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Spell vamp

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Spell vamp is a defensive stat which converts a percentage of the damage from either champion abilities or item actives into health. It only works for active champion abilities that do not modify basic attacks or apply on-hit effects (including true damage abilities) [1].

The heal is calculated from damage after being reduced by enemy defense, such as magic resistance, armor or champion damage reduction {{Citation needed}}.

Increasing spell vamp

Items

The maximum spell vamp from items only is 48% spell vamp.

  • Hextech Gunblade item.png Hextech Gunblade: Unique Passive: Instantly heal for 15% of all damage dealt, including physical, magical and true damage. Area of effect damage only heals 5% for every unit affected.

    , +40 attack damage, +80 ability power, Unique Passive: You heal for 15% of the damage you deal. Unique Active: Deals 150 + (40% AP) magic damage and slows the target champion's movement speed by 40% for 2 seconds (40 second cooldown, shared with other Hextech items) (700 range).
    3400Gold
    .
  • Maw of Malmortius item.png Maw of Malmortius: Unique Passive - Lifegrip: When Lifeline triggers, gain +10% spell vamp, and +10% life steal until out of combat.

    , +55 attack damage, +50 magic resist, +10 armor penetration. Unique Passive - Lifeline: Upon taking magic damage that would reduce health below 30%, grants a shield that absorbs magic damage equal to 300 (+ 100% bonus magic resistance) for 5 seconds (90 second cooldown).
    3250Gold
    .
  • Spirit Visage item.png Spirit Visage: Unique Passive: Increases all sources of healing including self-healing, health regen, lifesteal, and spell vamp effects by 25%.

    . +500 health, +55 magic resistance, +200% base health regeneration, +10% cooldown reduction.
    2800Gold
    .

Champion abilities

Note: Only the effect regarding the spell vamp of these abilities is shown. For full description and detail visit each champion page

Masteries

  • Vampirism mastery s3.png Vampirism grants .4 / .8 / 1.2 / 1.6 / 2% spelll vamp.

Runes

Name Type Tier 1 (Lesser) Tier 2 (Normal) Tier 3 (Greater)
Spell Vamp Mark X X X
Seal X X X
Glyph X X X
Quintessence

GQuintessences (4)

X X 2 %

2050 IP

Ability Drain

Note: These abilities will heal the champion by a percentage of the damage dealt from their ability. These act similar to how spell vamp works, but unlike it, they have no penalty for being Area of Effect abilities.

Notes

  • Spirit Visage item.png Spirit Visage's passive will increase your self-healing (in this case spell vamp) by 20% multiplicatively. So if you had 20% spell vamp before, you will now have 24% spell vamp (not 40%) (20% × 1.2 = 24%).
  • Abilities with natural spell vamp have their own spell vamp fully stacking with items, runes and masteries that provide spell vamp.
  • Spell vamp applies to all types of damage: magical, physical and true.
    • There is a common misconception it only applies to magic damage. This is incorrect.
  • Spell vamp applies to nearly everything that isn't classified as an auto-attack. This includes most abilities, but also includes activated item effects (e.g. Hextech Gunblade item.png Hextech Gunblade).
    • On-hit damage modifiers (e.g. Siphoning Strike.png Siphoning Strike, aka "bonus" or "additional" damage), on-hit damage over time (e.g. Seastone Trident.png Seastone Trident and Toxic Shot.png Toxic Shot) and abilities that apply on-hit effects (e.g. Parrrley.png Parrrley and Mystic Shot.png Mystic Shot) are classified as auto-attacks, and will not apply spell vamp. Any physical damage dealt will trigger life steal, while any magic and true damage dealt trigger neither life steal nor spell vamp.
    • A list of champion abilities on-hit effects that trigger spell vamp can be found here.
  • Area of effect (AoE) spells only apply 33% of the listed spell vamp.
    • Fox-Fire.png Fox-Fire's projectiles are classified as single-target, and will apply 100% of your spell vamp.
    • Abilities with both single-target and multi-target effects, such as Lay Waste.png Lay Waste, will apply spell vamp depending on which effect occurs. In that, full spell vamp against a single target; or 33% against multiple targets.
    • Single target abilities that apply splash damage will apply full spell vamp to the original target, and 33% to the splash damage. For example, Conflagration.png Conflagration with Blaze.png Blaze and Desperate Power.png Desperate Power.
  • Damage over time abilities (DoT) apply full spell vamp. (e.g. Brand Brand's Blaze.png Blaze and Malzahar Malzahar's Malefic Visions.png Malefic Visions).
  • Does not work with the reflected damage of Thornmail item.png Thornmail. It does, however, work with the reflected damage of Molten Shield.png Molten Shield and Defensive Ball Curl.png Defensive Ball Curl.
  • Healing reduction effects such as Ignite.png Ignite and Morellonomicon item.png Morellonomicon reduce the health restored by spell vamp. See healing reduction for more information.

Calculations

Spell vamp is multiplied by total spell damage to determine the amount of health restored. Area of effect spells only heal one-third the normal amount.

Example: Dealing 300 single-target damage with 10% spell vamp will heal for 30. Dealing 300 area of effect damage with 10% spell vamp will heal for 10 for each enemy affected.

Trivia

[Last updated 13/8/2015 on patch 5.15]

  • One of the biggest amount of spell vamp any champion can obtain is 243.0434452%, being a level 18 Akali Akali.

Akali Akali must:

Relevant mathematics:
Janna Janna AP = (16.02 + 6 + 1.8 × 9 + 1.8 × 9 + 3.06 × 9 + 7.74 × 3 + 40 + 180 + 120 + 229.19 + 100 × 3 + 40 + 35) × (1.05 × 1.12 × 1.35) = 1665.979812
Akali Akali AD = (((2.43 × 9 + 1.09 × 9 + 0.73 × 9 + 4.5 × 3 + 10 + 4 + 110 + 95 + 2 × 80 + 25 + 40 + 35 + 50 + 1665.979812 × 0.1) × 1.05) + 112.8) × 1.12 = 1005.217226
Akali Akali spell vamp = ((1005.217226 / 6) + 3 + 6 + 3 × 2 + 20) × 1.2 = 243.0434452%


See also

References

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