League of Legends Wiki

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 GnarSquare.png Gnar's 1650 health to AlistarSquare.png 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 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 + Magic Resistance / 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

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.

  • BraumSquare.png Braum's Winter's Bite.png Winter's Bite deals magic damage equal to 60 / 105 / 150 / 195 / 240 + (2.5% of maximum health).
  • DrMundoSquare.png Dr. Mundo's Adrenaline Rush.png Adrenaline Rush receives bonus health regeneration per second equal to 0.3% of his maximum health.
    • DrMundoSquare.png Dr. Mundo's Sadism.png Sadism heals 40 / 50 / 60% of his maximum health over 12 seconds.
  • GarenSquare.png 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.
  • GragasSquare.png Gragas's Happy Hour.png Happy Hour heals 4% of his maximum health instantly every time he uses an ability with a cooldown of 8 seconds.
  • KarmaSquare.png 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) if the tether persists for the whole duration.
  • MalphiteSquare.png 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.
  • MaokaiSquare.png Maokai's Sap Magic.png Sap Magic heals 5 / 6 / 7% of his maximum health when he attacks with 5 magical sap stacks.
  • NautilusSquare.png Nautilus's 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).
  • NunuSquare.png Nunu's Consume.png Consume increases his maximum health by 10% for 120 / 150 / 180 / 210 / 240 seconds if he consumes a GolemSquare.png golem.
  • OlafSquare.png Olaf's Berserker Rage.png Berserker Rage increases his attack speed by 1% for every 1% of his missing health.
    • OlafSquare.png Olaf's Vicious Strikes.png Vicious Strikes provides 0.5% enhanced healing from all sources for every 1% missing health.
  • SejuaniSquare.png 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) over 4 seconds.
  • ShenSquare.png Shen's Ki Strike.png Ki Strike makes his autoattacks deals 4 + (4 × level) + (10% of bonus health) as bonus magic damage with a 9 second cooldown.
    • ShenSquare.png Shen's Vorpal Blade.png Vorpal Blade heals allied champions that damage a life-tapped enemy by 6 / 10 / 14 / 18 / 22 + (1.5% of maximum health) over 3 seconds.
  • SionSquare.png Sion's Soul Furnace.png Soul Furnace shield strength equals 30 / 55 / 80 / 105 / 130 + (6 / 7 / 8 / 9 / 10% of maximum health) + (40% AP).
  • TaricSquare.png Taric's Imbue.png Imbue heals a target allied champion for 60 / 100 / 140 / 180 / 220 + (30% AP) + (5% of bonus health), or 84 / 140 / 196 / 252 / 308 + (42% AP) + (7% of bonus health) if he targets himself.
  • TryndamereSquare.png 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.
  • VladimirSquare.png Vladimir's Crimson Pact.png Crimson Pact increases his ability power equal to 2.5% of his bonus health.
  • ViSquare.png 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.
  • VolibearSquare.png 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.
    • VolibearSquare.png Volibear's Frenzy.png Frenzy deals 80 / 125 / 170 / 215 / 260 + (15% of bonus health) as physical damage.
  • ZacSquare.png 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 Bloblets that attempt to recombine. Each Cell Division Bloblets 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 NashorSquare.png Baron.

  • AmumuSquare.png 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.
  • BrandSquare.png 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.
  • GnarSquare.png 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.
  • GragasSquare.png Gragas's Drunken Rage.png Drunken Rage deals 20 / 50 / 110 / 140 + (30% AP) + 8 / 9 / 10 / 11 / 12% of the target's maximum health magic damage, capping at 300 against monsters.
  • JayceSquare.png 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.
  • KalistaSquare.png Kalista's Sentinel.png Sentinel deals 12 / 14 / 16 / 18 / 20% of the target's maximum health as magic damage, capping at 75 / 125 / 150 / 175 / 200 against monsters.
  • KogMawSquare.png Kog'Maw's Bio-Arcane Barrage.png 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, capping at 100 against minions and monsters.
  • MalzaharSquare.png Malzahar's Null Zone.png Null Zone harms enemies within an area for 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.
  • MaokaiSquare.png 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.
  • MordekaiserSquare.png Mordekaiser's Children of the Grave.png Children of the Grave deals to an enemy champion 24 / 29 / 34% (+ 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.
  • NasusSquare.png Nasus's 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.
  • PoppySquare.png Poppy's Devastating Blow.png Devastating Blow deals 20 / 40 / 60 / 80 / 100 + 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.
  • SejuaniSquare.png 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.
  • ShyvanaSquare.png Shyvana's Flame Breath.png Flame Breath hit enemies and marks then. Shyvana's basic attacks against marked enemies deal 2.5% of their maximum health bonus magic damage, capping at 100 against monsters.
  • SionSquare.png 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.
    • SionSquare.png 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.
  • TrundleSquare.png 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.
  • VarusSquare.png Varus's 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.
  • VayneSquare.png 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 20 / 30 / 40 / 50 / 60 + (4 / 5 / 6 / 7 / 8% of the target's maximum health) true damage, capping at 200 against monsters.
  • ViSquare.png 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.
  • WarwickSquare.png 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) (whichever is higher).
  • ZacSquare.png 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.
  • ZedSquare.png 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.

  • DrMundoSquare.png Dr. Mundo's Infected Cleaver.png Infected Cleaver deals 80 / 130 / 180 / 230 / 280 magic damage or 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.
  • EliseSquare.png Elise's Neurotoxin.png Neurotoxin deals 40 / 75 / 110 / 145 / 180 + 8% (+ 3% per 100 AP) of the target's current health. The percent health is capped at 75 / 100 / 125 / 150 / 175 against monsters.
  • EvelynnSquare.png 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.
  • JarvanIVSquare.png 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.
  • XinZhaoSquare.png 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.

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.

  • EkkoSquare.png 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.
  • EliseSquare.png Elise's Venomous Bite.png Venomous Bite deals 60 / 100 / 140 / 180 / 220 + 8% (+ 3% per 100 AP) of the target's missing health. The percent health is capped at 75 / 100 / 125 / 150 / 175 against monsters.
  • FizzSquare.png Fizz's Seastone Trident.png Seastone Trident passively makes Fizz's basic attacks deal 20 / 30 / 40 / 50 / 60 + (45% AP) + (4 / 5 / 6 / 7 / 8% of the target's missing health) magic damage on-hit over 3 seconds.
  • GarenSquare.png Garen's Demacian Justice.png Demacian Justice deals to a enemy champion 175 / 350 / 525 + (28.57 / 33.33 / 40% of the target's missing health) magic damage.
  • JinxSquare.png Jinx's Super Mega Death Rocket!.png Super Mega Death Rocket! deals 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.
  • LeeSinSquare.png 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.
  • NidaleeSquare.png Nidalee's Takedown.png Takedown deals 1.5% 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).
  • QuinnSquare.png Quinn's Skystrike.png Skystrike deals 1% 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).
  • RivenSquare.png 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) to 240 / 360 / 480 + (180% bonus AD).
  • VolibearSquare.png 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) to 160 / 250 / 340 / 430 / 520 + (30% of bonus health).


Items

  • Blade of the Ruined King item.png Blade of the Ruined King makes autoattacks deal 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).
  • Face of the Mountain item.png Face of the Mountain: Unique Passive – 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.
  • Liandry's Torment item.png Liandry's Torment dealing spell damage applies a damage-over-time effect for 3 seconds that deal 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.
  • Mikael's Crucible item.png Mikael's Crucible heals an allied champion for 150 + (10% of the target maximum health) (180 second cooldown).
  • Warmog's Armor item.png Warmog's Armor restores 1% of maximum health every 5 seconds. Health restore increases to 3% of maximum health if damage hasn't been taken within 8 seconds.

Ways to restore health

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

Increasing health

Items

  • Aegis of the Legion item.png Aegis of the Legion: +200 health, +20 magic resistance. Unique Aura – Legion: Nearby allies gain 20 magic resist and +75% base health regeneration. 1900 gold.
  • The Black Cleaver item.png The Black Cleaver: +400 health, +40 attack damage, +20% cooldown reduction. Unique Passive: Dealing physical damage to an enemy champion Cleaves them, reducing their armor by 5% for 6 seconds (stacks up to 6 times, up to 30%). Unique Passive – Rage: Dealing physical damage grants 20 movement speed for 2 seconds. Assists on Cleaved enemy champions or kills on any unit grant 60 movement speed for 2 seconds instead. This movement speed bonus is halved for ranged champions. 3000 gold.
  • Catalyst the Protector item.png Catalyst the Protector: +200 health, +300 mana. Unique Passive – Valor's Reward: Upon leveling up, restores 150 health and 200 mana over 8 seconds. 1200 gold.
  • Doran's Shield item.png Doran's Shield: +80 health. Passive: +6 health regeneration. Unique Passive: Blocks 8 damage from champion basic attacks. 440 gold.
  • Face of the Mountain item.png Face of the Mountain: +500 health, +100% base health regeneration, +10% cooldown reduction. Unique Passive – 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. 2200 gold.
  • Frozen Mallet item.png Frozen Mallet: +700 health, +30 attack damage. Unique Passive – Icy: Basic attacks reduce the target's movement speed by 40% (30% slow for ranged attacks) for 1.5 seconds. 3300 gold.
  • Giant's Belt item.png Giant's Belt: +380 health. 1000 gold.
  • Haunting Guise item.png Haunting Guise: +200 health, +25 ability power. Unique Passive – Eyes of Pain: +15 magic penetration. 1485 gold.
  • Kindlegem item.png Kindlegem: +200 health. Unique Passive: +10% cooldown reduction. 850 gold.
  • Liandry's Torment item.png Liandry's Torment: +300 health, +50 ability power. Unique Passive – Eyes of Pain: +15 magic penetration. Unique Passive: Dealing spell damage applies a damage-over-time effect for 3 seconds that deal 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. 2900 gold.
  • Locket of the Iron Solari item.png Locket of the Iron Solari: +400 health, +20 magic resistance, +10% cooldown reduction. Unique Aura – Legion: Grants nearby allies +20 magic resist and +75% base health regeneration. Unique Active: Shield yourself and nearby allies for 5 seconds, absorbing up to 50 + (10 × level) damage (60 second cooldown). 2800 gold.
  • Phage item.png 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. This movement speed bonus is halved for ranged champions. 1325 gold.
  • Randuin's Omen item.png Randuin's Omen: +500 health, +70 armor. Unique Passive – Cold Steel: When hit by basic attacks, reduces the attacker's attack speed by 15% for 1 second. Unique Active: Slows the movement speed of nearby enemy units by 35% for 2 + (0.5% armor) + (0.5% magic resistance) seconds (60 second cooldown) (500 Range). 2850 gold.
  • Relic Shield item.png 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 item.png Rod of Ages: +450 health, +450 mana, +60 ability power. Passive: Grants +20 health, +20 mana, and +2 ability power every minute / 40 seconds. The bonus 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 item.png Ruby Crystal: +150 health. 400 gold.
  • Rylai's Crystal Scepter item.png Rylai's Crystal Scepter: +400 health, +100 ability power. Unique Passive: Dealing spell damage slows 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 item.png Spirit Visage: +400 health, +55 magic resistance, +100% base health regeneration, +10% cooldown reduction. Unique Passive: Increases effectiveness of self-healing, health regen, life steal and spell vamp by 20%. 2750 gold.
  • Sunfire Cape item.png Sunfire Cape: +450 health, +45 armor. Unique Passive – Immolate: Deals 25 + (1 × level) magic damage per second to nearby enemies (400 range). 2600 gold.
  • Reaper's Emblem item.jpg Targon's Brace: +175 health, +50% base health regeneration. Unique Passive – Spoils of War: Melee autoattacks execute minions below 240 + (100% AD) health. Killing a minion by any means heals yourself and the nearest allied champion for 50 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 3 charges. You may only be in possession of 1 Gold Income item. 865 gold.
  • Trinity Force item.png 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. This movement speed bonus is halved for ranged champions. Unique Passive – Spellblade: After using an ability, the next basic attack deals 200% base AD bonus physical damage (1.5 second cooldown). 3703 gold.
  • Zeke's Herald item.png Zeke's Herald: +250 health, +20% cooldown reduction. Unique Aura: Grants nearby allied champions gain +10% life steal and +20 attack damage. 2450 gold.

Variable Availability

  • STH Banshee's Veil item.png Banshee's Veil: +450 health, +55 magic resistance, +100% base health regen. Unique Passive: Grants a spell shield that blocks the next enemy ability. This shield refreshes after no damage is taken from enemy champions for 40 seconds. 2750 gold.
  • STH Doran's Ring item.png Doran's Ring: +60 health, +15 ability power. Passive: +3 mana regen per 5 seconds. Passive: Restores 4 mana upon killing a unit. 400 gold.
  • STH Elixir of Ruin item.png Elixir of Ruin: +250 health, 15% bonus damage to towers, Siege Commander for 3 minutes. Siege Commander: Nearby minions gain 15% bonus damage to towers and gain movement speed based on champion's movement speed. 400 gold.
  • CH Entropy item.png 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. This movement speed bonus is halved for ranged champions. Unique Active: For 5 seconds, basic attacks reduces the target's movement speed by 30% and deal 80 true damage over 2.5 seconds (60 second cooldown). 2700 gold.
  • H Guardian's Horn item.png Guardian's Horn: +200 health, +125% base health regeneration. Unique Passive: Nearby enemy spellcasts reduce the cooldown of Battle Cry by 1 second. Unique Active – Battle Cry: Gain 30% movement speed, 20 armor and 20 magic resistance for 3 seconds (25 second cooldown). 1015 gold.
  • CH Hextech Sweeper item.png Hextech Sweeper: +225 health, +250 mana, +25 armor, +20% cooldown reduction. Unique Passive – Trap Detection: Nearby stealthed enemy traps are revealed. Unique Active – Hunter's Sight: A stealth-detecting mist grants vision in the target area for 5 seconds, revealing enemy champions that enter for 3 seconds (60 second cooldown). 2130 gold.
  • S Juggernaut item.png Cinderhulk: +300 health, +25% bonus health. Unique Passive – Immolate: Deals 15 + (0.6 × level) magic damage a second to nearby enemies. Deals 100% bonus damage to monsters. 1400 gold.
  • C Odyn's Veil item.png Odyn's Veil: +350 health, +350 mana, +50 magic resistance. Unique Passive: Reduces and stores 10% of magic damage received. Unique Active: Deals 200 + (stored magic damage – max 200) magic damage to nearby enemy units (90 second cooldown). 2500 gold.
  • S Ohmwrecker item.png Ohmwrecker: +300 health, +50 armor, +100% base health regen, +10% cooldown reduction. Unique Active: Prevents the closest enemy tower from attacking for 3 seconds (120 second cooldown). This effect cannot be used against the same tower more than once every 8 seconds. Unique Passive – Point Runner: Build up to +30% movement speed over 2 seconds while near turrets (including fallen turrets). 2600 gold.
  • T Overlord's Bloodmail item.png Overlord's Bloodmail: +800 health, +100% base health regeneration. Unique Passive: Upon champion kill or assist, restores 300 health over 5 seconds. 2455 gold.
  • C Prospector's Blade item.png Prospector's Blade: Unique Passive – Prospector: +150 health. +16 attack damage, +15% attack speed. 950 gold.
  • C Prospector's Ring item.png Prospector's Ring: Unique Passive – Prospector: +150 health. +35 ability power. Passive: +6 mana regeneration. 950 gold.
  • S Ruby Sightstone item.png Ruby Sightstone: +400 health. Unique Passive – Ward Refresh: Holds 5 charges and refills upon visiting the shop. Unique Active – Ghost Ward: Consumes a charge to place an invisible ward that reveals the surrounding area for 3 minutes. A player may only have 3 stealth ward on the map at one time. 1600 gold.
  • S Sightstone item.png Sightstone: +150 health. Unique Passive – Ward Refresh: Holds 4 charges and refills upon visiting the shop. Unique Active – Ghost Ward: Consumes a charge to place an invisible ward that reveals the surrounding area for 3 minutes. A player may only have 3 stealth ward on the map at one time. 800 gold..
  • S Warmog's Armor item.png Warmog's Armor: +800 health. Unique Passive: Restores 1% of maximum health every 5 seconds. Health restore increases to 3% of maximum health if damage hasn't been taken within 8 seconds. 2500 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.

  • ChoGathSquare.png Cho'Gath's Feast.png 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.
  • GnarSquare.png 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.
  • LuluSquare.png Lulu's Wild Growth.png Wild Growth increases the maximum health of the targeted ally by 300 / 450 / 600 (+50% AP) for 7 seconds.
  • NasusSquare.png Nasus's Fury of the Sands.png Fury of the Sands increases his maximum health by 300 / 450 / 600 for 15 seconds.
  • NunuSquare.png Nunu's Consume.png Consume increases his maximum health by 10% for 120 / 150 / 180 / 210 / 240 seconds if he consumes a GolemSquare.png golem.
  • RenektonSquare.png Renekton's Dominus.png Dominus increases his maximum health by 200 / 400 / 800 for 15 seconds.
  • SingedSquare.png Singed's Empowered Bulwark.png Empowered Bulwark increases his maximum health by 25% of his maximum mana.
  • SionSquare.png Sion's Soul Furnace.png Soul Furnace permanently make Sion gains 2 bonus health whener he kills a unit, increased to 10 bonus health against large minions, large monsters, champion kills, and champion assists.
  • VladimirSquare.png Vladimir's Crimson Pact.png Crimson Pact increases his bonus health by 140% of his ability power.

Masteries

  • Juggernaut mastery s4.png Juggernaut increases your champion's maximum health by 3%.
  • Veteran's Scars mastery s4.png 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

GMarks (2)

X X 3.47

410 IP

Seal

GSeals (3)

4.48

5 IP

6.24

35 IP

8

820 IP

Glyph

GGlyphs (3)

X X 2.67

410 IP

Quintessence

GQuintessences (3)

14.5

15 IP

20

100 IP

26

2050 IP

Health, Scaling

(Health per level)

Mark

GMarks (4)

X X 0.54 per level (9.72)

820 IP

Seal

GSeals (2)

X X 1.33 per level (24)

410 IP

Glyph

GGlyphs (4)

X X 0.54 per level (9.72)

820 IP

Quintessence

GQuintessences (4)

X X 2.7 per level (48.6)

2050 IP

Percentage Health Mark X X X
Seal

GSeals (3)

X X 0.5 %

820 IP

Glyph X X X
Quintessence

GQuintessences (3)

X X 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. GangplankSquare.png Gangplank 631.08 hp 1. AniviaSquare.png Anivia 467.6 hp
2. TryndamereSquare.png Tryndamere 625.64 hp 2. HeimerdingerSquare.png Heimerdinger 476 hp
3. TaricSquare.png Taric 619.2 hp 3. LuxSquare.png Lux 477.72 hp
4. GarenSquare.png Garen 616.28 hp 4. ZyraSquare.png Zyra 479.32 hp
5. TrundleSquare.png Trundle 616.28 hp 5. SonaSquare.png Sona 482.36 hp
Level 18 1. AlistarSquare.png Alistar 2347.36 hp 1. GnarSquare.png Gnar 1645 hp
2. TryndamereSquare.png Tryndamere 2291.64 hp 2. AniviaSquare.png Anivia 1657.6 hp
3. UdyrSquare.png Udyr 2276.32 hp 3. ZileanSquare.png Zilean 1706.28 hp
4. WarwickSquare.png Warwick 2258.64 hp 4. ZyraSquare.png Zyra 1737.32 hp
5. GarenSquare.png Garen 2248.28 hp 5. NamiSquare.png Nami 1747.32 hp

Trivia

[Last updated 8/6/2015 on patch 5.10]

Aside from SionSquare.png 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 11340.93349, being a level 18 NunuSquare.png Nunu with:

Relevant mathematics:
LuluSquare.png Lulu AP = (180 + 120 × 4 + 126.81 + 1.8 × 9 + 1.8 × 9 + 3.06 × 9 + 7.74 × 3 + 16 + 6 + 40 + 40 + 35) × (2 − 0.7 × 0.95 × 0.88) = 1424.661156
NunuSquare.png Nunu Health = (((9.72 × 9 + 9.72 × 9 + 36 + 5 × 800 + 300 + 1312.330578) × 1.25) + 2128) × (2 − 0.91 × 0.97 × 0.90) = 11340.93349

The most health any champion can obtain at level 1 with the 475 starting gold is 1114.89602, again being NunuSquare.png Nunu with all tier 3 flat health runes, Veteran's Scars mastery s4.png Veteran's Scars and Juggernaut mastery s4.png Juggernaut, a Ruby Crystal item.png Ruby Crystal and using Consume.png Consume on a golem jungle creep.

Relevant mathematics:
NunuSquare.png Nunu Health = (3.47 × 9 + 8 × 92.67 × 9 + 26 × 3 + 36 + 150 + 598) × (2 − 0.97 × 0.90) = 1114.89602

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