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.
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 here for the complete list.
1645 health to 2347.4 health. SeeMaximum health has a gold value of 2.67 per point. Health regen has a gold value of 36 per point. Health restored by potion has a gold value of 0.233 per point.
Effective Health
Effective health is a measure of the durability of a champion, taking into account their health as well as their armor and magic resist. It is defined as health plus 1% of health for every point of armor (or magic resistance). The formula is as follows:
- Physical effective health = Health × (1 + Armor / 100)
- Magical effective health = Health × (1 + MR / 100)
Physical and magical effective health are effective against physical and magical 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.
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
- Main article: Manaless
A few champions also use their own health to cast abilities instead of mana:
Other champions' abilities
- (+12% AD) health per use. costs 21 / 34.5 / 48 / 61.5 / 75
- 10% of her maximum health and 20 / 25 / 30 / 35 / 40 mana per use. costs
Health as scaling
Personal health
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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.
- (2.5% of maximum health). deals magic damage equal to 60 / 105 / 150 / 195 / 240 +
- 15% of his missing health for every enemy champion hit by the Blade, up to 30% of his missing health. heals him for
- 0.3% of his maximum health.
- 40 / 50 / 60% of his maximum health over 12 seconds. heals
receives bonus health regeneration per second equal to - (15% of his missing health) + (90% AP). heals him for 50 / 75 / 100 / 125 / 150 +
- Error: Parameter '3' is not accepted.% 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 Error: Parameter '3' is not accepted. seconds. regenerates
- 4% of his maximum health instantly every time he uses an ability with a cooldown of 8 seconds. heals
- 6% of his maximum health deals physical damage equal to 20/60100/140/180 +
- 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. heals herself for
- (30% AP), increased by 1% for every 1% of her missing health. heals her for 100 / 150 / 200 +
- 10% of his maximum health which recharges if he hasn't been damaged for Error: Parameter '3' is not accepted. seconds. grants him a shield equal to
- Error: Parameter '3' is not accepted.% of his maximum health when he attacks with 5 magical sap stacks. heals
- 25% of his maximum health.
- 15% of Mordekaiser's maximum health. victim gains
shields him for up to - (9 / 11 / 13 / 15 / 17% of maximum health). grants him a shield that blocks for 65 / 70 / 75 / 80 / 85 +
- maximum health by 10% for 120 / 150 / 180 / 210 / 240 seconds if he consumes a . increases his
- attack speed by 1% for every 1% of his missing health.
- 1% missing health. provides 0.5% enhanced healing from all sources for every
increases his - (4 / 6 / 8 / 10 / 12% of maximum health) + (60% AP) over 4 seconds. deals 40 / 70 / 100 / 130 / 160 +
- (10% of bonus health) as bonus magic damage with a 9 second cooldown.
- (1.5% of maximum health) over 3 seconds. heals allied champions that damage a life-tapped enemy by 6 / 10 / 14 / 18 / 22 +
makes his autoattacks deals 4 + (4 × level) + - (6 / 7 / 8 / 9 / 10% of maximum health) + (40% AP) for up to 6 seconds. shields him for up to 30 / 55 / 80 / 105 / 130 +
- 10 / 11 / 12 / 13 / 14% of his maximum health + (80% AP) for 6 seconds. shields him for up to
- (30% AP) + (5% of bonus health), or 84 / 140 / 196 / 252 / 308 + (42% AP) + (7% of bonus health) if he targets himself. heals a target allied champion for 60 / 100 / 140 / 180 / 220 +
- 1% of missing health. increases his attack damage by 5 / 10 / 15 / 20 / 25 + 0.15 / 0.2 / 0.25 / 0.3 / 0.35 per
- 2.5% of his bonus health.
- (15% of bonus health) over 2 seconds. deals 80 / 135 / 190 / 245 / 300 +
increases his ability power equal to - 10% of her maximum health when she hits an enemy with one of her activated abilities with a cooldown of Error: Parameter '3' is not accepted. seconds. gives her a shield equal to
- 30% of his maximum health over 6 seconds if he gets under 30% health.
- (15% of bonus health) as physical damage. deals 80 / 125 / 170 / 215 / 260 +
heals - 4% of his maximum health. Upon taking fatal damage, Zac splits into 4 Bloblets that attempt to recombine. Each Bloblets has 12% of Zac's maximum health. sheds a chunk of himself each time he hits an enemy with an ability that can be reabsorbed to restore
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 .
- (1 / 1.5 / 2 / 2.5 / 3% (+ 1% per 100 AP) of their maximum health) magic damage per second. harms nearby enemies for 8 / 12 / 16 / 20 / 24 +
- 2% of their maximum health each second as magic damage for 4 seconds, capping at 80 against monsters. causes his spells to debuffs the target, dealing
- 3% (+2.8% – 4.5% per 100 bonus AD) of target's maximum health bonus true damage. , against Vitals, deals
- (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 10 / 20 / 30 / 40 / 50 +
- (30% AP) + (8 / 9 / 10 / 11 / 12% of the target's maximum health) magic damage, capping at 300 against monsters. deals 20 / 50 / 110 / 140 +
- 1% target's maximum health as bonus true damage versus Villains. makes the enemy champion with the most recent kills the Villain. Garen's basic attacks and ticks of deal
- (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
- 12 / 14 / 16 / 18 / 20% of the target's maximum health as magic damage, capping at 75 / 125 / 150 / 175 / 200 against monsters. deals
- 2 / 3 / 4 / 5 / 6% (+ 1% per 100 AP) of the target's maximum health as bonus magic damage, capping at 100 against minions and monsters. gives him a temporary buff to his autoattacks dealing
- 4 / 5 / 6 / 7 / 8% (+ 1% per 100 AP) of their maximum health as magic damage per second, capping at 120 against minions and monsters. harms enemies within an area for
- 9 / 10 / 11 / 12 / 13% (+ 3% per 100 AP) of target's maximum health magic damage, capping at 300 against minions and monsters. transforms him into a cloud of arcane energy that quickly travels to a target enemy, dealing
- 25 / 30 / 35% (+ 4% per 100 AP) of the target's maximum health as magic damage to the target, dealing half the damage initially and the other half over 10 seconds. deals to an enemy champion
- 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. empowers him for 15 seconds, dealing
- (8% of target's maximum health) bonus magic damage on her next basic attack, capping at 75 / 150 / 225 / 300 / 375 + (100% AD) + (60% AP) bonus magic damage. deals 20 / 40 / 60 / 80 / 100 +
- 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. deals
- 2.5% of their maximum health bonus magic damage, capping at 100 against monsters. hit enemies and marks then. Shyvana's basic attacks against marked enemies deal
- 10% of target's maximum health as physical damage, capping at 75 bonus physical damage against minions and monsters.
- (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 40 / 65 / 90 / 115 / 140 +
makes his auto attacks deal - 10 / 13.75 / 17.5% (+ 1% per 100 AP) of the target's maximum health magic damage, and the same amount over 4 seconds. drains instantly to an enemy champion
- 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 through auto attacks which can be detonated via any of his other spells for
- (4 / 5 / 6 / 7 / 8% of the target's maximum health) true damage, capping at 200 against monsters. adds marks after each spell or auto attack on her target. After 3 of these marks, the affected target will suffer 20 / 30 / 40 / 50 / 60 +
- 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
- (100% AP) magic damage or 8 / 10 / 12 / 14 / 16% of the target's maximum health + (100% AP) (whichever is higher). deals 75 / 125 / 175 / 225 / 275 +
- (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. deals 40 / 55 / 70 / 85 / 100 +
- Error: Parameter '3' is not accepted.% of the target's maximum health bonus magic damage whenever the target is below 50% health. causes his basic attack to deal
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.
- 15 / 18 / 21 / 23 / 25% of the target's current health magic damage (whichever is higher), capping at 300 / 400 / 500 / 600 / 700 against minions and monsters. deals 80 / 130 / 180 / 230 / 280 magic damage or
- 4% (+ 3% per 100 AP) of the target's current health. The percent health is capped at 75 / 100 / 125 / 150 / 175 against monsters. deals 40 / 75 / 110 / 145 / 180 +
- 15 / 20 / 25% (+ 1% per 100 AP) of enemies' current health magic damage. impales all enemy champions in the targeted area, dealing
- 10% of their current health bonus physical damage, capping at 400. causes his first attack on a target to deal
- (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 75 / 175 / 275 +
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.
- 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. passively makes Ekko's basic attacks deal
- 8% (+ 3% per 100 AP) of the target's missing health. The percent health is capped at 75 / 100 / 125 / 150 / 175 against monsters. deals 60 / 100 / 140 / 180 / 220 +
- (45% AP) + (4 / 5 / 6 / 7 / 8% of the target's missing health) magic damage on-hit over 3 seconds. passively makes Fizz's basic attacks deal 20 / 30 / 40 / 50 / 60 +
- (28.57 / 33.33 / 40% of the target's missing health) magic damage. deals to a enemy champion 175 / 350 / 525 +
- between 25 / 35 / 45 + (10% bonus AD) + (25 / 30 / 35% of the target missing health) and 250 / 350 / 450 + (100% 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
- (90% bonus AD) + (8% of target's missing health) physical damage, capping at 400 against minions and monsters. deals 50 / 80 / 110 / 140 / 170 +
- 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). deals 1.5% increased damage for every
- 1% of the target's missing health, capping at 100% increased damage. Going from 100 / 150 / 200 + (50% bonus AD) to 200 / 300 / 400 + (100% bonus AD). deals 1% 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) to 240 / 360 / 480 + (180% bonus AD). deals 2.67% 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) to 160 / 250 / 340 / 430 / 520 + (30% of bonus health). deals 1% increased damage for every
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.
- (200% bonus AD) + (12 / 15 / 18% of kicked target's bonus health) physical damage to all enemies that the target collides with. deals 200 / 400 / 600 +
Items
- 8% of the target's current health bonus physical damage, capping at 60 against minions and monsters. Unique Active: Deals 10% of target champion's maximum health (min. 100) physical damage, heals for the same amount and steals 25% of the target's movement speed for 3 seconds (90 second cooldown) (550 range). makes autoattacks deal
- Spoils of War: Melee basic attacks execute minions below 400 + (100% AD) health. Killing a minion by any means heals yourself and the nearest allied champion for 50 + (1% of your maximum health) health and grants them kill gold. These effects require a nearby allied champion and consume a charge. Recharges every 30 seconds for a maximum of 4 charges. Unique Active: Shield target ally for 10% of your maximum health for 4 seconds. After 4 seconds, the shield explodes, dealing (100% of the target's AD) + (30% of the target's AP) magic damage, regardless of if the shield remained intact (60 second cooldown). You may only be in possession of 1 Gold Income item. : Unique Passive –
- 2% of target's current health bonus magic damage per second. This bonus damage is doubled against movement-impared units and capped at 100 damage per second vs. monsters. dealing spell damage applies a damage-over-time effect for 3 seconds that deal
- (10% of the target's maximum health) (180 second cooldown). heals an allied champion for 150 +
- Warmog's Heart, restores 15% of maximum health every 5 seconds if damage hasn't been taken within 8 seconds. , once having
- 15% of maximum health as damage (150 second cooldown). first and every fourth voidspawn gain
Ways to restore health
- Main article: Health regeneration
A champion's health can be restored in several ways:
- By the health regeneration.
- Using a , or .
- Returning to the spawning pool, which restores a percentage of your maximum health per second.
- 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.
- 20% of maximum health). the (restores instantly
- Having the 1% maximum health per 5 seconds). buff, which can be obtained by slaying the or by slaying an enemy champion that has the buff (restores
- Slaying a monster that has Healing Sigil ( , , , and ).
- Killing a unit while having Feast mastery active.
- Obtaining kill or assist while having Dangerous Game mastery active (restores instantly 5% of missing health).
- By using life steal, dealing damage with basic attacks will restore health.
- By using spell vamp, dealing damage with abilities will restore health.
- The passive effect of , and restores 150 health over 8 seconds upon leveling up.
- Using a healing ability or spell, such as , , or .
Increasing health
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Items
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Variable Availability
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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.
- 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.
- increases his maximum health by 30 + (40 × Gnar's level) when he transforms into Mega Gnar for 15 seconds.
- (50% AP) for 7 seconds. increases the maximum health of the targeted ally by 300 / 450 / 600 +
- increases his maximum health by 300 / 450 / 600 for 15 seconds.
- maximum health by 10% for 120 / 150 / 180 / 210 / 240 seconds if he consumes a . increases his
- increases his maximum health by 200 / 400 / 800 for 15 seconds.
- 25% of his maximum mana. increases his maximum health by
- 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.
- bonus health by 140% of his ability power. increases his
Masteries
- Juggernaut increases your champion's maximum health by 3%.
- 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 | X | X | 3.47 |
Seal | 4.48 | 6.24 | 8 | |
Glyph | X | X | 2.67 | |
Quintessence | 14.5 | 20 | 26 | |
Health, Scaling
(Health per level) |
Mark | X | X | 0.54 per level (9.72) |
Seal | X | X | 1.33 per level (24) | |
Glyph | X | X | 0.54 per level (9.72) | |
Quintessence | X | X | 2.7 per level (48.6) | |
Percentage Health | Mark | X | X | X |
Seal | X | X | 0.5 % | |
Glyph | X | X | X | |
Quintessence | X | X | 1.5 % |
List of champions' health
- Main article: List of champions' health
Champion Level | Top 5 Champions | Bottom 5 Champions | |||
---|---|---|---|---|---|
Level 1 | 1. | 521.91 hp | 1. | 486.98 hp | |
2. | 622.02 hp | 2. | 488.815 hp | ||
3. | 577.185 hp | 3. | 512.185 hp | ||
4. | 622.87 hp | 4. | 510.295 hp | ||
5. | 574.65 hp | 5. | 487.665 hp | ||
Level 18 | 1. | 2571.4 hp | 1. | 1781.88 hp | |
2. | 2393.76 hp | 2. | 1996.24 hp | ||
3. | 2444.08 hp | 3. | 2083.12 hp | ||
4. | 2110.24 hp | 4. | 2035.96 hp | ||
5. | 2176.28 hp | 5. | 1943.36 hp |
Trivia
[Last updated 30/8/2015 on patch 5.16]
Aside from
, who may obtain any amount of health due to the passive effect of his ; the most health any champion can obtain is 11555.0793, being a level 18 , must:- Have all health runes and masteries
- 9 Scaling Marks of Health
- 9 Scaling Glyphs of Health
- 9 Percent Seals of Health
- 3 Percent Quintessences of Health
- 3 points in Veteran's Scars
- 1 point in Juggernaut
- Have 5
- Have a
- Consume an
- ability power. cast by a with the maximum amount of
- cast on a golem jungle creep
- Relevant mathematics:
- 16.02 + 6 + 1.8 × 9 + 1.8 × 9 + 3.06 × 9 + 7.74 × 3 + 40 + 180 + 120 + 221.072 + 100 × 3 + 40 + 35) × (1.05 × 1.12 × 1.35 × 1.20) = 1983.71001024
- 9.72 × 9 + 9.72 × 9 + 36 + 5 × 800 + 400 + 250 + 600 + 1983.71001024 × 0.5) × 1.15) + 2128) × (1.09 × 1.03 × 1.10) = 11792.749840504 Health = (((
AP = (
The most health any champion can obtain at level 1 with the 475 starting gold is 1120.83158, again being Veteran's Scars and Juggernaut, a and using on a golem jungle creep.
with all tier 3 flat health runes,- Relevant mathematics:
- 3.47 × 9 + 8 × 92.67 × 9 + 26 × 3 + 36 + 150 + 598) × (1.03 × 1.10) = 1120.83158 Health = (