Health

(commonly known as, an abbreviation for /) is the amount of life a unit or structure has. is the cap on life any unit can have. is directly reduced by damage and is regained in many different ways.

Every unit and structure has their and  displayed as a bar above their models. When displayed over a champion's model in game, the 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 the champion can have. If a champion's reaches zero and he doesn't have any abilities preventing it, death will occur. scales additively with every bonus point and increases with each level, meaning that each bonus point acquired directly affects the statistic.

At level 18 ranges from   to. See here for the complete list.

has a of  per point. has a of  per point. restored by potion has a of  per point.

Effective health
, commonly referred to just as, 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 (even if the actual considered damage is of sustained form). It can however include any form of (such as from ). , on the other hand, would take into account also champion's.

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

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

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


 * (1)
 * (1)

$${\rm mixed\ effective\ health}={\it HP}\times{ {physical\ damage+true\ damage+magic\ damage}\over{ {physical\ damage\over{1+0.01\times{\it armor} } }+true\ damage+{magic\ damage\over{1+0.01\times{\it MR} } } } }$$
 * The formula for can be simply derived from the   :  ratio which is always the same as ratio of damage dealt : damage taken (after application of resists):

and are effective against  and, respectively. They correspond to the amount of damage that an enemy champion must output (not the amount you must take) to bring your to 0.


 * Example: If you have, then purchasing will raise your  to 1900. Enemies will have to output 90% more  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, will simply refer to the, or the amount of cocktail of raw burst ,  and  a champion can take before dying.

We will be further considering against the mix of,  and , with ratio of  :  : , respectively. As the following analysis would lead to polynomials of very high degree with general formula for, and as is a very strong damage type- and therefore a strongly restricted resource, we will further assume that its amount is not significant and put 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, depending on the amount of omitted.

''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 (with exceptions of  mixed damage and Nexus Obelisk's ), 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) for strict  champion and vice versa- keystone like Fervor of Battle will add large portion of  even on strict  champion.''

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

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


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

These equations define the base equilibrium line of optimal against damage source with composition ratio of  :  :.


 * Example: Given a theoretical situation where you start off with, and  and are given an arbitrary sufficient amount of  ( ≥ 4max{ 10(100)(1√), 9(100)(1√) } -3800), which you can either use to increase your ,  or , the way to maximize your  is to spend  on your  until both your  ≥ (100)(1√)(0100)(1√)750(1√) and  ≥ (100)(1√)(0100)(1√)675(1√), then increase either  or , 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 . Lastly, you split the remaining  in half, spend half on your  and divide the remaining  between your  and  by ratio √ : √, respectively (as  of these stats have ratios 1:  : , respectively, it would lead to buying additional ,  and  proportionally with ratios (√ + √) : (√) : (√), 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 or its inverse will gain increasingly large values. Both fractions are occuring in above inequations. As a result, if this happens, then minimum and minimum equilibrium  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, so naturally neither its nor  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 )':

Once equilibrium state is reached, all we need to do to preserve it is to always distribute into,  and  with ratios (√ + √) : √ : √, respectively, for the rest of the game.

... or in other words, always into  and remaining  into  with.

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  and ). Even considering the purchase of different,  or  items with differing  (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 for, so with that much  you opt to buy either a single  or 2 or a single , drastically changing the equilibrium constants to  and.

Thankfully to almost linear item stats' a player could use weakened base equilibrium conditions in a form: (100)√ ≈ (√ + √) ≈ (100)√ 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 form:

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

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 / champions (let us suppose that we are dealing with clear damage archetypes), the bulk's optimal decision-making between buying and  might follow this pattern if we apply the square root proportionality ( can be also treated in similar fashion, but now we will omit it for the sake of transparency): 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 / 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 / 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 that they could otherwise freely invest into more single-purpose focused stats.
 *  & →  :  → 6  items, 0  items
 *  & →  :  → 4  items, 2  items
 *  & →  :  → 3  items, 3  items
 *  & →  :  → 3  items, 3  items
 *  & →  :  → 2  items, 4  items
 *  & →  :  → 0  items, 6  items

Intuition could mislead a player to expect that only a little / (in case of bulk, a single item) would suffice against almost pure / team, respectively. The analysis of 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, or, indirectly amplifies the damage output effectivity of the only / 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 and  in equilibrium conditions are much more impactful. As a result, the squishy's optimal decision-making between resists might follow a bit different pattern: 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.
 *  & → 1  item, 1 (&) item   ( won't scale enough just from levels)
 *  & → 1  and/or  item   ( from leveling is sufficient, both stats can help)
 *  & → 1  item   (more than enough resists but deficient )
 *  & → 1  item
 *  & → 1  item
 *  & → 2-3  items   (squishies have naturally low innate )
 * Example: Player's kill recap screen shows that the fatal damage was composed of and, 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. √ ≈ 2:3. However, when distributing resists, player has to calculate with  and  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 of item stats ( 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. 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 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 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 more equally among,  and , thus working better for rule of preserving equilibrium.

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

Other champions' abilities

 * costs   per use.
 * costs and   per use.

Personal health
These use the champion's personal pool to increase the magnitude of the ability. It could involve or. By building items you can receive more benefit and power from these abilities in most situations.
 * grants him a shield that blocks for damage.
 * deals equal to.
 * heals him for for every enemy champion hit by the Blade, up to.
 * receives bonus per second equal to.
 * increases his by, increased by 1% for every.
 * next attack deals bonus equals to.
 * 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 (8 second cooldown).
 * deals equal to.
 * 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.
 * makes apply to Skaarl instead.
 * 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 .  makes his autoattacks and abilities deal  as  for  seconds if he consumes.
 * 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.
 * deals    over 4 seconds.
 * shields himself from  damage for  seconds after using an ability.
 * deals equal to.
 * shields him for up to   for up to 6 seconds.
 * shields him for up to  for 6 seconds.
 * heals her for, increased by  for every.
 * heals her for  for every enemy champion hit, increased by 1% for every.
 * makes his autoattacks and abilities deal as, stacking up to 3 times for a maximum bonus damage of.
 * restores    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  damage for up to  seconds.


 * increases his by.
 * increases his by.
 * deals   over 2 seconds.
 * deals   to     based on how long he charges it.
 * 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.
 * deals  as.
 * 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 targets, but their effect against  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 pool monsters like.
 * harms nearby enemies for   per second.
 * causes his spells to debuffs the target, dealing each second as  for 4 seconds, capping at 80 against monsters.
 * , against Vitals, deals.
 * deals   as  each 3 hits or spells, capping at  against monsters.
 * deals  , 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  versus Villains.
 * deals  as, capping at  against monsters.
 * deals as, capping at  against monsters.
 * deals    on the third autoattack upon the crippled target.
 * buffs his next 4 basic attacks, with the final attack dealing  .
 * makes  and Skaarl charge toward a target location, ramming into the nearest enemy champion, dealing up to.
 * gives him a temporary buff to his autoattacks dealing as, capping at 100 against minions and monsters.
 * deals    against enemies  and     against enemies.
 * creates a zone underneath his target that harms enemies standing on it for as  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, capping at 300 against minions and monsters.
 * deals to an enemy champion as  to the target, dealing 25% of the damage initially and 75% over 10 seconds.
 * empowers him for 15 seconds, dealing  per second for the duration, capping at  per second per enemy.
 * causes his autoattacks and to automatically critically strike enemies.
 * deals    in an area and creates a zone that slows, then explodes after 1 second, dealing the same damage again.
 * deals  on her next basic attack.  Upon attacking or reactivating, Sejuani deals     around her per second for 4 seconds.
 * makes his next 3 basic attacks within 8 seconds deal equal to  in a zone near to Spirit Blade; if the spirit blade collides with an enemy champion, the empowerment is enhanced, dealing   and gain.
 * hits enemies and marks them. Shyvana's basic attacks against marked enemies deal, capping at 100 against monsters.
 * deals  , capped at 300 against minions and monsters.
 * makes his auto attacks deal as, capping at  against minions and monsters.
 * deals   as . The  percent of the target damage is capped at 400 against minions and monsters.
 * deals, capped at  against monsters.
 * drains instantly to an enemy champion, and the same amount over 4 seconds.
 * adds marks through auto attacks which can be detonated via any of his other spells for  per mark. Maximum 3 marks for , 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, with a minimum damage of , and capping at 200 against monsters.
 * deals  on every 3rd attack on the same target, capping at 300 against minions and monsters.
 * deals   or    (whichever is higher).
 * causes his basic attacks to deal  against enemies targeted by the Maiden of the Mist.
 * deals   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  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 can reduce the effect of skills based on  over a long fight, but has quickly diminshing returns.
 * deals  or   (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.
 * causes his first attack on a target to deal, capping at 400.
 * causes Lamb's auto-attacks to deal  per stack, capped at 75(10 per stack) against monsters.
 * deals    to all nearby enemies. The  percent of the enemies' hit is capped at 600 against monsters.
 * deals as  to all enemies hit in an area, with a minimum damage of.

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  versus targets, capping at 150 against minions and monsters.
 * deals  . The percent  is capped at  against monsters.
 * passively makes Fizz's basic attacks deal    on-hit over 3 seconds.
 * deals to an enemy champion.
 * deals  each 4 shots.
 * deals , increased by 2% for every.
 * deals    and   . The percent health of the target is capped at 300 against minions and monsters.
 * deals  , capping at 400 against minions and monsters.
 * deals increased damage for every . Going from   to    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.
 * deals    to all enemies that the target collides with.
 * grants Mordekaiser while the ghost is active.

Items

 * makes autoattacks deal, capping at 60 against minions and monsters. Unique Active: Deals  (min. 100) , 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 deals  per second. This bonus damage is doubled against movement-impared units and capped at  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 strength, gaining increased size,, 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  (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 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.
 * By using, dealing will restore.
 * By using spell vamp, dealing damage with abilities will restore.
 * By using, dealing damage will restore.
 * The passive effect of, , and  restores  as  per cast (max ) or per second for toggle spells (max  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 (including, life steal, spell vamp,  passive,  passive and ). gain effects such as are not considered to be  effects and as such remain unaffected.

Decreasing health restoration
A champion's can be reduced in following ways (the list does not include internal spell mechanics or scalings):
 * Grievous Wounds debuff reduces all on target by 40%.
 * Murder Bridge map reduces all outsourced by 50%.

Increasing health restoration
A champion's can be amplified in several ways (the list does not include internal spell mechanics or scalings as well as secondary  by allies):
 * increases own by  per.
 * increases own by 20%.
 * increases own by 25%.
 * increases own and shields by %.
 * increases and shields by 10%.
 * increases and shields by 10%.
 * and increase  and shields by 15%.
 * increases and shields by up to  stored Blood Charges as.

Champion abilities
Note: Only the additional 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 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 by 30(40Gnar's level) when he transforms into Mega Gnar for 15 seconds.
 * increases the of the targeted ally by   for 7 seconds.
 * increases his by  for 15 seconds.
 * increases his for  seconds if he consumes a red/blue camp monster or.
 * increases his by  for 15 seconds.
 * increases his by.
 * increases his by 2 whenever he kills a unit, increased to  against large minions, large monsters, champion kills, and champion assists.
 * increases his by.

Masteries

 * increases your champion's by %.
 * increases your champion's up to  by killing or being nearby killed siege minions and jungle monsters.

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


 * Aside from, who may obtain any amount of due to the passive effect of his  ; the most  any champion can obtain is , being a level 18 , though with the new ,  may have the most.


 * Base stats: 
 * Runes:
 * 9
 * 9
 * 9
 * 3
 * Masteries:
 * 5 points in
 * 1 point in
 * Items:
 * 5
 * 1
 * Buffs:
 * on a golem jungle monster
 * with the maximum amount of ability power
 * Relevant mathematics:
 * Items
 * Runes
 * Mast. & buffs
 *  amplification
 * (105)
 *  amplification
 * (105)


 * Base
 * Items
 * Runes
 * Mast. & buffs
 *  amplification
 * 2128(4400)
 * 2128(4400)

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


 * Base stats: 
 * Runes:
 * 9
 * 9
 * 9
 * 3
 * Masteries:
 * 5 points in
 * Items:
 * 1
 * Buffs:
 * on a golem jungle monster
 * Relevant mathematics:
 * Base
 * Items
 * Runes
 * Masteries
 *  amplification100%
 * 598(15045)
 * 598(15045)

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