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

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

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

In short the formula is:

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

Health as a casting resource

A few champions also use their own health to cast abilities instead of mana:

Other champions' abilities

Health as scaling

Personal health

These use the champion's personal health pool to increase the magnitude of the ability. It could involve total or extra health. By building health items you can receive more benefit and power from these abilities in most situations.

  • BraumSquare.png Braum's Winter's Bite.png Winter's Bite deals additional magic damage equal to 2.5% of his 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% of his maximum health per second if he hasn't been damaged by a Monster, Champion or Tower for 9 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 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 a flat amount plus (+ 7 / 9.5 / 12 / 14.5 / 17% of max health) of his bonus 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, and causes his attacks and spells to deal 1% of his maximum health in magic damage if he consumes a LizardSquare.png lizard for the same duration.
  • OlafSquare.png Olaf's Berserker Rage.png Berserker Rage increases his attack speed by 1% for every 1% of his missing health.
  • SejuaniSquare.png Sejuani's Flail of the Northern Winds.png Flail of the Northern Winds deals a base amount plus (+ 1 as magic damage per second.
  • ShenSquare.png Shen's Ki Strike.png Ki Strike does 10% of his bonus health in additional magic damage.
    • ShenSquare.png Shen's Vorpal Blade.png 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.
  • SionSquare.png Sion's Soul Furnace.png Soul Furnace shield strength equals 10% of his maximum health plus an amount.
  • TaricSquare.png Taric's Imbue.png 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.
  • TryndamereSquare.png Tryndamere's Bloodlust.png Bloodlust increases his attack damage by 1% of his missing health.
  • VladimirSquare.png Vladimir's Crimson Pact.png Crimson Pact increases his ability power by 1 for every 40 bonus health points.
  • 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.
  • 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 a base amount plus 15% of his 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 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.

  • AmumuSquare.png Amumu's Despair.png Despair harms nearby enemies for a flat magical damage plus 1 / 1.5 / 2 / 2.5 / 3% (+1% per 100 AP) of their maximum health per second.
  • 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.
  • GnarSquare.png Gnar's Hyper.png Hyper deals 25 / 30 / 35 / 40 / 45 (+100% AP) plus 6 / 8 / 10 / 12 / 14 % of target's max. health as magic damage each 3 hits or spells.
  • GragasSquare.png Gragas's Drunken Rage.png Drunken Rage does 8 / 9 / 10 / 11 / 12% of target's maximum health.
  • JayceSquare.png Jayce's Thundering Blow.png Thundering Blow does 8 / 11 / 14 / 17 / 20% of the target's maximum health as bonus magic damage.
  • KalistaSquare.png Kalista's Sentinel.png Sentinel causes  12 / 14 / 16 / 18 / 20% of target's maximum health as magic damage.
  • 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.
  • 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 per second.
  • MaokaiSquare.png Maokai's Twisted Advance.png Twisted Advance transforms him into a cloud of arcane energy that quickly travels to a target enemy, deals 9 / 10 / 11 / 12 / 13% (+3% per 100 AP) of target's maximum health as magic damage and roots it.
  • MordekaiserSquare.png Mordekaiser's Children of the Grave.png 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.
  • NasusSquare.png Nasus's Fury of the Sands.png 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.
  • PoppySquare.png Poppy's Devastating Blow.png Devastating Blow deals a flat amount plus 8% of her target's maximum health as magic damage. (the bonus damage is capped)
  • SejuaniSquare.png Sejuani's Flail of the Northern Winds.png Flail of the Northern Winds deals magic damage equal to a flat amount plus 4 / 6 / 8 / 10 / 12% (+3% per 100 AP) of the target's maximum health.
  • ShyvanaSquare.png Shyvana's Flame Breath.png Flame Breath hit enemies and marks then. Shyvana basic attacks against marked enemies deal bonus magic damage equal to 2% of their maximum health.
  • 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.
  • SionSquare.png Sion's Soul Furnace.png Soul Furnace deals 10/11/12/13/14% of target's maximum health as magic damage.
  • TrundleSquare.png Trundle's Subjugate.png 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.
  • 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 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.
  • 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 takes a flat amount plus 4 / 5 / 6 / 7 / 8% of the target's maximum health as true damage.
  • ViSquare.png Vi's Denting Blows.png 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.
  • WarwickSquare.png Warwick's Hungering Strike.png Hungering Strike deals flat magic damage or 8 / 10 / 12 / 14 / 16% of the enemy's maximum health (whichever is higher).
  • ZacSquare.png Zac's Unstable Matter.png 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.
  • ZedSquare.png Zed's Contempt for the Weak.png Contempt for the Weak causes his basic attack to deal an additional 6 / 8 / 10% of the target's maximum health as magic damage whenever the enemy is below 50% health.

Current health

These abilities grant extra damage based on the target's current health. Typically, the more current health the target has, the more damage these abilities will deal. Building additional max health can reduce the effect of skills based on current health over a long fight, but has quickly diminshing returns.

  • DrMundoSquare.png Dr. Mundo's Infected Cleaver.png 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).
  • EliseSquare.png Elise's Neurotoxin.png Neurotoxin Deals magic damage equal to a base amount plus 8% (+3% per 100 AP) of the target's current health.
  • 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 their current health as magic damage
  • JarvanIVSquare.png Jarvan IV's Martial Cadence.png 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.
  • XinZhaoSquare.png Xin Zhao's Crescent Sweep.png 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.

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

Items

  • Blade of the Ruined King item.png Blade of the Ruined King makes autoattacks deal 8% of the target's current health in physical damage (60 max vs minions and monsters).
  • Face of the Mountain item.png Face of the Mountain Passive: killing a minion heals the nearest allied champion for 50 (+1% of your maximum health) of your maximum health. (Recharges every 30 seconds, up to a maximum of 4 charges) Active: consumes 20% of your current Health to shield target ally for 10% of your maximum Health for 4 seconds. After 4 seconds, an explosion originates from the target dealing 10% of your maximum health as magic damage in an area. The shield does not need to persist for the explosion to occur. (60 second cooldown)
  • Liandry's Torment item.png 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 item.png Mikael's Crucible heals a target for 150 + 10% of their maximum health. (180 second cooldown)
  • Warmog's Armor item.png 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 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: +200 health, +50 attack damage, +10% cooldown reduction. Unique Passive: +10 armor penetration. Passive: 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 item.png Catalyst the Protector: +200 health, +300 mana. Unique Passive – Valor's Reward: On 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: Your autoattacks reduce your 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: Nearby allies gain 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 self-healing, health regen, lifesteal, and spell vamp effects by 20%. 2750 gold.
  • Sunfire Cape item.png Sunfire Cape: +450 health, +45 armor. Unique Passive: Deals 25 + (1 × level) magic damage each second to nearby enemies. 2600 gold.
  • Reaper's Emblem item.jpg Targon's Brace: +175 health, +50% base health regeneration. nique 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, your 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: +180 health, +100% 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). 1025 gold.
  • TCH 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 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. 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. 2600 gold.
  • T Overlord's Bloodmail item.png Overlord's Bloodmail: +850 Health. Unique Passive: On kill or assist, heal 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..
  • TCH The Lightbringer item.png The Lightbringer: This item no longer gives health. +30 attack damage, +30% critical strike chance. Unique Passive: Critical strikes cause ennemies to bleed for 90% of bonus AD as physical damage over 3 seconds and reaveal them for the duration. 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 champion that enter for 3 seconds (60 second cooldown). 2280 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 increases his maximum health by 2 whenever he kills a unit. This value is increased to 8 for large minions, large monsters, champion kills, and champion assists.
  • VladimirSquare.png Vladimir's Crimson Pact.png Crimson Pact increases his maximum 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

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. GangplankSquare.png Gangplank (632 hp) 1. AniviaSquare.png Anivia (468 hp)
2. TryndamereSquare.png Tryndamere (626 hp) 2. HeimerdingerSquare.png Heimerdinger (476 hp)
3. TaricSquare.png Taric (619 hp) 3. LuxSquare.png Lux (478 hp)
4. GarenSquare.png Garen (616 hp) 4. ZyraSquare.png Zyra (479 hp)
5. TrundleSquare.png Trundle (616 hp) 5. SonaSquare.png Sona (482 hp)
Level 18 1. AlistarSquare.png Alistar (2347 hp) 1. GnarSquare.png Gnar (1645 hp)
2. TryndamereSquare.png Tryndamere (2292 hp) 2. AniviaSquare.png Anivia (1658 hp)
3. UdyrSquare.png Udyr (2276 hp) 3. ZileanSquare.png Zilean (1706 hp)
4. WarwickSquare.png Warwick (2259 hp) 4. ZyraSquare.png Zyra (1737 hp)
5. GarenSquare.png Garen (2248 hp) 5. NamiSquare.png Nami (1747 hp)

Trivia

[Last updated 20/4/2015 on patch 5.7]

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 10889.28, being a level 18 NunuSquare.png Nunu with:

The most health any champion can obtain at level 1 with the 475 starting gold is 1020, 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.

Sion's HP record is currently 86 323. It can be found here.


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