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Health

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HealthBar

Each segment of the health bar represents at most 100 health.

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.

HealthBar2

The green health bar on top, and the blue mana bar at the bottom.

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 Gnar Gnar's 1645 health to Alistar Alistar's 2347.4 health. See here for the complete list.

Maximum health has a gold value of Gold 2.67 per point. Health regeneration has a gold value of Gold 36 per point. Health restored by potion has a gold value of Gold 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 Nasus Nasus' Fury of the Sands.png Fury of the Sands). 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

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.

  • Aatrox Aatrox's Blood Thirst.png Blood Thirst heals him every third basic attack against non-structures for 30 / 45 / 60 / 75 / 90 (+ 6.5% of his missing health).
  • Braum Braum's Winter's Bite.png Winter's Bite deals magic damage equal to 60 / 105 / 150 / 195 / 240 (+ 2.5% of maximum health).
  • Camille Camille's Adaptive Defenses.png Adaptive Defenses periodically enhances her basic attack to shield her from either exclusively physical or magic damage equal to 20% of her maximum health.
  • Cho'Gath Cho'Gath's Feast.png Feast deals true damage equal to 300 / 475 / 650 (+ 10% of his bonus health) (+ 50% AP).
  • Darius Darius' Decimate.png Decimate heals him for 12% of his missing health for every enemy champion hit by the Blade, up to 36% of his missing health.
  • Dr. Mundo Dr. Mundo's Adrenaline Rush.png Adrenaline Rush receives bonus health regeneration per second equal to 0.3% of his maximum health.
    • Dr. Mundo Dr. Mundo's Masochism.png Masochism increases his attack damage by 30 / 50 / 70 / 90 / 110, increased by 1% for every 1% of his missing health.
    • Dr. Mundo Dr. Mundo's Masochism.png Masochism next attack deals bonus physical damage equal to 3 / 3.5 / 4 / 4.5 / 5% of his health.
    • Dr. Mundo Dr. Mundo's Sadism.png Sadism heals 40 / 50 / 60% of his maximum health over 12 seconds.
  • Galio Galio's Shield of Durand.png Shield of Durand passively gains a shield that absorbs up to 8 - 23 (based on level)% of his maximum health magic damage, refreshing after not taking damage for 12 seconds.
  • Gangplank Gangplank's Remove Scurvy.png Remove Scurvy heals him for 50 / 75 / 100 / 125 / 150 (+ 15% of his missing health) (+ 90% AP).
  • Garen Garen's Perseverance.png Perseverance regenerates 0.4 / 0.8 / 2.0% of his maximum health per second if he has not been hit with an enemy ability or taken damage from any source (excluding minions) in the last 9 / 6 / 4 seconds.
  • Gragas Gragas' Happy Hour.png Happy Hour heals 6% of his maximum health instantly every time he uses an ability (8 second cooldown).
  • Gnar Gnar's Hop.png Hop deals physical damage equal to 20 / 60 / 100 / 140 / 180 (+ 6% of his maximum health).
  • Illaoi Illaoi's Tentacle Smash.png Tentacle Smash makes her Prophet of an Elder God.png tentacle heals her for 5% of her missing health if it hits at least one champion.
  • Jarvan IV Jarvan IV's Golden Aegis.png Golden Aegis 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.
  • Karma Karma's Renewal.png Renewal 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.
  • Kled Kled's Skaarl the Cowardly Lizard.png Skaarl the Cowardly Lizard makes 100% of his bonus health apply to Skaarl instead.
  • Lissandra Lissandra's Frozen Tomb.png Frozen Tomb heals her for 100 / 150 / 200 (+ 30% AP), increased by 1% for every 1% of her missing health.
  • Malphite Malphite's Granite Shield.png Granite Shield grants him a shield equal to 10% of his maximum health which recharges if he hasn't been damaged for 10 / 8 / 6 seconds.
  • Maokai Maokai's Sap Magic.png Sap Magic heals 5 / 6 / 7% of his maximum health when he attacks with 5 magical sap stacks.
  • Master Yi Master Yi's Meditate.png Meditate heals him for 30 / 50 / 70 / 90 / 110 (+ 25% AP), increased by 1% for every 1% of his missing health.
  • Mordekaiser Mordekaiser's Iron Man.png Iron Man shields him for up to 25% of his maximum health.
  • Nautilus Nautilus' Titan's Wrath.png Titan's Wrath grants him a shield that blocks for 65 / 70 / 75 / 80 / 85 (+ 9 / 11 / 13 / 15 / 17% of maximum health).
  • Nunu Nunu's Consume.png Consume on a large monster grants him 2% maximum health, stacking up to 5 times for a maximum of 10% maximum health.
  • Olaf Olaf's Berserker Rage.png Berserker Rage increases his attack speed by 1% for every 1% of his missing health.
    • Olaf Olaf's Vicious Strikes.png Vicious Strikes provides 0.5% enhanced healing from all sources for every 1% missing health.
  • Poppy Poppy's Iron Ambassador.png Iron Ambassador grants her a shield upon picking up the buckler that blocks for 15 / 17.5 / 20% of her maximum health.
  • Sejuani Sejuani's Flail of the Northern Winds.png Flail of the Northern Winds deals 40 / 70 / 100 / 130 / 160 (+ 4 / 6 / 8 / 10 / 12% of maximum health) (+ 60% AP) magic damage over 4 seconds.
  • Shen Shen's Ki Barrier.png Ki Barrier shields himself from 50 - 101 (based on level) (+ 14% bonus health) damage for 2.5 seconds after using an ability.
    • Shen Shen's Shadow Dash.png Shadow Dash deals physical damage equal to 50 / 75 / 100 / 125 / 150 (+ 12% bonus health).
  • Sion Sion's Soul Furnace.png Soul Furnace shields him for up to 30 / 55 / 80 / 105 / 130 (+ 6 / 7 / 8 / 9 / 10% of maximum health) (+ 40% AP) for up to 6 seconds.
  • Skarner Skarner's Crystalline Exoskeleton.png Crystalline Exoskeleton shields him for up to 10 / 11 / 12 / 13 / 14% of his maximum health (+ 80% AP) for 6 seconds.
  • Tahm Kench Tahm Kench's An Acquired Taste.png An Acquired Taste 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.
  • Taric Taric's Starlight's Touch.png Starlight's Touch restores 20 / 30 / 40 / 50 / 60 (+ 20% AP) (+ 1.5% bonus health) health per charge up to maximum of 3 charges per cast, to himself and all nearby allied champions.
    • Taric Taric's Bastion.png Bastion 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.
  • Tryndamere Tryndamere's Bloodlust.png Bloodlust 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).
  • Udyr Udyr's Turtle Stance.png Turtle Stance 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
  • Vladimir Vladimir's Crimson Pact.png Crimson Pact increases his ability power} by 2.5% of his bonus health.
    • Vladimir Vladimir's Sanguine Pool.png Sanguine Pool deals 80 / 135 / 190 / 245 / 300 (+ 10% of bonus health) magic damage over 2 seconds.
    • Vladimir Vladimir's Tides of Blood.png Tides of Blood 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.
  • Vi Vi's Blast Shield.png Blast Shield 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.
  • Volibear Volibear's Chosen of the Storm.png Chosen of the Storm heals 30% of his maximum health over 6 seconds if he gets under 30% health.
    • Volibear Volibear's Frenzy.png Frenzy deals 80 / 125 / 170 / 215 / 260 (+ 15% of bonus health) as physical damage.
  • Zac Zac's Cell Division.png Cell Division 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 Cell Division.png Bloblets that attempt to recombine. Each Cell Division.png Bloblet 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 Baron Nashor Baron.

  • Amumu Amumu's Despair.png Despair 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.
  • Brand Brand's Blaze.png Blaze 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.
  • Fiora Fiora's Duelist's Dance.png Duelist's Dance, against Vitals, deals 2% (+ 4.5% per 100 bonus AD) of target's maximum health bonus true damage.
  • Gnar Gnar's Hyper.png Hyper 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.
  • Gragas Gragas' Drunken Rage.png Drunken Rage deals 20 / 50 / 80 / 110 / 140 (+ 30% AP) (+ 8% of the target's maximum health) magic damage, capping at 300 against monsters.
  • Garen Garen's Demacian Justice.png Demacian Justice makes the enemy champion with the most recent kills the Villain. Garen's basic attacks and ticks of Judgment.png Judgment deal 1% target's maximum health as bonus true damage versus Villains.
  • Jayce Jayce's Thundering Blow.png Thundering Blow 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.
  • Kalista Kalista's Sentinel.png Sentinel 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.
  • Kindred Kindred's Mounting Dread.png Mounting Dread 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.
  • Kled Kled's Violent Tendencies.png Violent Tendencies 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.
    • Kled Kled's Chaaaaaaaarge!!!.png Chaaaaaaaarge!!! makes Kled Kled 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.
  • Kog'Maw Kog'Maw's Bio-Arcane Barrage.png Bio-Arcane Barrage 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.
    • Kog'Maw Kog'Maw's Living Artillery.png Living Artillery 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.
  • Malzahar Malzahar's Nether Grasp.png Nether Grasp 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.
  • Maokai Maokai's Twisted Advance.png Twisted Advance 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.
  • Mordekaiser Mordekaiser's Children of the Grave.png Children of the Grave 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.
  • Nasus Nasus' Fury of the Sands.png Fury of the Sands 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.
  • Pantheon Pantheon's Certain Death.png Certain Death causes his autoattacks and Spear Shot.png Spear Shot to automatically critically strike enemies below 15% health.
  • Poppy Poppy's Hammer Shock.png Hammer Shock 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.
  • Sejuani Sejuani's Flail of the Northern Winds.png Flail of the Northern Winds 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.
  • Shen Shen's Twilight Assault.png Twilight Assault 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.
  • Shyvana Shyvana's Flame Breath.png Flame Breath 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.
  • Singed Singed's Fling.png Fling 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.
  • Sion Sion's Glory in Death.png Glory in Death makes his auto attacks deal 10% of target's maximum health as physical damage, capping at 75 bonus physical damage against minions and monsters.
    • Sion Sion's Soul Furnace.png Soul Furnace 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.
  • Tahm Kench Tahm Kench's Regurgitate.png Regurgitate 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.
  • Trundle Trundle's Subjugate.png Subjugate 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.
  • Varus Varus' Blighted Quiver.png Blighted Quiver 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.
  • Vayne Vayne's Silver Bolts.png Silver Bolts 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.
  • Vi Vi's Denting Blows.png Denting Blows 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.
  • Warwick Warwick's Hungering Strike.png Hungering Strike deals 75 / 125 / 175 / 225 / 275 (+ 100% AP) magic damage or 8 / 10 / 12 / 14 / 16% of the target's maximum health (+ 100% AP) magic damage (whichever is higher).
  • Yorick Yorick's Eulogy of the Isles.png Eulogy of the Isles 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.
  • Zac Zac's Unstable Matter.png Unstable Matter 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.
  • Zed Zed's Contempt for the Weak.png Contempt for the Weak 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.

  • Dr. Mundo Dr. Mundo's Infected Cleaver.png Infected Cleaver 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.
  • Elise Elise's Neurotoxin.png Neurotoxin 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.
  • Evelynn Evelynn's Agony's Embrace.png Agony's Embrace impales all enemy champions in the targeted area, dealing 15 / 20 / 25% (+ 1% per 100 AP) of enemies' current health magic damage.
  • Jarvan IV Jarvan IV's Martial Cadence.png Martial Cadence causes his first attack on a target to deal 10% of their current health bonus physical damage, capping at 400.
  • Kindred Kindred's Mark of the Kindred.png Mark of the Kindred 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.
  • Xin Zhao Xin Zhao's Crescent Sweep.png Crescent Sweep 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.
  • Yorick Yorick's Mourning Mist.png Mourning Mist 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.

  • Ekko Ekko's Parallel Convergence.png Parallel Convergence 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.
  • Elise Elise's Venomous Bite.png Venomous Bite 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.
  • Garen Garen's Demacian Justice.png Demacian Justice deals to an enemy champion 175 / 350 / 525 (+ 28.57 / 33.33 / 40% of the target's missing health) magic damage.
  • Jhin Jhin's Whisper.png Whisper deals 15 / 20 / 25% of target's missing health bonus physical damage each 4 shots.
    • Jhin Jhin's Curtain Call.png Curtain Call deals 50 / 125 / 200 (+ 25% AD) physical damage, increased by 2% for every 1% of the target's missing health.
  • Jinx Jinx's Super Mega Death Rocket!.png Super Mega Death Rocket! 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.
  • Lee Sin Lee Sin's Resonating Strike.png Resonating Strike deals 50 / 80 / 110 / 140 / 170 (+ 90% bonus AD) (+ 8% of target's missing health) physical damage, capping at 400 against minions and monsters.
  • Morgana Morgana's Tormented Soil.png Tormented Soil 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.
  • Nidalee Nidalee's Takedown.png Takedown 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.
  • Riven Riven's Wind Slash.png Wind Slash 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.
  • Volibear Volibear's Frenzy.png Frenzy 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.

  • Lee Sin Lee Sin's Dragon's Rage.png Dragon's Rage 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.
  • Mordekaiser Mordekaiser's Children of the Grave.png Children of the Grave grants Mordekaiser 25% of target's bonus health while the ghost is active.

Items

  • Face of the Mountain item.png Face of the Mountain: 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).
  • Liandry's Torment item.png Liandry's Torment: 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.
  • Sterak's Gage item.png Sterak's Gage: Passive: Unique – Lifeline: Grants Sterak's Fury upon taking 400 - 1800 (based on level) damage within 5 seconds (60 second cooldown). Passive: Unique – Sterak's Fury: Grants increased size, +30% additional base attack damage and a rapidly decaying shield based of 75% bonus health for 8 seconds.
  • Warmog's Armor item.png Warmog's Armor: 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).
  • Zz'Rot Portal item.png Zz'Rot Portal: Active: Unique: Spawns a Void Gate at target location for 120 seconds. Every 4 seconds the gate makes a Voidspawn Voidspawn that travels down the nearest lane and decays over time. Voidspawn explodes when attacking structures. Voidspawn Voidspawn ignore champions and void targets. The first and every fourth voidspawn gain 15% of your maximum health as damage (120 second cooldown).

Masteries

  • Courage of the Colossus mastery 2017.png Courage of the Colossus: 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)
  • Greenfather's Gift mastery 2017.png Greenfather's Gift: Stepping into brush causes your next attack or damaging ability to deal (3% of target's current health) bonus magic damage. (9 second cooldown)
  • Stoneborn Pact mastery 2017.png Stoneborn Pact: 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
Abyssal Scepter item.png Abyssal Scepter2800 Gold 300Common
Adaptive Helm item.png Adaptive Helm2800 Gold 300Common
Bami's Cinder item.png Bami's Cinder1100 Gold 280Common
Catalyst of Aeons item.png Catalyst of Aeons1100 Gold 225Common
Juggernaut item.png Cinderhulk1625 Gold 400Classic
Crystalline Bracer item.png Crystalline Bracer650 Gold 200Common
Dead Man's Plate item.png Dead Man's Plate2900 Gold 425Common
Doran's Blade item.png Doran's Blade450 Gold 80Classic
Doran's Ring item.png Doran's Ring400 Gold 60Classic
Doran's Shield item.png Doran's Shield400 Gold 80Common
Guardian's Hammer item.png Guardian's Hammer950 Gold 150Howling Abyss
Eye of the Equinox item.png Eye of the Equinox2300 Gold 500Summoner's Rift
Eye of the Oasis item.png Eye of the Oasis1925 Gold 200Summoner's Rift
Eye of the Watchers item.png Eye of the Watchers2200 Gold 200Summoner's Rift
Face of the Mountain item.png Face of the Mountain2200 Gold 450Classic
Frozen Mallet item.png Frozen Mallet3100 Gold 700Common
Giant's Belt item.png Giant's Belt1000 Gold 380Common
Guardian's Horn item.png Guardian's Horn950 Gold 150Howling Abyss
Haunting Guise item.png Haunting Guise1500 Gold 200Common
Hextech GLP-800 item.png Hextech GLP-8003000 Gold 300Common
Hextech Protobelt-01 item.png Hextech Protobelt-012500 Gold 300Common
Jaurim's Fist item.png Jaurim's Fist1200 Gold 150Common
Kindlegem item.png Kindlegem800 Gold 200Common
Knight's Vow item.png Knight's Vow2300 Gold 400Common
Liandry's Torment item.png Liandry's Torment3100 Gold 300Common
Lord Van Damm's Pillager item.png Lord Van Damm's Pillager3000 Gold 300Twisted Treeline
Ohmwrecker item.png Ohmwrecker2650 Gold 300Summoner's Rift
Orb of Winter item.png Guardian's Orb950 Gold 150Howling Abyss
Phage item.png Phage1250 Gold 200Common
Randuin's Omen item.png Randuin's Omen2900 Gold 350Common
Redemption item.png Redemption2100 Gold 300Summoner's Rift, Howling Abyss
Relic Shield item.png Relic Shield350 Gold 75Classic
Righteous Glory item.png Righteous Glory2500 Gold 500Common
Rod of Ages item.png Rod of Ages2700 Gold 300Common
Rod of Ages (Crystal Scar) item.png Rod of Ages (Quick Charge)2600 Gold 300Crystal Scar
Ruby Crystal item.png Ruby Crystal400 Gold 150Common
Ruby Sightstone item.png Ruby Sightstone1600 Gold 500Summoner's Rift
Rylai's Crystal Scepter item.png Rylai's Crystal Scepter2600 Gold 300Common
Sightstone item.png Sightstone800 Gold 150Summoner's Rift
Spectre's Cowl item.png Spectre's Cowl1200 Gold 250Common
Spirit Visage item.png Spirit Visage2800 Gold 450Common
Sterak's Gage item.png Sterak's Gage2600 Gold 400Common
Sunfire Cape item.png Sunfire Cape2900 Gold 425Common
Targon's Brace item.png Targon's Brace850 Gold 175Classic
The Black Cleaver item.png The Black Cleaver3000 Gold 400Common
Titanic Hydra item.png Titanic Hydra3500 Gold 450Common
Trinity Force item.png Trinity Force3733 Gold 250Common
Warmog's Armor item.png Warmog's Armor2850 Gold 800Common
  • Gargoyle Stoneplate item.png Gargoyle Stoneplate: Active: Unique – Metallicize: Increases maximum health by 40% and increases champion size, but reduces the damage you deal by 60% for 4 seconds. If Stone Skin is active, instead increases maximum health by 100% (90 second cooldown).

Champion abilities

Note: Only the additional health effect of these abilities is shown here, to read more information on each of these abilities, follow the link on each of them.

  • Cho'Gath Cho'Gath's Feast.png Feast 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.
  • Gnar Gnar's Rage Gene.png Rage Gene increases his maximum health by 30 + (40 × Gnar's level) when he transforms into Mega Gnar for 15 seconds.
  • Kled Kled's Violent Tendencies.png Violent Tendencies increases his maximum health by 400 - 1420 (based on level) + (100% bonus health).
  • Lulu Lulu's Wild Growth.png Wild Growth increases the maximum health of the targeted ally by 300 / 450 / 600 (+ 50% AP) for 7 seconds.
  • Nasus Nasus' Fury of the Sands.png Fury of the Sands increases his maximum health by 300 / 450 / 600 for 15 seconds.
  • Nunu Nunu's Consume.png Consume 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)
  • Renekton Renekton's Dominus.png Dominus increases his maximum health by 250 / 500 / 750 for 15 seconds.
  • Shyvana Shyvana's Dragon's Descent.png Dragon's Descent increases her maximum health by 150 / 250 / 350.
  • Singed Singed's Empowered Bulwark.png Empowered Bulwark increases his maximum health by 25% of his maximum mana.
  • Sion Sion's Soul Furnace.png Soul Furnace 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.
  • Vladimir Vladimir's Crimson Pact.png Crimson Pact increases his bonus health by 140% of his ability power.

Masteries

  • Stoneborn Pact mastery 2017.png Stoneborn Pact: 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).
  • Veteran's Scars mastery 2016.png Veteran's Scars: Grants 10 / 20 / 30 / 40 / 50 health.

Runes

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

List of champions' health

The Highest and Lowest Health Champions (Base Health)
Champion Level Top 5 champions Bottom 5 champions
Level 1 1. Tryndamere Tryndamere 625.64 hp 136. Kled Kled (unmounted) 340 hp
3. Garen Garen 616.28 hp 135. Anivia Anivia 467.6 hp
3. Trundle Trundle
3. Zac Zac 615 hp 134. Heimerdinger Heimerdinger 476 hp
4. Alistar Alistar 613.36 hp 133. Lux Lux 477.72 hp
5. Amumu Amumu 613.12 hp 132. Sona Sona 482.36 hp
Level 18 1. Alistar Alistar 2415.36 hp 136. Kled Kled (unmounted) 1530 hp
2. Tryndamere Tryndamere 2291.64 hp 135. Gnar Gnar 1645 hp
3. Darius Darius 2282.24 hp 134. Anivia Anivia 1657.6 hp
4. Udyr Udyr 2276.32 hp 133. Zilean Zilean 1706.28 hp
5. Galio Galio 2250 hp 132. Nami Nami 1747.32 hp

Trivia

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

  • Aside from Sion Sion, who may obtain any amount of health due to the passive effect of his Soul Furnace.png Soul Furnace ; the most health any champion can obtain is 11643.5762173088, being a level 18 Nunu Nunu, though with the Elder Dragon Elder Dragon, Mordekaiser Mordekaiser may have the most.


  Resultant health = [(a(1 + y) + b(1 + y + z)] (1 + x) / [1 - x(yz + y + z)]
  • Nunu Nunu's 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 Gold 500 is 1038.286, again being Nunu Nunu.