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.
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 Sona's 1600 health to Nunu's 2381 health. See here for the complete list.
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 × (1 + (Armor / 100))
Magical Effective Health = Max Health × (1 + (Magic Resist / 100))
Effective Health = Max Health / (1 - Total % Damage Reduction)
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.
Dr. Mundo'sAdrenaline Rush receives bonus health regeneration per second equal to 0.3% of his maximum health.
Dr. Mundo'sSadism heals 40 / 50 / 60% of his maximum health over 12 seconds.
Garen'sPerseverance regenerates 0.4% of his maximum health per second if he hasn't been damaged by a Monster, Champion or Tower for 9 seconds.
Gragas'sHappy Hour heals 2% of his maximum health over 4 seconds every time he uses an ability.
Karma'sRenewal heals herself for 25% (+ 1% per 100 AP) of her missing health while she is tethered to the enemy champion.
Malphite'sGranite Shield grants him a shield equal to 10% of his maximum health which recharges if he hasn't been damaged for 10 second.
Maokai'sSap Magic heals 7% of his maximum health when he attacks with 5 magical sap stacks.
Nautilus'sTitan's Wrath grants him a shield that blocks for a flat amount plus 10% of his bonus health.
Nunu'sConsume increases his maximum health by 10% for 120 / 150 / 180 / 210 / 240 seconds if he consumes a golem, and causes his attacks and spells to deal 1% of his maximum health in magic damage if he consumes a lizard for the same duration.
Volibear'sFrenzy deals a base amount plus 15% of his bonus health as physical damage.
Zac'sCell 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.
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'sDespair harms nearby enemies for a flat magical damage plus 1.5 / 1.8 / 2.1 / 2.4 / 2.7% (+1% per 100 AP) of their maximum health per second.
Brand'sBlaze causes his spells to debuffs the target, dealing 2% of their maximum health each second as magic damage for 4 seconds.
Jayce'sThundering Blow does 8 / 11 / 14 / 17 / 20% of the target's maximum health as bonus magic damage.
Kog'Maw'sBio-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'sNull Zone harms enemies within an area for 4 / 5 / 6 / 7 / 8% (+1% per 100 AP) of their maximum health per second.
Mordekaiser'sChildren 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'sFury 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'sDevastating Blow deals a flat amount plus 8% of her target's maximum health as magic damage.
Sejuani'sArctic Assault charges forward, dealing magic damage equal to a flat amount plus 4 / 6 / 8 / 10 / 12% of the target's maximum health.
Trundle'sSubjugate 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.
Vayne'sSilver 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.
Varus'sBlighted 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.
Vi'sDenting 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'sHungering Strike deals flat magic damage or 8 / 10 / 12 / 14 / 16% of the enemy's maximum health (whichever is higher).
Zac'sUnstable 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'sContempt for the Weak grants his basic attack to deals an additional 6 / 8 / 10% of the target's maximum health as magic damage whenever the enemy is below 50% 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.
Dr. Mundo'sInfected 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'sNeurotoxin Deals magic damage equal to a base amount plus 8% (+3% per 100 AP) of the target's current health.
Evelynn'sAgony'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'sMartial Cadence gives his first attack on a target bonus physical damage equal to 6 / 8 / 10% of the target's current health.
Xin Zhao'sCrescent Sweep deals a base amount plus 15% of the target's current health as physical damage to all nearby enemies.
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.
Elise'sVenomous Bite Deals magic damage equal to a base amount plus 8% (+3% per 100 AP) of the target's missing health.
Fizz'sSeastone Trident deals a flat amount plus 4 / 5 / 6 / 7 / 8% of target's missing health in magic damage over 3 seconds.
Garen'sDemacian Justice deals a flat amount plus 29 / 34 / 40% of target's missing health in magic damage.
Kha'Zix'sEvolved Enlarged Claws grants him bonus physical damage equal to 12% of the targets missing health to isolated enemies.
Atma's Impaler increases your attack damage by 1.5% of your maximum health.
Blackfire Torch dealing spell damage burns for an additional 3.5% of the target champion's maximum health in magic damage over 2 seconds. Each second burned consumes a charge. Up to 18 charges are generated when not in use.
Blade of the Ruined King deals 5% of the target's current health in physical damage (90 max vs. minions and monsters) every autoattack. Unique Active: Drains target champion, dealing 15% of the champion's maximum health in physical damage and healing you by the same amount. (60 second cooldown)
Mikael's Crucible heals a target for 150 + 15% of their missing health. (180 second cooldown)
Deathfire Grasp deals 15% of the target's max health in magic damage upon activation.
Liandry's Torment dealing spell damage burns for an additional 6% of the target's current health in magic damage over 3 seconds. If their movement is impaired, they take double damage from this effect. 300 max damage vs monsters.
Kitae's Bloodrazor deals 2.5% of the target's maximum health in magic damage every autoattack.
Warmog's Armor restores 1% of your maximum health every 5 seconds.
Returning to the spawning pool, which restores a percentage of your maximum health per second.
Some max health is granted upon leveling up and with that you regain some current health. Actual health regained is lower depending on how wounded the champion is upon leveling up.
Slaying a monster that has Healing Sigil (Giant Wolf, Wraith and Golem), will restore health equal to a percentage of their missing health.
Aegis of the Legion: +250 health, +20 armor, +20 magic resistance. Unique Aura: +10 health regeneration, +10 armor, +15 magic resistance to nearby allied champions. Nearby minions gain an additional 50% armor, magic resist and health regeneration. 2150 gold.
The Black Cleaver: +200 health, +50 attack damage, +10% cooldown reduction. Unique Passive: +10 armor penetration. Dealing physical damage to an enemy champion reduces their armor by 5% for 4 seconds. This effect stacks up to 5 times. 3000 gold
Catalyst the Protector: +200 health, +300 mana. Passive– Valor's Reward: On leveling up, restores 150 health and 200 mana over 8 seconds. 1200 gold.
Doran's Shield: +100 health+5 armor, +5 health regeneration. Unique Passive: Blocks 6 damage from champion basic attacks. 475 gold.
Frozen Mallet: +700 health, +30 attack damage. Unique Passive - Icy: Your autoattacks reduce your target's movement speed by 40% (30% slow for ranged attacks) for 1.5 seconds. 3300 gold.
Liandry's Torment: +300 health, +50 ability power. Unique Passive - Eyes of Pain: +15 magic penetration, Unique Passive: Dealing magical spell damage burns enemies for 6% of their current health as magic damage over 3 seconds. If their movement is impaired, they take double damage from this effect. 300 max damage vs monsters. 2900 gold.
Locket of the Iron Solari: +300 health, +35 armor, +10% cooldown reduction, +10 health regeneration. Unique Active: Shield yourself and nearby allies for 5 seconds, absorbing up to 50 (+10 per level) damage. 60 second cooldown. 1850 gold.
Phage: +200 health, +20 attack damage. Passive - Icy: 25% chance on hit to reduce your target's movement speed by 30% (20% for ranged) for 2 seconds. 1465 gold.
Randuin's Omen: +500 health, +70 armor. Unique Passive - Cold Steel:If you are hit by a basic attack, you slow the attacker's attack speed by 15% and their movement speed by 10% for 1.5 seconds. Unique Active: Slows the movement speed of nearby enemy units by 35% for 2 seconds + 1 second for every 100 armor and magic resistance you have. 60 second cooldown (500 Range). 3100 gold.
Rod of Ages: +450 health, +450 mana, +60 ability power. Passive: Your champion gains 20 health, 20 mana, and 2 ability power every minute. The bonuses cap at +200 Health, +200 Mana, and +20 Ability Power. Unique Passive – Valor's Reward: On leveling up, restores 150 health and 200 mana over 8 seconds. 2800 gold.
Runic Bulwark: +300 health, +20 armor, +25 magic resist. Unique Aura - Legion: Nearby allies gain 10 armor, 30 magic resist, and 10 health regeneration. Nearby minions gain an additional 50% armor, magic resist and health regeneration. 2950 gold.
Rylai's Crystal Scepter: +500 health, +80 ability power. Unique Passive: Your spell hits slow the target's movement speed by 35% (15% for multi-target spells, damage-over-time spells and spells with a cooldown time below 3 seconds) for 1.5 seconds. 2900 gold.
Shurelya's Reverie: +250 Health, +10 health regen per 5, +10 mana regen per 5. Unique Passive: 10 % cooldown reduction. Unique Active: Nearby champions gain 40% movement speed for 3 seconds. 60 second cooldown. 2100 gold.
Spirit Visage: +200 health, +50 magic resistance, +20% cooldown reduction. Unique Passive: Increases your healing, regeneration and drain effects on yourself by 20%. 2200 gold.
Sunfire Cape: +450 health, +45 armor. Passive: Deals 40 magic damage each second to nearby enemies. 2650 gold.
Trinity Force: +250 health, +30 attack damage, +30 ability power, +30% attack speed, +10% critical strike chance, +8% movement speed, +200 mana. Unique Passive - Icy: 25% chance on hit to slow the target by 30% (20% for ranged) for 2.5 seconds. Unique Passive - Spellblade: After using an ability, your next basic attack deals bonus damage equal to 150% of your base attack damage. (2 second cooldown). 3843 gold.
Zeke's Herald: +250 health, +20% cooldown reduction. Unique Aura: Nearby allied champions gain +20 attack damage and +10% life steal. 2550 gold.
Banshee's Veil: +400 health, +300 mana, +45 magic resistance. Unique Passive: Gain a spell shield that blocks the next incoming enemy ability. This shield refreshes if you haven't taken damage from champions in 25 seconds. 2520 gold.
Doran's Blade: +80 health, +10 attack damage, Passive: Your basic attacks restore 5 health each time they hit an enemy. 475 gold.
Doran's Ring: +80 health, +5 mana regeneration, +15 ability power. Passive: Restores 5 mana when you kill an enemy unit. 475 gold.
Elixir of Fortitude: On use, grants +120-235 health, based on champion level, and 15 attack damage for 4 minutes. 250 gold.
Ohmwrecker: +350 health, +50 ability power, +15 health regeneration, +15 mana regeneration. Unique Active: Prevents the closest enemy tower from attacking for 2.5 seconds. 120 second cooldown. This effect cannot be used against the same tower more than once every 7.5 seconds. 2850 gold.
Ruby Sightstone: +360 health. Unique Passive - Ward Refresh: Starts with 5 charges and refiles each time you visit your shop. Unique Active - Ghost Ward: Consumes a charge to place an invisible ward that reveals the surrounding area for 3 minutes. You may have a maximum of 3 wards placed from this item at once. 1550 gold
Sightstone: +180 health. Unique Passive - Ward Refresh: Starts with 4 charges and refiles each time you visit your shop. Unique Active - Ghost Ward: Consumes a charge to place an invisible ward that reveals the surrounding area for 3 minutes. You may have a maximum of 2 wards placed from this item at once. 950 gold.
Spirit of the Ancient Golem: +500 health, +10% cooldown reduction, +14 health regeneration, +7 mana regeneration. Unique Passive - Butcher: Damage dealt to monsters increased by 25%. Unique Passive - Tenacity: The durations of stuns, slows, taunts, fears, silences, blinds, and immobilizes are reduced by 35%. 2000 gold.
Warmog's Armor: +1000 health. Unique Passive: You gain health regeneration equal to 1% of your maximum health. 2830 gold.
Blackfire Torch: +250 health, +80 ability power. Unique Passsive: +20% cooldown reduction. Unique Passive - Eyes of Pain: +15 magic penetration. Unique Passive: Your spells burn for an additional 3.5% of the target's maximum Health in magic damage over 2 seconds. Each second consumes a charge. Up to 18 charges are generated when no in use. 3770 gold
Entropy: +275 health, +70 attack damage. Unique Passive: 25% chance on hit to reduce your target's movement speed by 30% for 2.5 seconds. Unique Active: For 5 seconds, your attacks will reduce your targets' movement speed by 30% and deal 80 true damage over 2.5 seconds. 60 second cooldown. 3615 gold.
Hextech Sweeper: +300 health, +50 ability power. Unique Passive: +10% cooldown reduction, +10% movement speed. Unique Active: A stealth-detecting mist grants vision in the target area for 10 seconds. 60 second cooldown. Unique Passive - Trap Detection: Nearby stealthed enemy traps are revealed (1000 Range, 375 AOE estimate). 1920 gold.
Guardian's Horn: +120 health, +12 health regeneration. Unique Passive: Nearby enemy spell casts reduce the cooldown of Battle Cry by 1 second. Unique - Battle Cry: Gain 30% movement speed, 20 armor and 20 magic resistance for 3 seconds. 25 second cooldown. 1025 gold
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'sFeast 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.
Lulu'sWild Growth increases the maximum health of the targeted ally by 300 / 450 / 600 (+50% AP) for 7 seconds.
Aside from Sion, who may obtain any amount of health due to the passive effect of his Enrage, the most health any champion can obtain is 12812, being a level 18 Cho'Gath with: