's Rift
950  150Howling Abyss
1250  200Common
2900  400Common
2100  200Summoner's Rift, Howling Abyss
350  75Classic
2500  400Common
2700  300Common
2600  300Crystal Scar
400  150Common
1600  500Summoner's Rift
2600  300Common
800  150Summoner's Rift
1200  250Common
2800  450Common
2600  400Common
2900  425Common
850  175Classic
3000  400Common
2900  250Common
3500  450Common
3733  250Common
2850  800Common
• : Active: Unique – Metallicize: Increases current and maximum health by 40%, as well as champion size, but reduces the damage you deal by 60% for 4 seconds. If Stone Skin is active, instead increases health by 100% (90 second cooldown). Current health percentage is conserved when the effect ends, as well.

### Champion abilities

• increases his maximum health by 80 / 120 / 160 when it kills a unit. This buff stacks infinitely, but no stacks can be gained from non-epic monsters or minions beyond 6 stacks.
• increases his maximum health by 30 + (40 × Gnar's level) when he transforms into Mega Gnar for 15 seconds.
• increases his maximum health by 400 - 1420 (based on level) + (100% bonus health).
• increases the maximum health of the targeted ally by 300 / 450 / 600 (+ 50% AP) for 7 seconds.
• increases his maximum health by 300 / 450 / 600 for 15 seconds.
• grants himself a stack of Well Fed if he consumes an enemy minion or monster, increasing his maximum health by 2% and stacking this buff up to 5 times (for a total increase of 10% maximum health)
• increases his maximum health by 250 / 500 / 750 for 15 seconds.
• increases her maximum health by 150 / 250 / 350.
• increases his maximum health by 2 whenever he kills a unit, increased to 10 bonus health against large minions, large monsters, champion kills, and champion assists.
• increases his bonus health by 140% of his ability power.

### Masteries

• : Grants 5% maximum health as bonus health. Your crowd control effects brand enemy champions with an Earthen Rune for 4 seconds. Other allied champions who attack branded enemies heal for 5 (+ 2.5% of your maximum health) over 2 seconds (halved to 2.5 (+ 1.25% of your maximum health) if you are ranged).
• : Grants 10 / 20 / 30 / 40 / 50 health.

### Runes

Type Tier 3 % of Highest Price
Health
Mark 3.47 40% 410
Seal 8 92% 820
Glyph 2.67 31% 410
Quintessence 26 100% 2050
Scaling Health
Mark 0.54 per level
(9.72)
41% 820
Seal 1.33 per level
(24)
100% 410
Glyph 0.54 per level
(9.72)
41% 820
Quintessence 2.7 per level
(48.6)
68% 2050
Percentage Health
Seal 0.5% 100% 820
Quintessence 1.5% 100% 2050

## List of champions' health

The Highest and Lowest Health Champions (Base Health)
Champion Level Top 5 champions Bottom 5 champions
Level 1 1. 625.64 hp 138. (unmounted) 340 hp
3. 616.28 hp 137. 467.6 hp
3.
3. 615 hp 136. 476 hp
4. 613.36 hp 135. 477.72 hp
5. 613.12 hp 134. 482.36 hp
Level 18 1. 2415.36 hp 138. (unmounted) 1530 hp
2. 2291.64 hp 137. 1645 hp
3. 2282.24 hp 136. 1657.6 hp
4. 2276.32 hp 135. 1706.28 hp
5. 2250 hp 134. 1747.32 hp

## Trivia

Last updated: March 10, 2017, patch V7.5

• Aside from , who may obtain any amount of health due to the passive effect of his  ; the most health any champion can obtain is 11643.5762173088, being a level 18 , though with the , may have the most.
• Base stats: +2128.28 health
• Runes:
• 9 × (+9 × 9.72 health)
• 9 × (+9 × 9.72 health)
• 9 × (+9 × 0.5% maximum health)
• 3 × (+3 × 1.5% maximum health)
• Masteries:
• 1 point in (+5% bonus health)
• 5 points in (+50 health)
• Items:
• 5 × (+5 × 800 health)
• 1 × (+400 health, +15% bonus health)
• Buffs:
• on five large jungle monsters (+10% maximum health)
• with the maximum amount of ability power (+1524.16305 health)
• (+300 health)
• Relevant mathematics:
• AP:
• Items = + + = 779.55 AP
• 's AP = + ( + + ) × 0.03 = 154.55 AP
• Runes = + + + = 83.16 AP
• Mast. & buffs = + + = 105 AP
• AP multiplier = 1 + + +  = 1.91
• AP = (779.55 + 83.16 + 105) × 1.91 = 1848.3261 AP

• health:
• Base = 2128.28 health
• Items = + = 4400 health
• Runes = + = 174.96 health
• Mast. & buffs = + + = 1874.16305 health
• Total health percentage increase due to = 0.1
• Total health percentage increase due to = 0.05
• Total health percentage increase due to runes = + = 0.09
• Bonus health percentage increase due to = 0.15
• Applying the formula (see Recursion)
  Resultant health = [(a(1 + y) + b(1 + y + z)] (1 + x) / [1 - x(yz + y + z)]

• health = [2128.28 × (1 + 0.09) + (4400 + 174.96 + 1874.16305) × (1 + 0.09 + 0.15)] (1 + 0.1) / [1 - 0.1 × (0.09 × 0.15 + 0.09 + 0.15)] = 11643.5762173088 health

(Last updated 2016-05-25 on patch 6.10)

The most health any champion can obtain at level 1 with the  500 is 1038.286, again being .

• Base stats: +598 health
• Runes:
• 9 × (+9 × 3.47 health)
• 9 × (+9 × 8 health)
• 9 × (+9 × 2.67 health)
• 3 × (+3 × 26 health)
• Masteries:
• 5 points in (+45 health)
• Items:
• 1 × (+150 health)
• Buffs:
• on a golem jungle monster (+10% maximum health)
• Relevant mathematics:
• health:
• Base = 598 HP
• Items =  = 150 HP
• Runes =  +  +  +  = 205.26 HP
• Masteries =  = 45 HP
• health amplification = 100% +  = 1.1 = +10% bonus HP
• health = 598 + (150 + 205.26 + 45) × 1.1 = 1038.286 HP

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