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 1650 health to  2347 health. See here for the complete list.

Maximum health has a gold value of 2.67 gold per point. Health regen has a gold value of 36 gold per point. Health restored by potion has a gold value of 0.233 gold per point.

Effective Health
Effective health is considered as the amount of health that a champion has plus 1% per unit of defense as extra health due to damage reduction. In other words, effective health is the amount of damage the enemy needs to kill the champion.

For example, a champion with 1000 HP and 0 armor and an enemy with auto-attacks that deals 100 damage, then the champion needs to deal 1000 damage before reduction to kill the target. If the champion has 100 armor, the champion prevents 50% of the damage so the enemy deals 50 damage with each auto-attack. Therefore, as each auto-attack deals half damage and the enemy needs to execute double the amount of auto-attacks to deal 1000 damage. So the enemy instead of dealing 1000 damage before reduction to kill the target, the champion has to deal 2000 damage before reduction to kill the target.

There is effective health for physical damage and for magical damage.

In short the formula is:


 * Physical Effective Health = Max Health  × (100 + Armor) / (100  × Total Damage Modifier)
 * Magical Effective Health = Max Health  × (100 + Magic Resist) / (100  × Total Damage Modifier)

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 10% of her maximum health 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.
 * deals additional magic damage equal to 2.5% of his maximum health.
 * receives bonus health regeneration per second equal to of his maximum health.
 * heals of his maximum health over 12 seconds.
 * regenerates / 0.8 / 2% of his maximum health per second if he hasn't been damaged by a Monster, Champion or Tower for 9 seconds.
 * heals 4% of his maximum health instantly every time he uses an ability with a cooldown of 8 seconds.
 * heals herself for 20% of her missing health when she is tethered to the enemy champion, and another 20%  if the tether persists for the whole duration.
 * grants him a shield equal to 10% of his maximum health which recharges if he hasn't been damaged for 10/8/6 seconds.
 * heals 7% of his maximum health when he attacks with 5 magical sap stacks.
 * grants him a shield that blocks for a flat amount plus (+ 7 / 9. 5  / 12 / 14. 5  / 17% of max health) of his bonus health.
 * increases his maximum health by 10% for seconds if he consumes a, and causes his attacks and spells to deal 1% of his maximum health in magic damage if he consumes a  for the same duration.
 * increases his attack speed by 1% for every 1% of his missing health.
 * provides 1% extra healing for every 2.5% health he is missing.
 * deals a base amount plus as magic damage per second.
 * does 10% of his bonus health in additional magic damage.
 * heals allied champions that damage a life-tapped enemy by a flat amount plus of his maximum health over 3 seconds.
 * shield strength equals 10% of his maximum health plus an amount.
 * heals a target allied champion for a base amount plus plus 5% of his bonus health, or a base amount plus  plus 7% of his bonus health if he targets himself.
 * increases his attack damage by 1% of his missing health.
 * increases his ability power by 1 for every 40 bonus health points.
 * does 15% of his bonus health in additional magic damage.
 * gives her a shield equal to 10% of her maximum health when she hits an enemy with one of her activated abilities.
 * heals 30% of his maximum health over 6 seconds if he gets under 30% health.
 * deals a base amount plus 15% of his bonus health as physical damage.
 * sheds a chunk of himself each time he hits an enemy with an ability that can be reabsorbed to restore 4% of his maximum health. Upon taking fatal damage, Zac splits into 4 chunks that attempt to recombine. Each chunk has 12% of Zac's maximum health.

Maximum health
These abilities grant extra damage based on the target's maximum health. Typically, the more maximum health 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 Baron.
 * harms nearby enemies for a flat magical damage plus  of their maximum health per second.
 * causes his spells to debuffs the target, dealing 2% of their maximum health each second as magic damage for 4 seconds.
 * deals  plus  of target's max. health as magic damage each 3 hits or spells.
 * does 8 / 9 / 10 / 11 / 12% of target's maximum health.
 * does of the target's maximum health as bonus magic damage.
 * causes  12 / 14 / 16 / 18 / 20% of target's maximum health as magic damage.
 * gives him a temporary buff to his autoattacks dealing  of the target's maximum health as bonus magic damage.
 * harms enemies within an area for  of their maximum health per second.
 * transforms him into a cloud of arcane energy that quickly travels to a target enemy, deals  of target's maximum health as magic damage and roots it.
 * deals  of the target's maximum health in 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 equal to  of nearby enemies maximum health per second for the duration.
 * deals a flat amount plus 8% of her target's maximum health as magic damage. (the bonus damage is capped)
 * deals magic damage equal to a flat amount plus  of the target's maximum health.
 * hit enemies and marks then. Shyvana basic attacks against marked enemies deal bonus magic damage equal to 2% of their maximum health.
 * makes his auto attacks deal 10% of target's maximum health as physical damage.
 * deals of target's maximum health as magic damage.
 * drains  of the enemy champion's health, dealing half the damage immediately the other half over 4 seconds.
 * adds marks through auto attacks which can be detonated via any of his other spells for magic damage equal to  of the affected target's maximum health per mark. Maximum 3 marks for   damage.
 * adds marks after each spell or auto attack on her target. After 3 of these marks, the affected target takes a flat amount plus of the target's maximum health as true damage.
 * deals additional physical damage equal to  of the target's maximum health on every 3rd attack on the same target.
 * deals flat magic damage or of the enemy's maximum health (whichever is higher).
 * deals magic damage equal to a base amount plus  of their maximum health to all nearby enemies.
 * causes his basic attack to deal an additional of the target's maximum health as magic damage whenever the enemy is below 50% health.

Current health
These abilities grant extra damage based on the target's current health. Typically, the more current health 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 either a flat amount of magic damage or of the target's current health as magic damage (whichever is higher).
 * Deals magic damage equal to a base amount plus  of the target's current health.
 * impales all enemy champions in the targeted area, dealing  of their current health as magic damage
 * gives his first attack on a target bonus physical damage equal to % of the target's current health. However, the bonus capped at 400 physical damage.
 * deals a base amount plus 15% of the target's current health as physical damage to all nearby enemies.

Missing health
These abilities grant extra damage based on the target's missing health. The less current health 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.
 * Deals magic damage equal to a base amount plus  of the target's missing health.
 * deals a flat amount plus of target's missing health in magic damage on-hit for 5 seconds.
 * deals a flat amount plus of target's missing health in magic damage.
 * deals a flat amount plus of target's missing health in physical damage.
 * deals flat physical damage plus 8% of the target's missing health.
 * deals 2% increased damage for every 1% of the target's missing health.
 * deals up to 100% increased damage based on the enemy's missing health.
 * deals up to 200% increased damage based on the enemy's missing health.
 * deals 1% increased damage for every 1% of the target's missing health.

Items

 * makes autoattacks deal 8% of the target's current health in physical damage (60 max vs minions and monsters).
 * Passive: killing a minion heals the nearest allied champion for 50 of your maximum health. (Recharges every 30 seconds, up to a maximum of 4 charges) Active: consumes 20% of your current Health to shield target ally for 10% of your maximum Health for 4 seconds. After 4 seconds, an explosion originates from the target dealing 10% of your maximum health as magic damage in an area. The shield does not need to persist for the explosion to occur. (60 second cooldown)
 * dealing spell damage burns for an additional 2% of the target's current health in magic damage over 3 seconds. If their movement is impaired, they take double damage from this effect. 100 max damage per second vs monsters.
 * heals a target for 15010% of their maximum health. (180 second cooldown)
 * restores 1% of your maximum health every 5 seconds. Health restore increases to 3% of maximum health if damage hasn't been taken within 8 seconds.

Ways to restore health
A champion's health can be restored in several ways:
 * Health regeneration
 * Using a, or.
 * Returning to the spawning pool, which restores a percentage of your maximum health per second.
 * Some max health is granted upon leveling up and with that you regain some current health. Actual health regained is lower depending on how wounded the champion is upon leveling up.
 * Slaying a monster that has a Regeneration Sigil (the, , and ), will restore health equal to a percentage of their missing health.
 * Killing a unit while having mastery active.
 * Obtaining kill or assist while having mastery active.
 * With life steal or spell vamp, dealing damage to enemies with autoattacks or abilities respectively will restore some health.
 * The passive effect of, and  restores 150 health over 8 seconds when leveling up.
 * Using a healing ability or spell, such as or, 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 maximum health by 10% for seconds if he consumes a.
 * increases his maximum health by for 15 seconds.
 * increases his maximum health by.
 * permanently increases his maximum health by whenever he kills a unit. This value is increased to 8 for large minions, large monsters, champion kills, and champion assists.
 * increases his maximum health by.

Masteries

 * increases your champion's maximum health by.
 * increases your champion's health by.

Trivia
[Last updated 20/4/2015 on patch 5.7]

Aside from, who may obtain any amount of health due to the passive effect of his , the most health any champion can obtain is 10889.28, being a level 18 with:
 * All health 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
 * 5
 * A
 * An
 * cast by a with the maximum amount of ability power.
 * cast on a Golem jungle creep

The most health any champion can obtain at level 1 with the 475 starting gold is 1020, again being with all tier 3 flat health runes,  and, a  and using  on a golem jungle creep.

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