# Health

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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 health and current health displayed as a bar above their models. When displayed over a champion's model in game, the health meter is displayed as segmented bars.

Additionally, for your own champion, it is represented in the interface as a green bar with two numbers ( # / # ): the first one represents the actual life available at the moment, while the second is the maximum amount of health the champion can have. If a champion's health reaches zero and he doesn't have any abilities preventing it, death will occur. Max health scales additively with every bonus health point and increases with each level, meaning that each bonus point acquired directly affects the statistic.

At level 18 base health ranges from 1645 health to 2347.4 health. See here for the complete list.

Maximum health has a gold value of 2.67  per point. Health regeneration has a gold value of 36  per point. Health restored by potion has a gold value of 0.233  per point.

## Effective health

Effective burst health, commonly referred to just as effective health, describes the amount of raw burst damage a champion can receive before dying in such a short time span that he remains unaffected by any form of health restoration (even if the actual considered damage is of sustained form). It can however include any form of health gain (such as from ). Effective sustained health, on the other hand, would take into account also champion's health restoration.

Unless champion's resists aren't unnaturally reduced below zero, any effective health will always be more than or equal to a champion's displayed health in their health bar and it can be increased by buying items with extra health, armor and magic resistance.

Depending on the type of damage taken, we can also speak of physical effective health, magical effective health or mixed effective health. Depending on a behavior of such source of damage it is also possible to speak of effective health relative to given subject/source of damage, for example magical effective health versus poke. Many poke team compositions with mixed overall damage usually heavily rely on a poke consisting of prevalent magic damage. Maximizing primarily magical effective health thus might be a valuable counterstrategy to weaken their poking phase as teamfight initiation relies upon it.

Effective health is a measure of the durability of a champion, taking into account their health as well as their armor and magic resistance. 'Sheer' forms of effective health are defined as health plus 1% of health for every point of armor (or magic resistance). Contrary to their simple formulas, mixed effective health uses a bit more complex one. Because of this, mixed effective health is always subject to the damage source and the proportions between particular three damage composites (with pure damage being regarded as true damage). The formulae are as follows:

• physical effective health = HP × (1 + 0.01 × armor)
• magical effective health = HP × (1 + 0.01 × MR)
• The formula for mixed effective health can be simply derived from the effective health : nominal health ratio which is always the same as ratio of damage dealt : damage taken (after application of resists):

$\pagecolor{Black}\color{White}{\rm mixed\ effective\ health}={\it HP}\times{ {physical\ damage+true\ damage+magic\ damage}\over{ {physical\ damage\over{1+0.01\times{\it armor} } }+true\ damage+{magic\ damage\over{1+0.01\times{\it MR} } } } }$

Note: One can include the penetrations in all of the above ideas by replacing penetration with a due amount of corresponding negative resist.

Physical effective health and magical effective health are effective against physical damage and magic 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.

Example: 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.

## Optimal efficiency (theoretical)

Note: Optimal efficiencies against only specific types of damage are located in the corresponding sections under armor and under magic resistance, respectively. In this article, effective health will simply refer to the mixed effective burst health, or the amount of cocktail of raw burst 'physical damage', 'true/pure damage' and 'magic damage' a champion can take before dying.

We will be further considering effective health against the mix of physical damage, true damage and magic damage, with ratio of P : T : M, respectively. As the following analysis would lead to polynomials of very high degree with general formula for effective health, and as true damage is a very strong damage type- and therefore a strongly restricted resource, we will further assume that its amount is not significant and put T = 0 (hence the results of this section will poorly apply to fights happening under Nexus Obelisk). That means that in reality the odds will be slightly shifting in favor of building health, depending on the amount of omitted true damage.

Note: The ratios of mixed damage taken into account can be quite accurately estimated by using kill-recap screen or end-game champ info on damage taken, as well as end-game enemy (team) info on damage dealt. As the composition of mixed damage can highly fluctuate over time between laning, poking, all-ins, diving or teamfight phases, the provided statistics (as always) must be taken into account with precaution. Lastly, some of these statistics won't include minions', monsters' or turrets' mostly physical damage (with exceptions of mixed damage and Nexus Obelisk's pure damage), which also poses a large portion of early game damage. When accessing champion damage composition from runes, masteries and items, the important factor in the current season is that keystones like Thunderlord's Decree, Deathfire Torch or Grasp of Undying can add large portions of (even scaling) magic damage for strict AD champion and vice versa- keystone like Fervor of Battle will add large portion of physical damage even on strict AP champion.

In the game players buy HP, armor and MR for gold. As gold value of armor (derived from cost of basic armor item) is currently (as of season six) 7.5 times higher than gold value of HP (derived from cost of basic health item), and gold value of MR (derived from cost of basic magic resistance item) is currently 6.75 times higher than gold value of HP, we theoretically can maximize effective health represented by the formula above with gold as input variable by satisfying the following equations:

$\pagecolor{Black}\color{White}7.5\times{ {100+{\it A} }\over\sqrt{10{\it P} } }={ {\it HP}\over{\sqrt{10{\it P} }+\sqrt{9{\it M} } } }=6.75\times{ {100+{\it MR} }\over\sqrt{9{\it M} } }$

Example: We can derive from these equations that to efficiently defend against mixed damage composed of exactly 50% physical damage and 50% magic damage, magic resistance value of the ideal build would be approximately 5% greater than that of armor.

These equations define the base equilibrium line of optimal mixed effective health against damage source with composition ratio of P : 0 : M.

Example: Given a theoretical situation where you start off with 0 health, 0 magic resistance and 0 armor and are given an arbitrary sufficient amount of gold ( ≥ 4 × max{ 10 × (100 + armor) × (1 + √(9M ÷ 10P)), 9 × (100 + MR) × (1 + √(10P ÷ 9M)) } -3800), which you can either use to increase your health, magic resistance or armor, the way to maximize your effective health is to spend gold on your health until both your health ≥ 7.5 × (100 + armor) × (1 + √(9M ÷ 10P)) = 7.5 × (0 + 100) × (1 + √(9M ÷ 10P)) = 750 × (1 + √(9M ÷ 10P)) and health ≥ 6.75 × (100 + MR) × (1 + √(10P ÷ 9M)) = 6.75 × (0 + 100) × (1 + √(10P ÷ 9M)) = 675 × (1 + √(10P ÷ 9M)), then increase either MR or armor, depending on which of the two inequalities is still strict, until both inequations reach equality. In that moment you achieved equilibrium, but with still some unused gold. Lastly, you split the remaining gold in half, spend half on your health and divide the remaining gold between your armor and magic resistance by ratio √10P : √9M, respectively (as gold values of these stats have ratios 1 : 7.5 : 6.75, respectively, it would lead to buying additional health, armor and magic resistance proportionally with ratios (√10P + √9M) : (√10P ÷ 7.5) : (√9M ÷ 6.75), respectively, increasing all sides of equations above by same amount and thus naturally preserving the equalities).

Note: One can notice that if one damage type component becomes too small relatively to other, either P ÷ M or its inverse will gain increasingly large values. Both fractions are occuring in above inequations. As a result, if this happens, then minimum gold and minimum equilibrium health requirements might very swiftly skyrocket into really large numbers, to such extent that equilibrium line becomes unreachable and practically unusable. Similarly, this article deals with mixed effective health, so naturally neither its physical damage nor magic damage are supposed to be zeros (and some results cannot be applied). If any damage type component represents a very small fraction of total damage, including 0%, it is more appropriate to apply basic equilibrium lines for either physical effective health or magical effective health.

Now we just formulated a 'rule of preserving equilibrium (or maximum effective health)':

Once equilibrium state is reached, all we need to do to preserve it is to always distribute gold into health, armor and magic resistance with ratios (√10P + √9M) : √10P : √9M, respectively, for the rest of the game.

... or in other words, always 50% gold into health and remaining 50% gold into armor with magic resistance.

Again, this model is highly simplified and cannot be exactly applied in cases when we are buying any other items than , , , or (for example if our decision-making process would involve instead of , the above model would need to use equilibrium constants 7.6 and 6.84). Even considering the purchase of different health, armor or magic resistance items with differing gold efficiencies (quite natural expectation under real circumstances) makes use of single constant utterly impossible. Going even further, the continuous model simplifies a discrete character of real shopping, as you cannot really buy 1.5 × for 600 , so with that much gold you opt to buy either a single or 2 × or a single , drastically changing the equilibrium constants to 5.0 and 6.0.

Thankfully to almost linear item stats' gold efficiency a player could use weakened base equilibrium conditions in a form: 7.5 × (100 + armor) ÷ √10PHP ÷ (√10P + √9M) ≈ 6.75 × (100 + MR) ÷ √9M to objectively access own decision-making without need to hold to equalities too strictly. However, the presence of square roots in the formulae makes real-time manual use of such conditions highly impractical. To make the formula as easy to apply as possible, we can use the following simplified ratio form:

$\pagecolor{Black}\color{White}(100+{\it armor}) : {\it HP} : (100+{\it MR})\approx\sqrt{P} : 7(\sqrt{P}+\sqrt{M}) : \sqrt M$

The equations still can be practically used for the purpose of pre-game analysis. Let us suppose that a bulk (or any champion intending to buy 6 mainly defensive items) has to face a team of 5 enemy champions, with all 5 being equally potent in damage. Depending on enemy team combination of AD/AP champions (let us suppose that we are dealing with clear damage archetypes), the bulk's optimal decision-making between buying armor and MR might follow this pattern if we apply the square root proportionality (HP can be also treated in similar fashion, but now we will omit it for the sake of transparency):

• 5 AD & 0 AP100 armor : 0 MR → 6 armor items, 0 MR items
• 4 AD & 1 AP65 armor : 35 MR → 4 armor items, 2 MR items
• 3 AD & 2 AP54 armor : 46 MR → 3 armor items, 3 MR items
• 2 AD & 3 AP44 armor : 56 MR → 3 armor items, 3 MR items
• 1 AD & 4 AP32 armor : 68 MR → 2 armor items, 4 MR items
• 0 AD & 5 AP0 armor : 100 MR → 0 armor items, 6 MR items

Two facts are immediately observable from the list. The first is that seemingly quite unequal team composition of 2 enemy champions of one damage type and 3 of the other type induces need to invest the very equal shares into both resists. The second observation is that a presence of a single champion of a complementary damage in otherwise full AD/AP team stimulates enemy bulks to optimally put entire one third of own resists into the secondary resist. This is a strong contributing factor behind the idea of AD/AP carries as a single champion of differing damage type in a team greatly enhances enemy's requirement to invest own resources into the corresponding resist, a gold that they could otherwise freely invest into more single-purpose focused stats.

Intuition could mislead a player to expect that only a little armor/magic resistance (in case of bulk, a single item) would suffice against almost pure AD/AP team, respectively. The analysis of effective health shows, however, that such premise is wrongly based on assuptions of linear proportionalities between offensive and defensive stats which, although true, do not carry over this particular problem. As a result, a team underestimation of one resist's necessity, armor or magic resistance, indirectly amplifies the damage output effectivity of the only AD/AP opponent and potentially leads to him/her snowballing, thus effectively becoming a carry with less effort. To put it very simply, square root proportionality results in optimal defense ratio of approximately 1:2 when being confronted by mixed damage with ratio of 1:4. Building resists with ratio 1:4 leads to taking mixed damage with ratio 1:1, allowing a single enemy champion to deal 50% of overall damage to bulks.

The above analysis doesn't entirely apply to squishy champions. Such champions usually have very low resists and thus hidden values of +100 armor and +100 MR in equilibrium conditions are much more impactful. As a result, the squishy's optimal decision-making between resists might follow a bit different pattern:

• 5 AD & 0 AP → 1 armor item, 1 armor(&HP) item   (HP won't scale enough just from levels)
• 4 AD & 1 AP → 1 armor and/or HP item   (armor from leveling is sufficient, both stats can help)
• 3 AD & 2 AP → 1 HP item   (more than enough resists but deficient HP)
• 2 AD & 3 AP → 1 HP item
• 1 AD & 4 AP → 1 MR item
• 0 AD & 5 AP → 2-3 MR items   (squishies have naturally low innate MR)

However, carry champions are logically focusing on damage output rather than optimizing own resists and usually tend to deviate a lot more often from the pattern, instead opting for defense items with interesting uniques such as , , or .

Example: Player's kill recap screen shows that the fatal damage was composed of 66% physical damage and 33% magic damage, hence composition ratio of the lethal mixed damage was cca. 1:2. The appropriate resists' combination to withstand it should therefore head towards ratio of cca. √0.5 ≈ 2:3. However, when distributing resists, player has to calculate with +100 armor and +100 MR more than he actually has in stats.

This information is strongly theoretical and due to game limitations from champions' base stats, innate abilities and non-linearity of gold value of item stats (gold value of stats differs for different items or is even impossible to be objectively evaluated due to interference of unique item abilities), the real equilibrium function is too complicated to be any useful. Furthermore, compactibility of game items, as well as limit of 6 regular item slots and one trinket slot, makes application of balance function poorly executable.

The complexity of this problem provides space for players' intuition to develop and demonstrate their itemization skills. If given sufficient amount of time, each player could perfectly analyze situation at any given moment when he exited the shop and tell what should he buy at that moment for available gold to maximize own effective health. The sheer impossibility of doing such thing in real time creates opportunity to develop the skill. Not only that but often choosing to maximize current effective health leads to suboptimal decision branches in the future. The summary on end game screen about type of fatal damage taken is a key part of this decision process as well.

Instead, broadly speaking, items which provide multiple defense stats, give a very high amount of effective health compared to items which only provide pure single stat. These items should be purchased when a player is seeking efficient ways to reduce the damage they take by a large amount. Furthermore, these items are among all available items the best ones to distribute their gold value more equally among health, armor and magic resistance, thus working better for rule of preserving equilibrium.

## Health as a casting resource

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

### Other champions' abilities

• costs 21 / 34.5 / 48 / 61.5 / 75 (+ 12% AD) health per use.
• costs 10% of her maximum health and 40 / 45 / 50 / 55 / 60 mana per use.

## Health as scaling

### Personal health

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

• grants him a shield that blocks for 15% of his bonus health damage.
• deals magic damage equal to 70 / 115 / 160 / 205 / 250 (+ 2.5% of maximum health).
• heals him for 12% of his missing health for every enemy champion hit by the Blade, up to 36% of his missing health.
• receives bonus health regeneration per second equal to 0.3% of his maximum health.
• increases his attack damage by 40 / 55 / 70 / 85 / 100, increased by 1% for every 1% of his missing health.
• next attack deals bonus physical damage equals to 3 / 3.5 / 4 / 4.5 / 5% of his health.
• heals 40 / 50 / 60% of his maximum health over 12 seconds.
• heals him for 50 / 75 / 100 / 125 / 150 (+ 15% of his missing health) (+ 90% AP).
• 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.
• heals 4% of his maximum health instantly every time he uses an ability (8 second cooldown).
• deals physical damage equal to 20 / 60 / 100 / 140 / 180 (+ 6% of his maximum health).
• makes her heals her for 5% of her missing health if it hits at least one champion.
• 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) of her missing health if the tether persists for the whole duration.
• makes 100% of his bonus health apply to Skaarl instead.
• heals her for 100 / 150 / 200 (+ 30% AP), increased by 1% for every 1% of her missing health.
• grants him a shield equal to 10% of his maximum health which recharges if he hasn't been damaged for 10 / 8 / 6 seconds.
• heals 5 / 6 / 7% of his maximum health when he attacks with 5 magical sap stacks.
• heals him for 30 / 50 / 70 / 90 / 110 (+ 15% AP), increased by 1% for every 1% of his missing health.
• shields him for up to 25% of his maximum health.
• grants him a shield that blocks for 65 / 70 / 75 / 80 / 85 (+ 9 / 11 / 13 / 15 / 17% of maximum health).
• increases his maximum health by 10% for 120 / 150 / 180 / 210 / 240 seconds if he consumes Rough Rock Candy. makes his autoattacks and abilities deal 1% of his maximum health as bonus magic damage for 120 / 150 / 180 / 210 / 240 seconds if he consumes Ornery Monster Tails.
• increases his attack speed by 1% for every 1% of his missing health.
• provides 0.5% enhanced healing from all sources for every 1% missing health.
• grants her a shield upon picking up the buckler that blocks for 15 / 17.5 / 20% of her maximum health.
• heals him for 8 + (4 × level), increased by 6.25% (+ 1% of his missing health).
• deals 40 / 70 / 100 / 130 / 160 (+ 4 / 6 / 8 / 10 / 12% of maximum health) (+ 60% AP) magic damage over 4 seconds.
• shields himself from 52 - 120 (based on level) (+ 14% bonus health) damage for 2.5 seconds after using an ability.
• deals physical damage equal to 50 / 75 / 100 / 125 / 150 (+ 12% bonus health).
• shields him for up to 30 / 55 / 80 / 105 / 130 (+ 6 / 7 / 8 / 9 / 10% of maximum health) (+ 40% AP) for up to 6 seconds.
• shields him for up to 10 / 11 / 12 / 13 / 14% of his maximum health (+ 80% AP) for 6 seconds.
• heals her for 30 / 50 / 70 / 90 / 110 (+ 20% AP), increased by 0.5% for every 1% of her missing health.
• heals her for 25 / 35 / 45 / 55 / 65 (+ 40% AP) for every enemy champion hit, increased by 1% for every 1% of her missing health.
• makes his autoattacks and abilities deal 1 / 1.25 / 1.5% of his maximum health as bonus magic damage, stacking up to 3 times for a maximum bonus damage of 3 / 3.75 / 4.5% of his maximum health.
• restores 20 / 30 / 40 / 50 / 60 (+ 20% AP) (+ 1.5% bonus health) health per charge up to maximum of 3 charges per cast, to himself and all nearby allied champions.
• shields himself and a target allied champion for 8 / 9 / 10 / 11 / 12% of the targets maximum health damage for up to 2.5 seconds.
• 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).
• increases his ability power by 2.5% of his bonus health.
• deals 80 / 135 / 190 / 245 / 300 (+ 10% of bonus health) magic damage over 2 seconds.
• deals 30 / 45 / 60 / 75 / 90 (+ 2.5% of bonus health) (+ 35% AP) to 60 / 90 / 120 / 150 / 180 (+ 10% of bonus health) (+ 70% AP) magic damage based on how long he charges it.
• 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.
• heals 30% of his maximum health over 6 seconds if he gets under 30% health.
• deals 80 / 125 / 170 / 215 / 260 (+ 15% of bonus health) as physical damage.
• 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 that attempt to recombine. Each 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 .

• 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.
• 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.
• , against Vitals, deals 2% (+ 4.5% per 100 bonus AD) of target's maximum health bonus true damage.
• 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.
• deals 20 / 50 / 80 / 110 / 140 (+ 30% AP) (+ 8% of the target's maximum health) magic damage, capping at 300 against monsters.
• makes the enemy champion with the most recent kills the Villain. Garen's basic attacks and ticks of deal 1% target's maximum health as bonus true damage versus Villains.
• 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.
• deals 10 / 12.5 / 15 / 17.5 / 20% of the target's maximum health as magic damage, capping at 75 / 125 / 150 / 175 / 200 against monsters.
• deals 80 / 110 / 140 / 170 / 200 (+ 20% AD) (+ 5% of the target's maximum health) bonus physical damage on the third autoattack upon the crippled target.
• buffs his next 4 basic attacks, with the final attack dealing 20 / 30 / 40 / 50 / 60 (+ 4 / 5 / 6 / 7 / 8% of the target's maximum health) bonus physical damage.
• makes  and Skaarl charge toward a target location, ramming into the nearest enemy champion, dealing up to 12 / 15 / 18% (+ 12% per 100 AD) of the target's maximum health.
• gives him a temporary buff to his autoattacks dealing 2% (+ 0.75% per 100 AP) of the target's maximum health as bonus magic damage, capping at 100 against minions and monsters.
• deals 140 / 220 / 300 (+ 130% bonus AD) (+ 50% AP) magic damage against enemies below 50% health and 210 / 330 / 450 (+ 195% bonus AD) (+ 75% AP) magic damage against enemies below 25% health.
• creates a zone underneath his target that harms enemies standing on it for 5 / 7 / 9% (+ 1.5% per 100 AP) of their maximum health as magic damage per second, capping at 120 against minions and monsters.
• 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.
• deals to an enemy champion 25 / 30 / 35% (+ 4% per 100 AP) of the target's maximum health as magic damage to the target, dealing 25% of the damage initially and 75% over 10 seconds.
• 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.
• causes his autoattacks and to automatically critically strike enemies below 15% health.
• deals 35 / 55 / 75 / 95 / 115 (+ 80% bonus AD) (+ 7% of target's maximum health) physical damage in an area and creates a zone that slows, then explodes after 1 second, dealing the same damage again.
• 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. Upon attacking or reactivating, Sejuani deals 10 / 17.5 / 25 / 32.5 / 40 (+ 1 / 1.5 / 2 / 2.5 / 3% of the target's maximum health) (+ 15% AP) magic damage around her per second for 4 seconds.
• makes his next 3 basic attacks within 8 seconds deal magic damage equal to 3 / 3.5 / 4 / 4.5 / 5% (+ 1.5% per 100 AP) of target's maximum health in a zone near to Spirit Blade; if the spirit blade collides with an enemy champion, the empowerment is enhanced, dealing 2% (+ 0.5% per 100 AP) of target's maximum health bonus magic damage and gain 50% bonus attack speed.
• hits enemies and marks them. Shyvana's basic attacks against marked enemies deal 2.5% of their maximum health bonus magic damage, capping at 100 against monsters.
• deals 50 / 65 / 80 / 95 / 110 (+ 6 / 6.5 / 7 / 7.5 / 8% of target's maximum health) (+ 75% AP) magic damage, capped at 300 against minions and monsters.
• makes his auto attacks deal 10% of target's maximum health as physical damage, capping at 75 bonus physical damage against minions and monsters.
• 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.
• deals 20 / 23 / 26 / 29 / 32% (+ 2% per 100 AP) of the target's maximum health magic damage, capped at 400 / 450 / 500 / 550 / 600 against monsters.
• 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.
• 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.
• adds marks after each spell or auto attack on her target. After 3 of these marks, the affected target will suffer (6 / 7.5 / 9 / 10.5 / 12% of the target's maximum health) true damage, with a minimum damage of 40 / 60 / 80 / 100 / 120, and capping at 200 against monsters.
• 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.
• deals 75 / 125 / 175 / 225 / 275 (+ 100% AP) magic damage or 8 / 10 / 12 / 14 / 16% of the target's maximum health (+ 100% AP) magic damage (whichever is higher).
• causes his basic attacks to deal 5 / 7.5 / 10% of the target's maximum health bonus magic damage against enemies targeted by the Maiden of the Mist.
• 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.
• 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.

• deals 80 / 130 / 180 / 230 / 280 magic damage or 15 / 17.5 / 21 / 22.5 / 25% of the target's current health magic damage (whichever is higher), capping at 300 / 350 / 400 / 450 / 500 against minions and monsters.
• deals 40 / 75 / 110 / 145 / 180 (+ 4% (+ 3% per 100 AP) of the target's current health) magic damage. The percent health is capped at 75 / 100 / 125 / 150 / 175 against monsters.
• impales all enemy champions in the targeted area, dealing 15 / 20 / 25% (+ 1% per 100 AP) of enemies' current health magic damage.
• causes his first attack on a target to deal 10% of their current health bonus physical damage, capping at 400.
• causes Lamb's auto-attacks to deal 1.25% of their current health bonus physical damage per stack, capped at 75 + (10 per stack) against monsters.
• 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.
• deals 15% of target's current health as magic damage to all enemies hit in an area, with a minimum damage of 70 / 105 / 140 / 175 / 210 magic damage.

#### 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.

• 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.
• deals 60 / 100 / 140 / 180 / 220 (+ 8% (+ 3% per 100 AP) of the target's missing health) magic damage. The percent health is capped at 75 / 100 / 125 / 150 / 175 against monsters.
• 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.
• deals to an enemy champion 175 / 350 / 525 (+ 28.57 / 33.33 / 40% of the target's missing health) magic damage.
• deals 15 / 20 / 25% of target's missing health bonus physical damage each 4 shots.
• deals 50 / 125 / 200 (+ 25% AD) physical damage, increased by 2% for every 1% of the target's missing health.
• 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.
• deals 50 / 80 / 110 / 140 / 170 (+ 90% bonus AD) (+ 8% of target's missing health) physical damage, capping at 400 against minions and monsters.
• deals 0.5% increased damage for every 1% of the target's missing health. Going from 16 / 32 / 48 / 64 / 80 (+ 22% AP) to 24 / 48 / 72 / 96 / 120 (+ 33% AP) magic damage per second for 5 seconds.
• deals 1 / 1.25 / 1.5 / 1.75% 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) magic damage.
• 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) physical damage to 240 / 360 / 480 (+ 180% bonus AD) physical damage.
• 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) physical damage to 160 / 250 / 340 / 430 / 520 (+ 30% of bonus health) physical damage.

#### Bonus health

These abilities grant extra damage based on the target's bonus health. Typically, the more bonus health the target has, the more damage these abilities will deal. Therefore, they are more powerful against tanks with a lot of health.

• deals 200 / 400 / 600 (+ 200% bonus AD) (+ 12 / 15 / 18% of kicked target's bonus health) physical damage to all enemies that the target collides with.
• grants Mordekaiser 25% of target's bonus health while the ghost is active.

### Items

• makes autoattacks deal 6% 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).
• : Unique Active: Shield target ally for 10% of your maximum health for 4 seconds. After 4 seconds, the shield explodes to slow nearby enemies by 40% for 2 seconds (60 second cooldown).
• dealing spell damage applies a damage-over-time effect for 3 seconds that deals 2% of target's current health bonus magic damage per second. This bonus damage is doubled against movement-impared units and capped at 100 magic damage per second vs. monsters.
• heals an allied champion for 150 (+ 10% of the target's maximum health) (180 second cooldown).
• : Unique Passive: Upon taking at least 400 to 1800 damage (based on level) within 5 seconds, gain Sterak's Fury for 8 seconds (45 second cooldown). Grow in size and strength, gaining increased size, +25% additional base attack damage, and a rapidly decaying shield for 30% of your maximum health.
• grants Warmog's Heart, which restores 15% of maximum health every 5 seconds if damage hasn't been taken within 8 seconds.
• first and every fourth voidspawn gain 15% of maximum health as attack damage (150 second cooldown).

## Ways to restore health

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

• By the health regeneration.
• Using a , , , , or .
• Returning to the spawning pool, which restores a percentage of your maximum health per second.
• Leveling up will restore some maximum health, and some current health. Actual health regained is lower depending on how wounded the champion is upon leveling up.
• the (restores instantly 20% of maximum health).
• Having the buff, which can be obtained by slaying the or by slaying an enemy champion that has the buff (restores 1% maximum health per 5 seconds).
• Slaying a monster that has Healing Sigil (, , , and ).
• Killing a unit while having mastery active.
• Obtaining kill or assist while having mastery active (restores instantly 5% of missing health).
• By using life steal, dealing damage with basic attacks will restore health.
• By using , dealing physical damage will restore health.
• By using spell vamp, dealing damage with abilities will restore health.
• By using , dealing damage will restore health.
• The passive effect of , , and restores 20% of mana as health per cast (max 15 health) or per second for toggle spells (max 15 health per second).
• Using a healing ability or spell, such as , , or .

## Ways to modify health restoration

There are multiple ways how to modify magnitude of health restoration (including healing, life steal, spell vamp, passive, passive and health regeneration). Health gain effects such as are not considered to be health restoration effects and as such remain unaffected.

### Decreasing health restoration

A champion's health restoration can be reduced in following ways (the list does not include internal spell mechanics or scalings):

• Grievous Wounds debuff reduces all health restoration on target by 40%.
• Murder Bridge map reduces all outsourced health restoration by 50%.

### Increasing health restoration

A champion's health restoration can be amplified in several ways (the list does not include internal spell mechanics or scalings as well as secondary healing by allies):

• increases own health restoration by 0.5% per 1% of his missing health.
• increases own health restoration by 20%.
• increases own health restoration by 25%.
• increases own health restoration and shields by 1.6 / 3.2 / 4.8 / 6.4 / 8%.
• increases healing and shields by 10%.
• increases healing and shields by 10%.
• and increase healing and shields by 15%.
• increases healing and shields by up to 100 - 250 (based on level) stored Blood Charges as bonus healing.

## Increasing health

### Items

Item Cost Amount Availability
1500 200Common
1100 280Common
2900 200Common
2450 300Common
1100 225Common
1625 400Classic
650 200Common
2900 500Common
450 80Classic
400 60Classic
450 80Common
950 150Howling Abyss
2200 500Summoner's Rift
2200 200Summoner's Rift
2200 200Summoner's Rift
2200 450Common
3100 700Common
1000 380Common
950 150Howling Abyss
1600 200Common
3000 300Common
2500 300Common
1200 150Common
800 200Common
3200 300Common
2500 400Summoner's Rift
3300 300Twisted Treeline
1850 400Black Market Brawlers
2450 350Howling Abyss
2650 300Summoner's Rift
950 150Howling Abyss
1250 200Common
2200 250Black Market Brawlers
2900 500Common
350 75Common
2500 500Common
2700 300Common
2600 300Crystal Scar
400 150Common
1600 500Summoner's Rift
3200 400Common
800 150Summoner's Rift
1200 250Common
2800 500Common
2700 400Common
2900 500Common
850 175Common
3100 300Common
3500 450Common
2115 400Black Market Brawlers
3733 250Common
2850 800Common

### Champion abilities

• increases his maximum health by 90 / 120 / 150 when it kills a unit. This buff stacks up to 6 times. Cho'Gath loses half his current stacks (rounded up) upon death.
• increases his maximum health by 30 + (40 × Gnar's level) when he transforms into Mega Gnar for 15 seconds.
• increases the maximum health of the targeted ally by 300 / 450 / 600 (+ 50% AP) for 7 seconds.
• increases his maximum health by 300 / 450 / 600 for 15 seconds.
• grants himself a stack of Well Fed if he consumes an enemy minion or monster, increasing his maximum health by 3% and stacking this buff up to 5 times (for a maximum of maximum health by 15%)
• increases his maximum health by 250 / 500 / 750 for 15 seconds.
• increases his maximum health by 25% of his maximum mana.
• increases his maximum health by 2 whenever he kills a unit, increased to 10 bonus health against large minions, large monsters, champion kills, and champion assists.
• increases his bonus health by 140% of his ability power.

### Masteries

• increases your champion's health by 10 / 20 / 30 / 40 / 50.
• increases your champion's health up to 300 health by killing or being nearby killed siege minions and jungle monsters.

### Runes

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

X X 3.47

410

Seal

4.48

N/A

6.24

1

8

820

Glyph

X X 2.67

410

Quintessence

14.5

N/A

20

1

26

2050

Health, Scaling

(Health per level)

Mark

X X 0.54 per level (9.72)

820

Seal

X X 1.33 per level (24)

410

Glyph

X X 0.54 per level (9.72)

820

Quintessence

X X 2.7 per level (48.6)

2050

Percentage Health Mark X X X
Seal

X X 0.5 %

820

Glyph X X X
Quintessence

X X 1.5 %

2050

## List of champions' health

The Highest and Lowest Health Champions (Base Health)
Champion Level Top 5 champions Bottom 5 champions
Level 1 1. 625.64 hp 133. (unmounted) 340 hp
3. 616.28 hp 132. 467.6 hp
3.
3. 614.6 hp 131. 476 hp
4. 613.36 hp 130. 477.72 hp
5. 613.12 hp 129. 482.36 hp
Level 18 1. 2415.36 hp 133. (unmounted) 1530 hp
2. 2291.64 hp 132. 1645 hp
3. 2282.24 hp 131. 1657.6 hp
4. 2276.32 hp 130. 1706.28 hp
5. 2258.64 hp 129. 1747.32 hp

## Trivia

(Last updated 25/05/2016 on patch 6.10)

• Aside from , who may obtain any amount of health due to the passive effect of his  ; the most health any champion can obtain is 11840.19118, being a level 18 , though with the new , may have the most.
• Base stats: +2128 health
• Runes:
• 9 × (+9 × 9.72 health)
• 9 × (+9 × 9.72 health)
• 9 × (+9 × 0.5% maximum health)
• 3 × (+3 × 1.5% maximum health)
• Masteries:
• 5 points in (+45 health)
• 1 point in (+300 health)
• Items:
• 5 × (+5 × 800 health)
• 1 × (+400 health, +15% maximum health)
• Buffs:
• on a golem jungle monster (+10% maximum health)
• with the maximum amount of ability power (+1823.729435 health)
• (+300 health)
• Relevant mathematics:
• AP:
• Items =  +  +  = 777.81 AP
• Runes =  +  +  +  = 83.16 AP
• Mast. & buffs =  +  +  = 105 AP
• AP amplification =  ×  ×  ×  = 2.53368 = 153.368% AP
• AP = (777.81 + 83.16 + 105) × 2.53368 = 2447.45887 AP
• health:
• Base = 2128 HP
• Items =  +  = 4400 HP
• Runes =  +  = 174.96 HP
• Mast. & buffs =  +  +  +  = 2468.729435 HP
• Health amplification = ( + ) ×  ×  = 1.37885 = 37.885% HP
• Health = 2128 + (4400 + 174.96 + 2468.729435) × 1.37885 = 11840.19118 HP

The most health any champion can obtain at level 1 with the 500  is 1038.286, again being .

• Base stats: +598 health
• Runes:
• 9 × (+9 × 3.47 health)
• 9 × (+9 × 8 health)
• 9 × (+9 × 2.67 health)
• 3 × (+3 × 26 health)
• Masteries:
• 5 points in (+45 health)
• Items:
• 1 × (+150 health)
• Buffs:
• on a golem jungle monster (+10% maximum health)
• Relevant mathematics:
• health:
• Base = 598 HP
• Items =  = 150 HP
• Runes =  +  +  +  = 205.26 HP
• Masteries =  = 45 HP
• Health amplification = 100% +  = 1.1 = +10% bonus HP
• Health = 598 + (150 + 205.26 + 45) × 1.1 = 1038.286 HP