Healing



Healing is a game mechanic in League of Legends that is the ability to restore a unit's vitality. It may represent anything from attending to battle wounds to repairing damaged hardware to replenishing a magical spell that holds a construct together. Outside of its physical representation, its effect is always the same - it serves as a direct increase to a unit's current health.

Healing can be viewed as the polar opposite of damage. Unlike sources of damage, however, sources of healing are uncommon and the majority cannot be used to heal others - and those that can frequently have large ulterior costs to use. Healing itself is distinct from the other forms of health restoration (life steal, spell vamp and health regeneration) and is tracked as its own statistic at the End of Game screen.

Healing reduction effects will reduce the effectiveness of health restoration, including healing. Healing reduction sourced from champions or items is known as, which reduces all self-healing effects by 40%. Certain Fields of Justice also possess global auras that apply healing reduction to all champions present.

Healing cannot increase a unit's current health over its maximum. The act of leveling up and certain champion abilities (such as ) will increase a unit's current health by the same amount as the increase to their maximum health, but this is not considered a form of healing. As a result, they are not affected by healing reduction.

Champion abilities that can heal others
Note: Only the healing effect of these abilities is shown here, to read more information on each of these abilities, follow the link on each of them.
 * heals him for health and the nearest allied champion for  health.
 * can be collected by any allied champions, restoring from +  health, up to  +  health, depending on how long the ability has been placed.
 * marks an enemy champion for 8 seconds and reveals all 4 of their vitals. If Fiora hit all the vitals or if the enemy dies after Fiora hits at least one vital, she creates a victory zone that heals herself and all allied units for 80/110/140 + health per second for 2 seconds plus 1 second per vital triggered.
 * makes her channel for 3 seconds, restoring +  health per second to herself and nearby allied minions and champions for a total of  +  health.
 * restores +  health to target allied champion.
 * heals for to all (allies and enemies) inside the zone after immediately the blessing ends.
 * bounces from enemy to ally champions (or vice versa) two times, healing an ally champion when landing on them:
 * Heals +.
 * Heals + (85% + ).
 * Heals + (70% + ).
 * restores +  health to target allied champion (based on missing health).
 * heals herself and the allied champion with the lowest percentage of health in range for +.
 * restores +  health to a target allied minion or champion.
 * restores +  health to all allied champions, increasing by 50% on allied champions, up to  +  health.
 * restores +  +  health per charge up to maximum of 3 charges per cast, to himself and all nearby allied champions.
 * marks a champion for 5 seconds, if the champion takes lethal damage in that time they will be suspended in time for 2 seconds, untargetable, and then they will have their health restored by +.

Champion abilities that heal only the user
Note: Only the healing effect of these abilities is shown here. To read more information on each of these abilities, follow the link on each of them. Additionally, see health regeneration for abilities that increase champion health regeneration, which also restores health.
 * upon taking fatal damage, Aatrox enters in stasis and drains his Blood Well, healing for 35% of Well's maximum capacity over the next 3 seconds for  up to a maximum of.
 * heals him for +  every 3rd attack when activated. This value triples while, up to  +.
 * upon reaching 9 charges, her next spell will heal her for +  for each enemy hit.
 * heals her for +  +
 * heals her for +  if this ability damages a poisoned target.
 * passive heals him for 17(3level) health whenever he kills a unit.
 * upon 6 stacks, killing an enemy with this ability heals Cho'Gath for.
 * Darius heals for 12% missing health for each enemy champion hit by Decimate's blade, up to a maximum of 36% missing health.
 * costs health to cast, but refunds  health if the cleaver hits a unit, and refunds its cost completely if it kills the target.
 * heals him for + (% of damage taken) +  + ( over the past 4 seconds).
 * upon landing, Elise's on hit bonus damage and healing are increased for for 5 seconds.
 * when Elise transforms into a spider, her basic attacks heal her on-hit for +.
 * makes him channel and leash to a target for up to 5 seconds to deal +  magic damage per second. He will heal for % of the damage done.
 * heals Fiora for 25 +( 5 x Fiora's level) everytime she hits a Vital.
 * shields an allied champion or himself for 4 seconds. While shielded, Galio heals for +  each time that unit suffers damage (20% healing for each consecutive hit).
 * heals him for +  +.
 * heals Gragas for on ability use with a 8-second.
 * heals him for 20% of the damage enemies within the area take from any source. Healing from damage dealt to minions and monsters is capped at per cast.
 * heals her for whenever a tentacle damages a champion.
 * passively heals Irelia for health whenever she performs an autoattack. Activating  increases the amount healed to  for 6 seconds.
 * deals +  +  physical damage per blade, and heals Irelia for 25% of the damage dealt to champions and for 10% of the damage dealt to minions and monsters.
 * as empowered by, heals Karma for instantly when the tether is applied, plus another  if the target remains tethered for the full 2 second duration.
 * heals him for +  if he is within the explosion radius.
 * when Lissandra uses this ability on herself, placing herself in for 2.5 seconds while healing herself for  +, increased by 1% for every.
 * heals Maokai for whenever he attacks with 5 charges of Magical Sap. He gains one charge each time a spell is used near him.
 * heals him for +  per second, increasing by 1% for every  for up to 4 seconds.
 * 's second cast heals Mordekaiser and his target for +  health per enemy champion hit, up to a maximum of 2. Healing is reduced to 25% when harvesting minions.
 * deals in magic damage to the target, dealing half the damage initially and the other half over 10 seconds. He heals himself for all of the damage dealt.
 * buff causes Nocturne's next attack to strike all surrounding enemies restoring  per target hit. The buff recharges after a 10-second . Nocturne's autoattacks reduce this recharge timer by 1 second each hit.
 * heals himself for +  when successfully cast on an enemy (this ability can only be used on minions and monsters).
 * grants % enhanced healing from all sources for every.
 * costs health to cast, but refunds the health cost if Reckless Swing kills its target.
 * passively heals her for 20% of her collected Fury each second while burrowed for a maximum of (25Rek'Sai's level).
 * heals Renekton for up to +  per target hit (tripled against champions) up to a hard cap of . When Renekton has more than 50 Fury he deals 50% additional damage and heals for  +  of the damage dealt instead, for up to triple the basic hard cap.
 * heals him for over the past 1.5 seconds( against monsters).
 * heals herself for +  health per half second for 4 seconds if the ability strikes at least one enemy champion. The ability can be replicated on targets healed with  for  seconds.
 * , sends out up to 5 ravens per second (one per target) healing +  per raven that damages an enemy champion and  +  per raven that damages a minion, as long as Swain is in raven form.
 * passively heals him for % of his grey health after not taking damage for seconds.
 * heals him for if he kills his target with this ability.
 * heals Trundle for, whenever an enemy unit near Trundle dies.
 * creates an 1000-radius icy area for 8 seconds, in that area Trundle's healing and health regeneration is increased by 20%.
 * deals and heals for as magic damage and then deals and heals the same damage again over 6 seconds.
 * upon activation Tryndamere consumes all of his Fury to heal himself for +  ( +  per Fury consumed) health.
 * heals Vladimir for +  after used on a target; after casting Transfusion twice, Vladimir gains Crimson Rush that heals him for an additional   (35% effective versus minions).
 * makes Vladimir sink into a pool of blood for 2 seconds, becoming untargetable and dealing +  magic damage over the duration while healing himself for 15% of the damage dealt.
 * heals Vladimir for +, increased by 50% for each additional champion hit beyond the first.
 * causes his autoattacks to deal additional magic damage and heals him for the same amount. Each successive attack against the same target will stack this amount of healing and damage up to a maximum of 3 stacks. The stacks remain for 4 seconds.
 * , which strikes an enemy for the greater of +  or  +, and heals Warwick for 80% of the damage dealt.
 * heals Xin Zhao for +   health on every 3rd attack.
 * causes his next basic attack within 6 seconds to deal bonus physical damage and heal him for 12 - 82 (based on level ) health (doubled to 24 - 164 if he is below ).
 * heals himself for if Zac consumes a chunk. Upon taking fatal damage Zac splits into 4 bloblets that if remains over, Zac recombines and heals for , based on.

Champion abilities that heal dead champions
Note: Only the healing effect of these abilities is shown here, to read more information on each of these abilities, follow the link on each of them.
 * restores the health of dead Sion to.

Items

 * Life steal items restores a percentage of physical damage dealt on autoattacks as health.
 * Spell vamp items restores health upon dealing damage with abilites.
 * grants +10% bonus healing and shielding power.
 * gains 20% of pre-mitigation damage you deal to champions is gained as Blood Charges, up to a cap of 100-250 (at levels 1-18), healing or shielding an ally consumes your current Blood Charges to heal that ally.
 * can be activated to deal as physical damage (min. 100), and heals for the damage dealt.
 * restores 20% of mana spent as health, up to 15 per cast (toggle spells heal for up to 15 per second).
 * heals you and the nearest allied champion for 50 health when you kill a minion and a charge is used.
 * heals you and the nearest allied champion for 50 health when you kill a minion and a charge is used.
 * grants +8% bonus healing and shielding power.
 * revives your champion upon death, restoring the greater of 700 health or and.
 * restores 25% of mana spent as health, up to 25 per cast (toggle spells heal for up to 25 per second).
 * Unique Passive – : Damaging a monster applies, which deals 25 magic damage over 5 seconds while restoring as much as health.
 * Unique Passive: If your Partner is nearby, heal for 12% of the damage your Partner deals to champions and redirect 12% of the damage your Partner takes from champions (after reductions) to you as true damage. Both effects are reduced to 6% if the item holder is Ranged.
 * passive heals 300 health over 5 seconds to your champion when acquiring a kill or assist.
 * grants +10% bonus healing and shielding power. Unique Active - Target an area within 5500 range. After 2. 5  second, call down a beam of light to heal allies for 150 - 490 (based on target's level), deals 10% of maximum health true damage to enemy champions and 250 true damage to minions.
 * heals you and the nearest allied champion for 15 health when you kill a minion and a charge is used.
 * restores 25% of mana spent as health, up to 25 per cast (toggle spells heal for up to 25 per second).
 * restores 25% of mana spent as health, up to 25 per cast (toggle spells heal for up to 25 per second).
 * Unique Passive – : Basic attacks versus monsters deal 20 bonus damage and damaging a monster through any means applies, which deals 30 magic damage over 5 seconds while restoring as much as health.
 * increases the effectiveness of all sources of healing including self-healing, health regeneration, life steal, and spell vamp on yourself by 20%.
 * Unique Passive – : Basic attacks versus monsters deal 20 bonus damage and damaging a monster through any means applies, which deals 30 magic damage over 5 seconds while restoring as much as health.
 * heals you and the nearest allied champion for 40 health when you kill a minion and a charge is used.
 * regenerates 15 health and 15 mana on consumption.
 * Unique Passive – : Basic attacks versus monsters deal 20 bonus damage and damaging a monster through any means applies, which deals 30 magic damage over 5 seconds while restoring as much as health.

Spells

 * restores 90 – 345 health to your champion and to a single nearby allied champion. Healed targets gain 30% movement speed for 1 seconds after being healed.
 * heals for 100 (+ 10% maximum health) against large monsters.

Champion abilities

 * applies to all targets hit for 3 seconds.
 * creates an area of Desecrated Ground that afflicts enemies with while they remain inside.

Items

 * Executioner causes all physical damage to apply for 3 seconds.
 * passive causes all magic damage to apply for 4 seconds if the target is.

Spells

 * applies and deals 50 + (20level) true damage over the next 5 seconds.

Global Auras

 * The Murder Bridge map reduces all healing from allies by 50%.