League of Legends Wiki

Want to contribute to this wiki?
Sign up for an account, and get started!
You can even turn off ads in your preferences.

Come join the LoL Wiki community Discord server!

READ MORE

League of Legends Wiki
Advertisement
HealthBar

Each health bar represents at most 100 health.

Health (commonly known as HP, an abbreviation for Health/Hit Points) is 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 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's Gnar's 1650 health to Alistar's Alistar's 2347 health. See here for the complete list.

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

Effective Health

Effective health is considered as the amount of health that a champion has plus 1% per unit of defense as extra health due to damage reduction. In other words, effective health is the amount of damage the enemy needs to kill the champion.

For example, a champion with 1000 HP and 0 armor and an enemy with auto-attacks that deals 100 damage, then the champion needs to deal 1000 damage before reduction to kill the target. If the champion has 100 armor, the champion prevents 50% of the damage so the enemy deals 50 damage with each auto-attack. Therefore, as each auto-attack deals half damage and the enemy needs to execute double the amount of auto-attacks to deal 1000 damage. So the enemy instead of dealing 1000 damage before reduction to kill the target, the champion has to deal 2000 damage before reduction to kill the target.

There is effective health for physical damage and for magical damage.

In short the formula is:

  • Physical Effective Health = Max Health  × (100 + Armor) / (100  × Total Damage Modifier)
  • Magical Effective Health = Max Health  × (100 + Magic Resist) / (100  × Total Damage Modifier)

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 could involve total or extra health. By building health items you can receive more benefit and power from these abilities in most situations.

  • Braum's Braum's Winter's Bite Winter's Bite deals additional magic damage equal to 2.5% of his maximum health.
  • Dr Dr. Mundo's Adrenaline Rush Adrenaline Rush receives bonus health regeneration per second equal to 0.3% of his maximum health.
  • Garen's Garen's Perseverance Perseverance regenerates 0.4 / 0.8 / 2% of his maximum health per second if he hasn't been damaged by a Monster, Champion or Tower for 9 seconds.
  • Gragas' Gragas' Happy Hour Happy Hour heals 4% of his maximum health instantly every time he uses an ability with a cooldown of 8 seconds.
  • Karma's Karma's Renewal 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) if the tether persists for the whole duration.
  • Malphite's Malphite's Granite Shield 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's Maokai's Sap Magic Sap Magic heals 7% of his maximum health when he attacks with 5 magical sap stacks.
  • Nautilus' Nautilus' Titan's Wrath Titan's Wrath grants him a shield that blocks for a flat amount plus 15% of his bonus health.
  • Nunu's Nunu's Consume Consume increases his maximum health by 10% for 120 / 150 / 180 / 210 / 240 seconds if he consumes a golem golem, and causes his attacks and spells to deal 1% of his maximum health in magic damage if he consumes a lizard lizard for the same duration.
  • Olaf's Olaf's Berserker Rage Berserker Rage increases his attack speed by 1% for every 1% of his missing health.
  • Sejuani's Sejuani's Flail of the Northern Winds Flail of the Northern Winds deals a base amount plus (+ 1 as magic damage per second.
  • Shen's Shen's Ki Strike Ki Strike does 10% of his bonus health in additional magic damage.
    • Shen's Shen's Vorpal Blade Vorpal Blade heals allied champions that damage a life-tapped enemy by a flat amount plus 1.5% of his maximum health over 3 seconds.
  • Sion's Sion's Soul Furnace Soul Furnace shield strength equals 10% of his maximum health plus an amount.
  • Taric's Taric's Imbue Imbue heals a target allied champion for a base amount plus (+ 30% AP) plus 5% of his bonus health, or a base amount plus (+ 42% AP) plus 7% of his bonus health if he targets himself.
  • Tryndamere's Tryndamere's Bloodlust Bloodlust increases his attack damage by 1% of his missing health.
  • Vladimir's Vladimir's Crimson Pact Crimson Pact increases his ability power by 1 for every 40 bonus health points.
  • Vi's Vi's Blast Shield Blast Shield gives her a shield equal to 10% of her maximum health when she hits an enemy with one of her activated abilities.
  • Volibear's Volibear's Chosen of the Storm Chosen of the Storm heals 30% of his maximum health over 6 seconds if he gets under 30% health.
  • Volibear's Volibear's Frenzy Frenzy deals a base amount plus 15% of his bonus health as physical damage.
  • Zac's Zac's Cell Division 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 chunks that attempt to recombine. Each chunk 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. Typically, the more maximum health the target has, the more damage these abilities will deal. Therefore, they are more powerful against high-health targets, but their effect against low-health targets should not be ignored. Also note this type of extra damage is always capped against minions and monsters to prevent players dealing massive damage to high health pool monsters like Baron.

  • Amumu's Amumu's Despair Despair harms nearby enemies for a flat magical damage plus 1 / 1.5 / 2 / 2.5 / 3% (+1% per 100 AP) of their maximum health per second.
  • Brand's Brand's Blaze Blaze causes his spells to debuffs the target, dealing 2% of their maximum health each second as magic damage for 4 seconds.
  • Gnar's Gnar's Hyper Hyper deals 25 / 30 / 35 / 40 / 45 (+100% AP) plus 6 / 8 / 10 / 12 / 14 % of target's max. health as magic damage each 3 hits or spells.
  • Gragas' Gragas' Drunken Rage Drunken Rage does 8 / 9 / 10 / 11 / 12% of target's maximum health.
  • Jayce's Jayce's Thundering Blow Thundering Blow does 8 / 11 / 14 / 17 / 20% of the target's maximum health as bonus magic damage.
  • Kalista's Kalista's Sentinel Sentinel causes  12 / 14 / 16 / 18 / 20% of target's maximum health as magic damage.
  • Kog'Maw's Kog'Maw's Bio-Arcane Barrage Bio-Arcane Barrage gives him a temporary buff to his autoattacks dealing 2 / 3 / 4 / 5 / 6% (+1% per 100 AP) of the target's maximum health as bonus magic damage.
  • Malzahar's Malzahar's Null Zone Null Zone harms enemies within an area for 4 / 5 / 6 / 7 / 8% (+1% per 100 AP) of their maximum health per second.
  • Maokai's Maokai's Twisted Advance Twisted Advance transforms him into a cloud of arcane energy that quickly travels to a target enemy, deals 9 / 10 / 11 / 12 / 13% (+3% per 100 AP) of target's maximum health as magic damage and roots it.
  • Mordekaiser's Mordekaiser's Children of the Grave Children of the Grave deals 24 / 29 / 34% (+4% per 100 AP) of the target's maximum health in magic damage to the target, dealing half the damage initially and the other half over 10 seconds.
  • Nasus' Nasus' Fury of the Sands Fury of the Sands empowers him for 15 seconds, dealing magic damage equal to 3 / 4 / 5% (+1% per 100 AP) of nearby enemies maximum health per second for the duration.
  • Poppy's Poppy's Devastating Blow Devastating Blow deals a flat amount plus 8% of her target's maximum health as magic damage. (the bonus damage is capped)
  • Sejuani's Sejuani's Flail of the Northern Winds Flail of the Northern Winds deals magic damage equal to a flat amount plus 4 / 6 / 8 / 10 / 12% (+3% per 100 AP) of the target's maximum health.
  • Shyvana's Shyvana's Flame Breath Flame Breath hit enemies and marks then. Shyvana basic attacks against marked enemies deal bonus magic damage equal to 2% of their maximum health.
  • Sion's Sion's Glory in Death Glory in Death makes his auto attacks deal 10% of target's maximum health as physical damage.
  • Sion's Sion's Soul Furnace Soul Furnace deals 10/11/12/13/14% of target's maximum health as magic damage.
  • Trundle's Trundle's Subjugate Subjugate drains 20 / 24 / 28% (+2% per 100 AP) of the enemy champion's health, dealing half the damage immediately the other half over 4 seconds.
  • Varus' Varus' Blighted Quiver Blighted Quiver adds marks through auto attacks which can be detonated via any of his other spells for magic damage equal to 2 / 2.75 / 3.5 / 4.25 / 5% (+2% per 100 AP) of the affected target's maximum health per mark. Maximum 3 marks for 6 / 8.25 / 10.5 / 12.75 / 15% (+6% per 100 AP) damage.
  • Vayne's Vayne's Silver Bolts Silver Bolts adds marks after each spell or auto attack on her target. After 3 of these marks, the affected target takes a flat amount plus 4 / 5 / 6 / 7 / 8% of the target's maximum health as true damage.
  • Vi's Vi's Denting Blows Denting Blows deals additional physical damage equal to 4 / 5.5 / 7 / 8.5 / 10% (+1% per 35 bonus AD) of the target's maximum health on every 3rd attack on the same target.
  • Warwick's Warwick's Hungering Strike Hungering Strike deals flat magic damage or 8 / 10 / 12 / 14 / 16% of the enemy's maximum health (whichever is higher).
  • Zac's Zac's Unstable Matter Unstable Matter deals magic damage equal to a base amount plus 4 / 5 / 6 / 7 / 8% (+ 2% per 100 AP) of their maximum health to all nearby enemies.
  • Zed's Zed's Contempt for the Weak Contempt for the Weak causes his basic attack to deal an additional 6 / 8 / 10% of the target's maximum health as magic damage whenever the enemy 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 Dr. Mundo's Infected Cleaver Infected Cleaver deals either a flat amount of magic damage or 15 / 18 / 21 / 23 / 25% of the target's current health as magic damage (whichever is higher).
  • Elise's Elise's Neurotoxin Neurotoxin Deals magic damage equal to a base amount plus 8% (+3% per 100 AP) of the target's current health.
  • Evelynn's Evelynn's Agony's Embrace Agony's Embrace impales all enemy champions in the targeted area, dealing 15 / 20 / 25% (+1% per 100 AP) of their current health as magic damage
  • Jarvan IV's Jarvan IV's Martial Cadence Martial Cadence gives his first attack on a target bonus physical damage equal to Error: Parameter '3' is not accepted.% of the target's current health. However, the bonus capped at 400 physical damage.
  • Xin Zhao's Xin Zhao's Crescent Sweep Crescent Sweep deals a base amount plus 15% of the target's current health as physical damage to all nearby enemies.

Missing health

These abilities grant extra damage based on the target's missing health. The less current health 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.

Items

  • Blade of the Ruined King Blade of the Ruined King makes autoattacks deal 8% of the target's current health in physical damage (60 max vs minions and monsters).
  • Face of the Mountain Face of the Mountain Passive: killing a minion heals the nearest allied champion for 50 (+1% of your maximum health) of your maximum health. (Recharges every 30 seconds, up to a maximum of 4 charges) Active: consumes 20% of your current Health to shield target ally for 10% of your maximum Health for 4 seconds. After 4 seconds, an explosion originates from the target dealing 10% of your maximum health as magic damage in an area. The shield does not need to persist for the explosion to occur. (60 second cooldown)
  • Liandry's Torment Liandry's Torment dealing spell damage burns for an additional 2% of the target's current health in magic damage over 3 seconds. If their movement is impaired, they take double damage from this effect. 100 max damage per second vs monsters.
  • Mikael's Crucible Mikael's Crucible heals a target for 150 + 10% of their maximum health. (180 second cooldown)
  • Warmog's Armor Warmog's Armor restores 1% of your maximum health every 5 seconds.

Ways to restore health

A champion's health can be restored in several ways:

Increasing health

Items

  • Template:Ile
  • Template:Ile
  • Template:Ile
  • Template:Ile
  • Template:Ile
  • Template:Ile
  • Template:Ile
  • Template:Ile
  • Template:Ile
  • Template:Ile
  • Template:Ile
  • Template:Ile
  • Template:Ile
  • Template:Ile
  • Template:Ile
  • Template:Ile
  • Template:Ile
  • Template:Ile
  • Template:Ile
  • Template:Ile
  • Template:Ile
  • Template:Ile

Variable Availability

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's Cho'Gath's Feast Feast increases his maximum health by 90 / 120 / 150 when it kills a unit. This buff stacks up to 6 times. Cho'Gath loses half his current stacks (rounded up) upon death.
  • Gnar's Gnar's Rage Gene Rage Gene increases his maximum health by 30 + (40 × Gnar's level) when he transforms into Mega Gnar for 15 seconds.
  • Lulu's Lulu's Wild Growth 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 Fury of the Sands increases his maximum health by 300 / 450 / 600 for 15 seconds.
  • Nunu's Nunu's Consume Consume increases his maximum health by 10% for 120 / 150 / 180 / 210 / 240 seconds if he consumes a golem golem.
  • Renekton's Renekton's Dominus Dominus increases his maximum health by 200 / 400 / 800 for 15 seconds.
  • Singed's Singed's Empowered Bulwark Empowered Bulwark increases his maximum health by 25% of his maximum mana.
  • Sion's Sion's Soul Furnace Soul Furnace permanently increases his maximum health by 2 whenever he kills a unit. This value is increased to 8 for large minions, large monsters, champion kills, and champion assists.
  • Vladimir's Vladimir's Crimson Pact Crimson Pact increases his maximum health by 140% of his ability power.

Masteries

  • Juggernaut mastery 2014 Juggernaut increases your champion's maximum health by 3%.
  • Veteran's Scars mastery 2014 Veteran's Scars increases your champion's health by 12 / 24 / 36.

Runes

Name Type Tier 1 (Lesser) Tier 2 (Normal) Tier 3 (Greater)
Health Mark

Marks (2)

1.93

30 IP Influence Point

2.7

165 IP Influence Point

3.47

410 IP Influence Point

Seal

GSeals (3)

2.97

60 IP Influence Point

4.16

330 IP Influence Point

5.35

820 IP Influence Point

Glyph

Glyphs (3)

1.49

30 IP Influence Point

2.08

165 IP Influence Point

2.67

410 IP Influence Point

Quintessence

Quintessences (3)

14.5

165 IP Influence Point

20

820 IP Influence Point

26

2050 IP Influence Point

Health, scaling Mark

Marks (4)

0.30 per level (5.40)

65 IP Influence Point

0.42 per level (7.56)

330 IP Influence Point

0.54 per level (9.72)

820 IP Influence Point

Seal

GSeals (2)

0.60 per level (10.80)

30 IP Influence Point

0.84 per level (15.12)

165 IP Influence Point

1.08 per level (19.44)

410 IP Influence Point

Glyph

Glyphs (4)

0.30 per level (5.40)

65 IP Influence Point

0.42 per level (7.56)

330 IP Influence Point

0.54 per level (9.72)

820 IP Influence Point

Quintessence

Quintessences (4)

1.5 per level (27)

165 IP Influence Point

2.1 per level (37.8)

820 IP Influence Point

2.7 per level (48.6)

2050 IP Influence Point

Health, percent Mark
Seal

GSeals (2)

0.28%

65 IP Influence Point

0.39%

330 IP Influence Point

0.5%

820 IP Influence Point

Glyph
Quintessence

Quintessences (2)

0.84%

165 IP Influence Point

1.17%

820 IP Influence Point

1.5%

2050 IP Influence Point

List of champions' health

The Highest and Lowest Health Champions (Base Health)
Champion Level Top 5 Champions Bottom 5 Champions
Level 1 1. Gangplank Gangplank (632 hp) 1. Anivia Anivia (468 hp)
2. Tryndamere Tryndamere (626 hp) 2. Heimerdinger Heimerdinger (476 hp)
3. Taric Taric (619 hp) 3. Lux Lux (478 hp)
4. Garen Garen (616 hp) 4. Zyra Zyra (479 hp)
5. Trundle Trundle (616 hp) 5. Sona Sona (482 hp)
Level 18 1. Alistar Alistar (2347 hp) 1. Gnar Gnar (1645 hp)
2. Tryndamere Tryndamere (2292 hp) 2. Anivia Anivia (1658 hp)
3. Udyr Udyr (2276 hp) 3. Zilean Zilean (1706 hp)
4. Warwick Warwick (2259 hp) 4. Zyra Zyra (1737 hp)
5. Garen Garen (2248 hp) 5. Nami Nami (1747 hp)

Trivia

[Last updated 28/1/2015 on patch 5.1]

Aside from Sion Sion, who may obtain any amount of health due to the passive effect of his Soul Furnace Soul Furnace, the most health any champion can obtain is 10889.28, being a level 18 Nunu Nunu with:

The most health any champion can obtain at level 1 with the 475 starting gold is 1020, again being Nunu Nunu with all tier 3 flat health runes, Veteran's Scars mastery 2014 Veteran's Scars and Juggernaut mastery 2014 Juggernaut, a Ruby Crystal Ruby Crystal and using Consume Consume on a golem jungle creep.


Advertisement