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Health

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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  Anivia's 1610 health to  Alistar's 2278 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 × (1 + (Armor / 100))
  • Magical Effective Health = Max Health × (1 + (Magic Resist / 100))
  • Effective Health = Max Health / (1 - Total % Damage Reduction)

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  Winter's Bite deals additional magic damage equal to 2.5% of his maximum health.
  •  Dr. Mundo's  Adrenaline Rush receives bonus health regeneration per second equal to 0.3% of his maximum health.
  •  Dr. Mundo's  Sadism heals 40 / 50 / 60% of his maximum health over 12 seconds.
  •  Garen's  Perseverance 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's  Happy Hour heals 4% of his maximum health instantly every time he uses an ability with a cooldown of 8 seconds.
  •  Karma's  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  Granite Shield grants him a shield equal to 10% of his maximum health which recharges if he hasn't been damaged for 10 second.
  •  Maokai's  Sap Magic heals 7% of his maximum health when he attacks with 5 magical sap stacks.
  •  Nautilus's  Titan's Wrath grants him a shield that blocks for a flat amount plus 15% of his bonus health.
  •  Nunu's  Consume 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.
  •  Olaf's  Berserker Rage increases his attack speed by 1% for every 1% of his missing health.
  •  Olaf's  Vicious Strikes provides 1% extra healing for every 2.5% health he is missing.
  •  Sejuani's  Flail of the Northern Winds deals a base amount plus 4% of her bonus health as magic damage per second.
  •  Shen's  Ki Strike does 10% of his bonus health in additional magic damage.
  •  Shen's  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.
  •  Taric's  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  Bloodlust increases his attack damage by 1% of his missing health.
  •  Vladimir's  Crimson Pact increases his ability power by 1 for every 40 bonus health points.
  •  Vladimir's  Sanguine Pool does 15% of his bonus health in additional magic damage.
  •  Vi's  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  Chosen of the Storm heals 30% of his maximum health over 6 seconds if he gets under 30% health.
  •  Volibear's  Frenzy deals a base amount plus 15% of his bonus health as physical damage.
  •  Zac's  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  Despair 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's  Blaze causes his spells to debuffs the target, dealing 2% of their maximum health each second as magic damage for 4 seconds.
  •  Jayce's  Thundering Blow does 8 / 11 / 14 / 17 / 20% of the target's maximum health as bonus magic damage.
  •  Kog'Maw's  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  Null Zone harms enemies within an area for 4 / 5 / 6 / 7 / 8% (+1% per 100 AP) of their maximum health per second.
  •  Mordekaiser's  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's  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  Devastating Blow deals a flat amount plus 8% of her target's maximum health as magic damage. (the bonus damage is capped)
  •  Sejuani's  Arctic Assault charges forward, dealing magic damage equal to a flat amount plus 4 / 6 / 8 / 10 / 12% of the target's maximum health.
  •  Trundle's  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.
  •  Vayne's  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.
  •  Varus's  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.
  •  Vi's  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  Hungering Strike deals flat magic damage or 8 / 10 / 12 / 14 / 16% of the enemy's maximum health (whichever is higher).
  •  Zac's  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  Contempt 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.

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's  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  Neurotoxin Deals magic damage equal to a base amount plus 8% (+3% per 100 AP) of the target's current health.
  •  Evelynn's  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  Martial Cadence gives his first attack on a target bonus physical damage equal to 6 / 8 / 10% of the target's current health. However, the bonus capped at 400 physical damage.
  •  Xin Zhao's  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.

  •  Elise's  Venomous Bite Deals magic damage equal to a base amount plus 8% (+3% per 100 AP) of the target's missing health.
  •  Fizz's  Seastone Trident deals a flat amount plus 4 / 5 / 6 / 7 / 8% of target's missing health in magic damage over 3 seconds.
  •  Garen's  Demacian Justice deals a flat amount plus 29 / 34 / 40% of target's missing health in magic damage.
  •  Jinx's  Super Mega Death Rocket! deals a flat amount plus 25 / 30 / 35% of target's missing health in physical damage.
  •  Lee Sin's  Resonating Strike deals flat physical damage plus 8% of the target's missing health.
  •  Nidalee's  Takedown deals 2% increased damage for every 1% of the target's missing health.
  •  Quinn's  Skystrike deals up to 100% increased damage based on the enemy's missing health.
  •  Riven's  Wind Slash deals up to 200% increased damage based on the enemy's missing health.
  •  Volibear's  Frenzy deals 1% increased damage for every 1% of the target's missing health.

Items

  • Atma's Impaler increases your attack damage by 1.5% of your maximum health.
  • Blackfire Torch deals 20% of target champion's maximum Health in magic damage over 6 seconds. (60 second cooldown)
  • 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)
  • Deathfire Grasp deals 15% of the target's max health in magic damage upon activation.
  • Kitae's Bloodrazor (removed) deals 2.5% of the target's maximum health in magic damage every autoattack.
  • 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 heals a target for 150 + 10% of their maximum health. (180 second cooldown)
  • 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

  • Aegis of the Legion: +200 health, +20 magic resistance. Unique Aura - Legion: Nearby allies gain 20 magic resist and 10 health regeneration. 1900 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: +80 health, +6 health regeneration. Unique Passive: Blocks 8 damage from champion basic attacks. 440 gold.
  • Face of the Mountain: +500 health, +20 health regeneration, +10% cooldown reduction. Unique Passive - Spoils of War: Melee autoattacks execute minions below 200 (+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 gold equal to the kill. These effects require a nearby allied champion and consume a charge. Recharges every 30 seconds for a maximum of 4 charges. Unique Active - Deadly Phalanx: After 4 seconds, the shield explodes, dealing magic damage equal to (100% of the target's AD) + (30% of the target's AP), regardless of if the shield remained intact (60 second cooldown). You may only be in possession of 1 Gold Income item. 2200 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.
  • Giant's Belt: +380 health. 1000 gold.
  • Haunting Guise: +200 health, +25 ability power. Unique Passive - Eyes of Pain: +15 magic penetration. 1485 gold.
  • Kindlegem: +200 health. Unique Passive: 10% cooldown reduction. 850 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 2% of their current health as magic damage over 3 seconds. If their movement is impaired, they take double damage from this effect. 100 max damage per second vs monsters. 2900 gold.
  • Locket of the Iron Solari: +400 health, +20 magic resistance, +10% cooldown reduction, Unique Aura - Legion: Nearby allies gain 20 magic resist and 10 health regeneration. Unique Active: Shield yourself and nearby allies for 5 seconds, absorbing up to 50 (+10 per level) damage. 60 second cooldown. Unique Aura - Legion: Nearby allies gain 20 magic resist and 10 health regeneration. 2800 gold.
  • Phage: +200 health, +20 attack damage. Unique Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. 1350 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 seconds. Unique Active: Slows the movement speed of nearby enemy units by 35% for 2 seconds (+ 0.5% armor) (+ 0.5% magic resistance) you have. 60 second cooldown (500 Range). 3000 gold.
  • Relic Shield: +75 health, Unique Passive - Spoils of War: Melee autoattacks execute minions below 200 (+100% AD) health. Killing a minion by any means heals you and the nearest allied champion for 40 health and grants them gold equal to the kill. These effects require a nearby allied champion and consume a charge. Recharges every 60 seconds. Max 2 charges.You may only be in possession of 1 Gold Income item. 365 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.
  • Ruby Crystal: +150 health. 400 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.
  • Spirit Visage: +400 health, +20 health regeneration, +55 magic resistance, +10% cooldown reduction, +20 health regeneration. Unique Passive: Increases your healing, regeneration and drain effects on yourself by 20%. 2750 gold.
  • Sunfire Cape: +450 health, +45 armor. Passive: Deals 25 + (1 x level) magic damage each second to nearby enemies. 2650 gold.
  • Targon's Brace: +175 health, +8 health regeneration. Unique Passive - Spoils of War: Melee autoattacks execute minions below 200 (+100% AD) health. Killing a minion by any means heals yourself and the nearest allied champion for 50 health and grants them gold equal to the kill. These effects require a nearby allied champion and consume a charge. Recharges every 30 seconds for a maximum of 3 charges. You may only be in possession of 1 Gold Income item. 850 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 - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. Unique Passive - Spellblade: After using an ability, your next basic attack deals bonus damage equal to 200% of your base attack damage. (2 second cooldown). 3703 gold.
  • Zeke's Herald: +250 health, +20% cooldown reduction. Unique Aura: Nearby allied champions gain +20 attack damage and +10% life steal. 2550 gold.

Variable Availability

  • STH Banshee's Veil: +450 health, +55 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. Unique Passive: Grants 45 health regeneration for 10 seconds after taking damage from an enemy champion. 2750 gold.
  • STH Doran's Ring: +60 health, +3 mana regeneration, +15 ability power. Passive: Restores 4 mana when you kill an enemy unit. 400 gold.
  • SH Elixir of Fortitude: On use, grants +120-235 health, based on champion level, and 15 attack damage for 4 minutes. 350 gold.
  • CH Entropy: +275 health, +55 attack damage. Unique Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 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. 2700 gold.
  • H Guardian's Horn: +180 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.
  • TCH Hextech Sweeper: +250 health, +40 ability power, 20% cooldown reduction. 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. Unique Active: Covers a target area in a stealth-detecting mist that grants vision for 10 seconds. 60 second cooldown. 2000 gold.
  • C Odyn's Veil: +350 health, +350 mana, +50 magic resistance. Unique Passive: Reduces and stores 10% of magic damage dealt to your champion. Unique Active: Deals 200 + (stored magic damage - max 200) to nearby enemy units. 90 second cooldown. 2520 gold.
  • ST Ohmwrecker: +350 health, +50 ability power. 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. 2000 gold.
  • T Overlord's Bloodmail: +850 Health. Unique Passive: On kill or assist, heal 200 health over 5 seconds. 2455 gold.
  • C Prospector's Blade: Unique Passive - Prospector: +150 health. +16 attack damage, +15% attack speed. 950 gold.
  • T Prospector's Ring: Unique Passive - Prospector: +150 health. +35 ability power, +6 mana regeneration. 950 gold.
  • S Ruby Sightstone: +400 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. 1600 gold.
  • S Sightstone: +150 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 3 wards placed from this item at once. 800 gold..
  • STH Spirit of the Ancient Golem: +200 health, +20 Armor, +10% cooldown reduction. Unique Passive: +25% bonus health. Unique Passive - Sapping Barbs: You gain 60 HP/5 and 45 MP/5 for 5 seconds whenever you take damage from a monster. Additionally, monsters who attack you bleed for 5% of their maximum health over 3 seconds (maximum 150 damage). Sapping Barbs cannot deal lethal damage. Unique Passive - Conservation: You generate Conservation stacks every 1.5 seconds, up to 80. Killing a large monster will consume up to 40 stacks and grant 1 bonus gold per stack consumed. You may only be in possession of 1 Gold Income item. Inuque Active - Hunter's Ward: Places a Stealth Ward that reveals the surrounding area for 180 seconds (180 second cooldown - 600 range). 2000 gold.
  • TCH The Lightbringer: +20 attack damage, +200 health, +25 armor, +15% life steal. Unique Passive - Vanquish: Basic attacks have a 20% chance to deal 100 bonus magic damage (doubled for non-champions). Unique Passive - Trap Detection: Nearby stealthed enemy traps are revealed. Unique Active: Covers a target area in a stealth-detecting mist that grants vision for 10 seconds. 60 second cooldown. 2200 gold.
  • S Warmog's Armor: +1000 health. Unique Passive: You gain health regeneration equal to 1% of your maximum health. 2830 gold.

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  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.
  •  Lulu's  Wild Growth increases the maximum health of the targeted ally by 300 / 450 / 600 (+50% AP) for 7 seconds.
  •  Nasus's  Fury of the Sands increases his maximum health by 300 / 450 / 600 for 15 seconds.
  •  Nunu's  Consume increases his maximum health by 10% for 120 / 150 / 180 / 210 / 240 seconds if he consumes a  golem.
  •  Renekton's  Dominus increases his maximum health by 200 / 400 / 800 for 15 seconds.
  •  Singed's  Empowered Bulwark increases his maximum health by 25% of his maximum mana.
  •  Sion's  Enrage permanently increases his maximum health by 1 / 1.5 / 2 / 2.5 / 3 whenever he kills a unit if  Enrage is toggled on.
  •  Viktor's  Augment: Power increases his maximum health by 220.
  •  Vladimir's  Crimson Pact increases his maximum health by 140% of his ability power.

Masteries

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

Runes

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

Marks (2)

1.93

30 IP

2.7

165 IP

3.47

410 IP

Seal

GSeals (3)

2.97

60 IP

4.16

330 IP

5.35

820 IP

Glyph

Glyphs (3)

1.49

30 IP

2.08

165 IP

2.67

410 IP

Quintessence

Quintessences (3)

14.5

165 IP

20

820 IP

26

2050 IP

Health, scaling Mark

Marks (4)

0.30 per level (5.40)

65 IP

0.42 per level (7.56)

330 IP

0.54 per level (9.72)

820 IP

Seal

GSeals (2)

0.60 per level (10.80)

30 IP

0.84 per level (15.12)

165 IP

1.08 per level (19.44)

410 IP

Glyph

Glyphs (4)

0.30 per level (5.40)

65 IP

0.42 per level (7.56)

330 IP

0.54 per level (9.72)

820 IP

Quintessence

Quintessences (4)

1.5 per level (27)

165 IP

2.1 per level (37.8)

820 IP

2.7 per level (48.6)

2050 IP

Health, percent Mark
Seal

GSeals (2)

0.28%

65 IP

0.39%

330 IP

0.5%

820 IP

Glyph
Quintessence

Quintessences (2)

0.84%

165 IP

1.17%

820 IP

1.5%

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.  Gangplank (576 hp) 1.  Anivia (420 hp)
2.  Tryndamere (559 hp) 2.  Lux (424 hp)
3.  Taric (558 hp) 3.  Heimerdinger (425 hp)
4.  Amumu (556 hp) 4.  Zyra (429 hp)
5.  Garen (551 hp) 5.  Ezreal (430 hp)
Level 18 1.  Alistar (2278 hp) 1.  Anivia (1610 hp)
2.  Sion (2275 hp) 2.  Sona (1640 hp)
3.  Tryndamere (2255 hp) 3.  Zilean (1658 hp)
4.  Udyr (2209 hp) 4.  Zyra (1687 hp)
5.  Warwick (2192 hp) 5.  Nami (1697 hp)

Trivia

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 13740, being a level 18  Nunu with:

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


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