Spell vamp is a defensive stat which converts a percentage of the damage from either champion abilities or item actives into health. Spell vamp will apply to any source of ability damage, which generally excludes most on-hit effects and attack modifiers.

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

Increasing spell vamp

The following is true spell vamp. It does not benefit from Heal power Heal Power.

Items

Champion abilities

Runes

Increasing ability drain

The following is really similar to spell vamp, but is not really spell vamp. It benefits from Heal power Heal Power.

Items

Champion abilities

Abilities using ability drain do not have a penalty for area of effect damage, unless stated otherwise.

Runes

Notes

  • Spirit Visage item Spirit Visage's passive will increase your self-healing (in this case spell vamp) by 25% multiplicatively. So if you had 20% spell vamp before, you will now have 25% spell vamp (not 45%) (20% × 1.25 = 25%).
  • 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 Hextech Gunblade).
    • On-hit damage modifiers (e.g. Siphoning Strike Siphoning Strike, aka "bonus" or "additional" damage), on-hit damage over time (e.g. Seastone Trident Seastone Trident and Toxic Shot Toxic Shot) and abilities that apply on-hit effects (e.g. Parrrley Parrrley and Mystic Shot 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 a third of the listed spell vamp.
    • Fox-Fire 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 Lay Waste, will apply spell vamp depending on which effect occurs. In that, full spell vamp against a single target; or a third against multiple targets.
    • Single target abilities that apply splash damage will apply full spell vamp to the original target, and a third to the splash damage. For example, Conflagration Conflagration with Blaze Blaze.
  • Damage over time abilities (DoT) apply full spell vamp. (e.g. BrandSquare Brand's Blaze Blaze and MalzaharSquare Malzahar's Malefic Visions Malefic Visions).
  • Does not work with the reflected damage of Thornmail item Thornmail. It does, however, work with the reflected damage of Molten Shield Molten Shield and Defensive Ball Curl Defensive Ball Curl.
  • Healing reduction effects such as Ignite Ignite and Morellonomicon item 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: December 29, 2016 - V6.24


See also

References