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.

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   health. See here for the complete list.

Maximum health has a gold value of per point. Health regen has a gold value of per point. Health restored by potion has a gold value of  per point.

Effective Health
Effective health is a measure of the durability of a champion, taking into account their health as well as their armor and magic resist. It is defined as health plus for every point of  (or ). The formula is as follows:

Physical and magical effective health are effective against physical and magical 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.
 * Physical effective healthHealth(1 / 100)
 * Magical effective healthHealth(1 / 100)

''If you have 1000 health, then purchasing 90 will raise your physical effective health to 1900. Enemies will have to output 90% more than usual to kill you.''

Health as a casting resource
A few champions also use their own health to cast abilities instead of mana:

Other champions' abilities

 * costs   health per use.
 * costs and  mana per use.

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.
 * grants him a shield that blocks for.
 * deals magic damage equal to +.
 * heals him for for every enemy champion hit by the Blade, up to.
 * receives bonus health regeneration per second equal to.
 * increases his attack damage by, increased by 1% for every.
 * heals over 12 seconds.
 * heals him for +  +.
 * regenerates per second if he has not been hit with an enemy ability or taken damage from any source (excluding minions) in the last  seconds.
 * heals instantly every time he uses an ability with a cooldown of 8 seconds.
 * deals physical damage equal to 20/60100/140/180 +
 * makes her heals her for  if it hits at least one champion.
 * heals herself for when she is tethered to the enemy champion, and another  if the tether persists for the whole duration.
 * heals her for +, increased by 1% for every.
 * grants him a shield equal to which recharges if he hasn't been damaged for  seconds.
 * heals when he attacks with 5 magical sap stacks.
 * heals him for +, increased by 1% for every.
 * shields him for up to.
 * grants him a shield that blocks for +.
 * increases his for  seconds if he consumes a.
 * increases his for every.
 * provides % enhanced healing from all sources for every.
 * grants her a shield upon picking up the buckler that blocks for.
 * heals him for 8 + (4level), increased by (6.25% +.
 * deals +  +  over 4 seconds.
 * makes his autoattacks deals 4 + (4level) +  as bonus magic damage with a 9 second cooldown.
 * heals allied champions that damage a life-tapped enemy by +  over 3 seconds.
 * shields him for up to +  +  for up to 6 seconds.
 * shields him for up to +  for 6 seconds.
 * heals her for +, increased by 0.5% for every.
 * heals her for +  for every enemy champion hit, increased by 1% for every.
 * makes his autoattacks and abilities deal 20 + bonus magic damage.
 * heals a target allied champion for +  +, or  +  +  if he targets himself.
 * increases his attack damage by +  per.
 * increases his ability power equal to.
 * deals +  over 2 seconds.
 * gives her a shield equal to when she hits an enemy with one of her activated abilities with a cooldown of  seconds.
 * heals over 6 seconds if he gets under 30% health.
 * deals +  as physical damage.
 * sheds a chunk of himself each time he hits an enemy with an ability that can be reabsorbed to restore . Upon taking fatal damage, Zac splits into 4 that attempt to recombine. Each  has.

Maximum health
These abilities grant extra damage based on the. Typically, the more 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 +  magic damage per second.
 * causes his spells to debuffs the target, dealing each second as magic damage for 4 seconds, capping at 80 against monsters.
 * deals bonus physical damage on his next basic attack.
 * , against Vitals, deals bonus true damage.
 * deals +  +  as magic damage each 3 hits or spells, capping at  against monsters.
 * deals +  +  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  as bonus true damage versus Villains.
 * deals +  as bonus magic damage, capping at  against monsters.
 * deals as magic damage, capping at  against monsters.
 * deals +  +  bonus physical damage on the third autoattack upon the crippled target.
 * gives him a temporary buff to his autoattacks dealing as bonus magic damage, capping at 100 against minions and monsters.
 * deals +  +  magic damage against enemies  and  +  +  magic damage against enemies.
 * harms enemies within an area for 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 magic damage, capping at 300 against minions and monsters.
 * deals to an enemy champion as magic damage to the target, dealing half the damage initially and the other half over 10 seconds.
 * empowers him for 15 seconds, dealing 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.
 * deals +  +  physical damage in an area and creates a zone that slows, then explodes after 1 second, dealing  +  +  physical damage.  Hammer Shock deals 80% damage against minions.
 * deals bonus magic damage on her next basic attack.  Upon attacking or reactivating, Sejuani deals  +  +  damage around her per second for 4 seconds.
 * hit enemies and marks then. Shyvana's basic attacks against marked enemies deal bonus magic damage, capping at 100 against monsters.
 * deals +  +  magic damage, capped at 300 against minions and monsters.
 * makes his auto attacks deal as physical damage, capping at 75 bonus physical damage against minions and monsters.
 * deals +  +  as magic damage. The health percent of the target damage is capped at 400 against minions and monsters.
 * deals magic damage, capped at  against monsters.
 * drains instantly to an enemy champion 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 magic damage per mark. Maximum 3 marks for  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 +  true damage, capping at 200 against monsters.
 * deals additional physical damage on every 3rd attack on the same target, capping at 300 against minions and monsters.
 * deals +  magic damage or  +  (whichever is higher).
 * deals +  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 bonus magic damage whenever the target is.

Current health
These abilities grant extra damage based on the. Typically, the more 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 magic damage or  magic damage (whichever is higher), capping at  against minions and monsters.
 * deals + . The percent health is capped at  against monsters.
 * impales all enemy champions in the targeted area, dealing magic damage.
 * causes his first attack on a target to deal bonus physical damage, capping at 400.
 * causes Lamb's auto-attacks to deal bonus physical damage per stack, capped at 75 + (10 per stack) against monsters.
 * deals +  +  physical damage to all nearby enemies. The health percent of the enemies' hit is capped at 600 against monsters.

Missing health
These abilities grant extra damage based on the. The 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 bonus magic damage versus targets, capping at 150 against minions and monsters.
 * deals + . The percent health is capped at  against monsters.
 * passively makes Fizz's basic attacks deal +  +  magic damage on-hit over 3 seconds.
 * deals to a enemy champion +  magic damage.
 * deals  +  +  and  +  + . The percent health of the target is capped at 300 against minions and monsters.
 * deals +  +  physical damage, capping at 400 against minions and monsters.
 * deals 0.5% increased damage for every . Going from +  to  +  magic damage per second for 5 seconds.
 * deals % increased damage for every, capping at 150% increased damage. Going from +  +  to  +  +.
 * deals % increased damage for every, capping at 200% increased damage (at about ). Going from +  to  +.
 * deals 1% increased damage for every, capping at 100% increased damage. Going from  +  to  +.

Bonus health
These abilities grant extra damage based on the. Typically, the more the target has, the more damage these abilities will deal. Therefore, they are more powerful against tanks with a lot of health.
 * deals +  +  physical damage to all enemies that the target collides with.
 * grants Mordekaiser while the ghost is active.

Items

 * makes autoattacks deal bonus physical damage, capping at 60 against minions and monsters. Unique Active: Deals  (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 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 deal bonus magic damage per second. This bonus damage is doubled against movement-impared units and capped at 100 damage per second vs. monsters.
 * heals an allied champion for 150 + (180 second cooldown).
 * : Unique Passive : Upon taking at least 400 to 1800 damage (based on level) within 5 seconds, gain for 8 seconds (45 second cooldown).  Grow in size and strenght, gaining increased size, +25% additional base attack damage, and a rapidly decaying shield for.
 * grants, which restores every 5 seconds if damage hasn't been taken within 8 seconds.
 * first and every fourth voidspawn gain as 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 per second.
 * Leveling up will restore some, and some . Actual health regained is lower depending on how wounded the champion is upon leveling up.
 * the (restores instantly ).
 * Having the buff, which can be obtained by slaying the  or by slaying an enemy champion that has the buff (restores  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 ).
 * By using life steal, dealing damage with basic attacks will restore health.
 * By using spell vamp, dealing damage with abilities will restore health.
 * The passive effect of, and restores 150 health over 8 seconds upon leveling up.
 * Using a healing ability or spell, such as ,, or.

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.
 * increases his maximum health by 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 +  for 7 seconds.
 * increases his maximum health by for 15 seconds.
 * increases his for  seconds if he consumes a.
 * increases his maximum health by for 15 seconds.
 * increases his maximum health by.
 * 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 by.

Masteries

 * increases your champion's health by %.
 * increases your champion's health up to 300 health by killing or being nearby cannon minion and jungle monsters.

Trivia
[Last updated 30/8/2015 on patch 5.16]

Aside from, who may obtain any amount of health due to the passive effect of his ; the most health any champion can obtain is , being a level 18 ,  must:
 * Have all runes and masteries
 * 9 Scaling Marks of Health
 * 9 Scaling Glyphs of Health
 * 9 Percent Seals of Health
 * 3 Percent Quintessences of Health
 * 3 points in
 * 1 point in
 * Have 5
 * Have a
 * Consume an
 * cast by a with the maximum amount of ability power.
 * cast on a golem jungle creep


 * Relevant mathematics:


 * AP
 * Health(())

The most health any champion can obtain at level 1 with the 475 starting gold is , again being with all tier 3 flat health runes,  and, a  and using  on a golem jungle creep.


 * Relevant mathematics:


 * Health

Health Leben Vida Points de vie Zdrowie pt-br:Vida Здоровье 生命值