Health

Health (also known as HP) is the a statistic referring to 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 health 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 Kled's 1530 health to 2415 health. See here for the complete list.

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

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

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

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

Effective health is a measure of the durability of a champion, taking into account their health as well as their armor and magic resistance. 'Sheer' forms of effective health are defined as health plus 1% of health for every point of armor (or magic resistance). Contrary to their simple formulas, mixed effective health uses a bit more complex one. Because of this, mixed effective health is always subject to the damage source and the proportions between particular three damage composites (with true damage being regarded as true damage). The formulae are as follows:


 * physical effective health health (1armor)
 * magical effective health health (1MR)

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


 * Note: One can include the penetrations in all of the above ideas by replacing penetration with a due amount of corresponding negative resist.

Physical effective health and magical effective health are effective against physical damage and magic 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.


 * Example: If you have 1000 health, then purchasing 90 armor will raise your physical effective health to 1900. Enemies will have to output 90% more physical damage 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 per use.
 * costs  health per use.
 * costs and   per use.

Personal health
These use the champion's personal health pool to increase the magnitude of the ability. It may scale based on total health or only bonus health. By building health items you can receive more benefit and power from these abilities in most situations.


 * heals him every third basic attack against non-structures for.
 * deals magic damage equal to.
 * periodically enhances her basic attack to shield her from either exclusively physical or magic damage equal to.
 * deals true 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.
 * next attack deals bonus physical damage equal to.
 * heals over 12 seconds.
 * passively gains a shield that absorbs up to  magic damage, refreshing after not taking damage for 12 seconds.
 * heals him for.
 * heals instantly every time he uses an ability (8 second cooldown).
 * deals physical damage equal to.
 * makes her heals her for  if it hits at least one champion.
 * shields him for +  for every champion hit.
 * 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 him for, increased by 1% for every.
 * shields him for up to.
 * grants him a shield that blocks for.
 * on a large monster grants him, stacking up to 5 times for a maximum of.
 * increases his attack speed by 1% for every.
 * provides enhanced healing from all sources for every.
 * grants her a shield upon picking up the buckler that blocks for.
 * deals  physical damage in a cone in the target direction and deals   physical damage in a line.
 * shields himself from  damage for  seconds after using an ability.
 * deals physical damage equal to.
 * shields him for up to   for up to 6 seconds.
 * shields him for up to  for 6 seconds.
 * makes his autoattacks and abilities deal as bonus magic damage, stacking up to 3 times for a maximum bonus damage of.
 * restores 30  health per charge up to maximum of 5 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 attack damage by.
 * heals him on his first basic attack and every third one after for, increased by 1% for every , up to
 * increases his ability power} by.
 * deals  magic damage over 2 seconds.
 * deals   to    magic damage 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 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.
 * 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 target's maximum health, to scale against higher health enemies. This type of extra damage is usually 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.
 * , 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.
 * buffs his next 4 basic attacks, with the final attack dealing  bonus physical damage.
 * 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 bonus magic damage, capping at 100 against minions and monsters.
 * deals   magic damage against enemies  and    magic damage against enemies.
 * creates a zone underneath his target that harms enemies standing on it 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 25% of the damage initially and 75% 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 the same damage again.
 * deals bonus magic damage on her next basic attack.  Upon attacking or reactivating, Sejuani deals    magic damage around her per second for 4 seconds.
 * makes his next 3 basic attacks within 8 seconds deal magic damage equal to in a zone near to Spirit Blade; if the spirit blade collides with an enemy champion, the empowerment is enhanced, dealing  bonus magic damage and gain.
 * hits enemies and marks them. 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, with a minimum damage of, and 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 120% AD magic damage and  magic damage.
 * causes his basic attacks to deal bonus magic damage against enemies targeted by the Maiden of the Mist.
 * 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 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 magic damage or  magic damage (whichever is higher), capping at  against minions and monsters.
 * deals  magic damage. 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.
 * deals as magic damage to all enemies hit in an area, with a minimum damage of  magic damage.

Missing health
These abilities grant extra damage based on the target's missing health. The less current 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  magic damage. The percent health is capped at  against monsters.
 * deals to an enemy champion  magic damage.
 * deals bonus physical damage each 4 shots.
 * deals  physical damage, increased by 2% for every.
 * 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 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    magic damage.
 * deals increased damage for every, capping at 200% increased damage (at about ). Going from   physical damage to   physical damage.
 * deals 1% increased damage for every, capping at 100% increased damage. Going from  physical damage to   physical damage.

Bonus health
These abilities grant extra damage based on the target's bonus health. Typically, the more bonus health 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.

Health regeneration
A champion's health can be restored in several ways, for more details see health regeneration.

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 infinitely, but no stacks can be gained from non-epic monsters or minions beyond 6 stacks.
 * increases his maximum health by 30(40Gnar's level) when he transforms into Mega Gnar for 15 seconds.
 * increases his maximum health by +.
 * increases the maximum health of the targeted ally by  for 7 seconds.
 * increases his maximum health by for 15 seconds.
 * grants himself a stack of Well Fed if he consumes an enemy minion or monster, increasing his maximum health by 2% and stacking this buff up to 5 times (for a total increase of 10% maximum health)
 * increases his maximum health by for 15 seconds.
 * increases her maximum health by.
 * increases his maximum health by 3 whenever he kills a unit, increased to 10 bonus health against large minions, large monsters, champion kills, and champion assists.
 * increases his bonus health by.

Trivia
Last updated: March 10, 2017, patch V7.5


 * 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 , though with the ,  may have the most.


 * Base stats: + health
 * Runes:
 * 9 (+9 health)
 * 9 (+9 health)
 * 9 (+9% maximum health)
 * 3 (+3% maximum health)
 * Masteries:
 * 1 point in (+5% bonus health)
 * 5 points in (+50 health)
 * Items:
 * 5 (+5800 health)
 * 1 (+400 health, +15% bonus health)
 * Buffs:
 * on five large jungle monsters
 * with the maximum amount of ability power (+ health)
 * (+300 health)
 * Relevant mathematics:
 * AP:
 * Items = +  +  =
 * 's AP = + ( +  + ) =
 * Runes = +  +  +  =
 * Mast. & buffs = +  +  =
 * AP multiplier = 1 + +  +
 * AP = ( + + 105) = 

Resultant health = [(a(1 + y) + b(1 + y + z)] (1 + x) / [1 - x(yz + y + z)]
 * health:
 * Base = health
 * Items = +  = 4400 health
 * Runes = +  =  health
 * Mast. & buffs = +  +  =  health
 * Total health percentage increase due to  =
 * Total health percentage increase due to  =
 * Total health percentage increase due to runes = +  =
 * Bonus health percentage increase due to  =
 * Applying the formula (see Recursion)
 * health = [(1 + ) + (4400 + + )(1 +  + )] (1 + ) / [1 - ( +  + )] =  health

(Last updated 2016-05-25 on patch 6.10)

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


 * Base stats: +598 health
 * Runes:
 * 9 (+9 health)
 * 9 (+98 health)
 * 9 (+9 health)
 * 3 (+326 health)
 * Masteries:
 * 5 points in (+45 health)
 * Items:
 * 1 (+150 health)
 * Buffs:
 * on a golem jungle monster (+10% maximum health)
 * Relevant mathematics:
 * health:
 * Base598 HP
 * Items150 HP
 * Runes HP
 * Masteries45 HP
 * health amplification100%+10% bonus HP
 * health598(15045) HP

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