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Vida (mais conhecida como HP, uma abreviação de Pontos de Vida em inglês Health Points/Hit Points) é a quantidade de vida que uma unidade ou estrutura possui. Max health is the cap on life any unit can have.
A vida atual é diretamente reduzida por dano e é recuperada de diversas formas.
Toda unidade e estrutura possui sua vida máxima exibida como uma barra encima da própria unidade. Quando exibido acima do modelo de um campeão, o medidor de vida é mostrado com barras segmentadas.
Adicionalmente, para seu próprio campeão, é representada na interface como uma barra verde com dois números ( # / # ): o primeiro número representa a vida atual disponível no momento, enquando o segundo é o máximo de vida que o campeão pode ter. Se a vida de um campeão alcança zero e ele não possui nenhuma habilidade que previne isso, resultará em morte. Vida máxima aumenta aditivamente com todos os pontos de bônus de vida e aumenta a cada nível, significando que cada ponto bônus adquirido afeta diretamente a estatística.
Vida efetiva[]
Vida efetiva é considerada a quantidade de vida que um campeão tem mais (+) 1% por unidade de defesa como vida extra, devido a redução de dano. Em outras palavras, vida efetiva é a quantia de dano que o inimigo precisa infligir para matar o campeão.
Por exemplo, um campeão com 1000 HP, e 0 de armadura e um inimigo com auto-ataques que causem 100 de dano cada, o campeão precisa causar 1000 de dano antes da redução de dano para matar o alvo. Se o campeão possui 100 de armadura, o campeão previne 50% do dano inimigo, recebendo apenas 50 de dano em cada auto-ataque. Portanto, como cada auto-ataque causa apenas metade do dano, o inimigo precisa executar o dobro da quantidade de auto-ataques para causar 1000 de dano. Então o inimigo ao invés de causar 1000 de dano antes da redução para matar o alvo, o campeão precisa causar 2000 antes da redução para matar o alvo.
A vida efetiva para dano físico e dano mágico podem ser calculados com essas fórumlas :
- Vida efetiva para dano físico = Vida Máxima × (1 + (Armadura / 100))
- Vida efetiva para dano mágico = Vida Máxima × (1 + (Resistência Mágica / 100))
Vida como custo para habilidades[]
- Artigo principal: Sem Mana
Poucos campeões utilizam de sua vida como custo para habilidades, ao invés de mana. São eles:
Outras habilidades de campeões[]
- custa 40 / 64 / 88 / 112 / 136 de vida por uso.
- custa 10% da vida máxima por uso.
Health as scaling[]
Personal health[]
Esse campeões usam suas proprias vidas para aumentar o poder das suas habilidades ou statisticas. Podem levar em conta a sua vida total ou a vida extra. A comprar vida você pode receber mais poder nessas habilidades em maioria das situações.
- 15% of his bonus health. concede um escudo que bloqueia até
- (2.5% da vida maxima). escala com
- 12% da vida perdida para cada campeão inimigo acertado pela lámina da habilidade, até no máximo 36% da vida perdida. cura ele por
- 0.3% da vida máxima.
- 1% de vida perdida. aumenta o dano de ataque por 40 / 55 / 70 / 85 / 100, e ganha mais 1% desse dano de ataque para cada
- 3 / 3.5 / 4 / 4.5 / 5% de vida máxima. o próximo ataque causa um dano extra igual a
- 40 / 50 / 60% da vida máxima durante 12 segundos. cura ele por
recebe regeneração de vida por segundo igual a - (+15% da vida perdida) (+90% AP). cura ele por 50 / 75 / 100 / 125 / 150
- Error: O parâmetro '3' não é aceitado.% da vida máxima por segundo. recupera
- 4% da vida máxima a cada vez que ele usa uma habilidade no intervalo de 8 segundos. cura ele por
- +6% da vida máxima.
- +6% da vida máxima. causa dano físico igual a 20 / 60 / 100 / 140 / 180
causa dano físico igual a 20 / 60 / 100 / 140 / 180 - 5% da vida perdida para cada campeão atingido. faz com que cure ela por
- 20% + (1% per 100 AP) da vida perdida dela quando ela se liga a um inimigo campeão, e de novo pela mesma quantidade se a ligação não for rompida. cura ela por
- (30% AP), aumentando em 1% para cada 1% de vida perdida. cura ela por 100 / 150 / 200 +
- 10% da vida máxima. concede um escudo igual a
- Error: O parâmetro '3' não é aceitado.% da vida máxima quando ataca com 5 cargas dessa habilidade. cura ele por
- (+15% AP), aumentando em 1% para cada 1% de vida perdida. se cura por 30 / 50 / 70 / 90 / 110
- 25% da vida máxima. da a ele um escudo igual a até
- (+9 / 11 / 13 / 15 / 17% da vida máxima). concede a ele um escudo que bloqueia até 65 / 70 / 75 / 80 / 85
- vida máxima em 10% por 120 / 150 / 180 / 210 / 240 segundos se ele consumir certos monstros. aumenta a
- velocidade de ataque em 1% para cada 1% de vida perdida.
- 1% de vida perdida. concede 0.5% aumento de curas e regenerações de todas as fontes para cada
aumenta a - 15% da vida máxima. concede a ela um escudo ao pegar o broquel, que bloqueia
- 1% de vida perdida). cura ele por for 8 + (4 × level), aumentando por 6.25% por cada
- (+4 / 6 / 8 / 10 / 12% da vida máxima) (+60% AP) durante 4 segundos. causa 40 / 70 / 100 / 130 / 160
- (+14% vida bônus) por 2.5 segundos.
- (6 / 7 / 8 / 9 / 10% da vida máxima) + (40% AP) por até 6 segundos. concede a ele um escudo com 30 / 55 / 80 / 105 / 130 +
- 10 / 11 / 12 / 13 / 14% de sua vida máxima + (80% AP) por 6 segundos. concede a ele um escudo com
- (20% AP), aumentando em 0.5% para cada 1% de sua vida perdida. cura ela em 30 / 50 / 70 / 90 / 110 +
- (40% AP) para cada campeão inimigo atingido,aumentando em 1% para cada 1% de sua vida perdida. cura ela em 25 / 35 / 45 / 55 / 65 +
- (4 / 6 / 8% de sua vida bônus) de dano mágico. faz com que seus ataques e habilidades causem 20 +
- (30% AP) + (5% de vida bônus), ou 84 / 140 / 196 / 252 / 308 + (42% AP) + (7% de vida bônus) caso ele se cure. cura o campeão aliado selecionado em 60 / 100 / 140 / 180 / 220 +
- Tryndamere aumenta seu dano de ataque em 5 / 10 / 15 / 20 / 25 + 0.15 / 0.2 / 0.25 / 0.3 / 0.35 a cada 1% da vida perdida. de
- Vladimir aumenta seu poder de habilidade igual a 2.5% de sua vida bônus.
- Vladimir causa 80 / 135 / 190 / 245 / 300 + (15% de vida bônus) durante 2 segundos. de
de - Vi concede um escudo igual a 10% de sua vida máxima quando ela atinge um inimigo com uma de suas habilidades ativas com um tempo de recarga de Error: O parâmetro '3' não é aceitado. segundos. de
- Volibear o cura em 30% de sua vida máxima durante 6 segundos se ele ficar com menos de 30% de vida.
- Volibear causa 80 / 125 / 170 / 215 / 260 + (15% de vida bônus) como dano físico. de
de - Zac derrama um pedaço de si mesmo sempre que ele atinge um inimigo com uma habilidade, esse pedaço pode ser reabsorvido para restaurar 4% de sua vida máxima. Ao receber dano fatal, Zac se divide em 4 que tentam se encontrar. Cada tem 12% da vida máxima de Zac. de
Escalando com a vida máxima do alvo.[]
Vida máxima[]
Essas habilidades garantem dano extra baseado na vida máxima do alvo. Tipicamente, quanto mais vida o alvo tiver, mais dano essas habilidades causarão. Portanto, elas são mais poderosas contra alvos com muita vida, mas ainda sim aplicam dano em alvos com pouca vida máxima. Também note que esse tipo de habilidade normalmente tem um limite contra tropas e monstros para que campeões não façam unidades como o
sumir.- (1 / 1.5 / 2 / 2.5 / 3% (+ 1% por 100 AP) da vida máxima do alvo) de dano mágico por segundo. causa 8 / 12 / 16 / 20 / 24 +
- 8% da vida máxima do alvo ao longo de 4, com o máximo de 80 de dano para monstros. faz com que todas as suas habilidades, causem
- 3 / 3.5 / 4 / 4.5 / 5 % da vida máxima do alvo como dano físico bônus em seu próximo ataque básico. causa
- 3% (+2.8% – 4.5% per 100 bonus AD) of target's maximum health bonus true damage. , against Vitals, deals
- (100% AP) + (6 / 8 / 10 / 12 / 14 % of target's maximum health) as magic damage each 3 hits or spells, capping at 100 / 150 / 200 / 250 / 300 against monsters. deals 10 / 20 / 30 / 40 / 50 +
- (30% AP) + (8% of the target's maximum health) magic damage, capping at 300 against monsters. deals 20 / 50 / 80 / 110 / 140 +
- 1% target's maximum health as bonus true damage versus Villains. makes the enemy champion with the most recent kills the Villain. Garen's basic attacks and ticks of deal
- (8 / 10.4 / 12.8 / 15.2 / 17.6 / 20% of the target's maximum health) + (100% bonus AD) as bonus magic damage, capping at 200 / 300 / 400 / 500 / 600 / 700 against monsters. deals
- 10 / 12.5 / 15 / 17.5 / 20% of the target's maximum health as magic damage, capping at 75 / 125 / 150 / 175 / 200 against monsters. deals
- (20% AD) + (5% of the target's maximum health) bonus physical damage on the third autoattack upon the crippled target. deals 80 / 110 / 140 / 170 / 200 +
- 2% (+ 0.75% per 100 AP) of the target's maximum health as bonus magic damage, capping at 100 against minions and monsters.
- (130% bonus AD) + (50% AP) magic damage against enemies below 50% health and 210 / 330 / 450 + (195% bonus AD) + (75% AP) magic damage against enemies below 25% health. deals 140 / 220 / 300 +
gives him a temporary buff to his autoattacks dealing - 4 / 4.5 / 5 / 5.5 / 6% (+ 1% per 100 AP) of their maximum health as magic damage per second, capping at 120 against minions and monsters. harms enemies within an area for
- 9 / 10 / 11 / 12 / 13% (+ 3% per 100 AP) of target's maximum health magic damage, capping at 300 against minions and monsters. transforms him into a cloud of arcane energy that quickly travels to a target enemy, dealing
- 25 / 30 / 35% (+ 4% per 100 AP) of the target's maximum health as magic damage to the target, dealing half the damage initially and the other half over 10 seconds. deals to an enemy champion
- 3 / 4 / 5% (+ 1% per 100 AP) of nearby enemies maximum health magic damage per second for the duration, capping at 240 magic damage per second per enemy. empowers him for 15 seconds, dealing
- below 15% health. causes his autoattacks and to automatically critically strike enemies
- (65% bonus AD) + (6% of target's maximum health) physical damage in an area and creates a zone that slows, then explodes after 1 second, dealing 40 / 70 / 100 / 130 / 160 + (65% bonus AD) + (6% of target's maximum health) physical damage. Hammer Shock deals 80% damage against minions. deals 40 / 70 / 100 / 130 / 160 +
- 4 / 4.5 / 5 / 5.5 / 6% (+ 3% per 100 AP) of the target's maximum health bonus magic damage on her next basic attack. Upon attacking or reactivating, Sejuani deals 10 / 17.5 / 25 / 32.5 / 40 + (1 / 1.5 / 2 / 2.5 / 3% of the target's maximum health) + (15% AP) damage around her per second for 4 seconds. deals
- 2.5% of their maximum health bonus magic damage, capping at 100 against monsters. hit enemies and marks then. Shyvana's basic attacks against marked enemies deal
- (6 / 6.5 / 7 / 7.5 / 8% of target's maximum health) + (75% AP) magic damage, capped at 300 against minions and monsters. deals 50 / 65 / 80 / 95 / 110 +
- 10% of target's maximum health as physical damage, capping at 75 bonus physical damage against minions and monsters.
- (40% AP) + (10 / 11 / 12 / 13 / 14% of target's maximum health) as magic damage. The health percent of the target damage is capped at 400 against minions and monsters. deals 40 / 65 / 90 / 115 / 140 +
makes his auto attacks deal - 20 / 23 / 26 / 29 / 32% (+ 2% per 100 AP) of the target's maximum health magic damage, capped at 400 / 450 / 500 / 550 / 600 against monsters. deals
- 10 / 13.75 / 17.5% (+ 1% per 100 AP) of the target's maximum health magic damage, and the same amount over 4 seconds. drains instantly to an enemy champion
- 2 / 2.75 / 3.5 / 4.25 / 5% (+ 2% per 100 AP) of the target's maximum health magic damage per mark. Maximum 3 marks for 6 / 8.25 / 10.5 / 12.75 / 15% (+ 6% per 100 AP) of the target's maximum health magic damage, capping at 360 against monsters. adds marks through auto attacks which can be detonated via any of his other spells for
- (4 / 5 / 6 / 7 / 8% of the target's maximum health) true damage, capping at 200 against monsters. adds marks after each spell or auto attack on her target. After 3 of these marks, the affected target will suffer 20 / 30 / 40 / 50 / 60 +
- 4 / 5.5 / 7 / 8.5 / 10% (+ 1% per 35 bonus AD) of the target's maximum health additional physical damage on every 3rd attack on the same target, capping at 300 against minions and monsters. deals
- (100% AP) magic damage or 8 / 10 / 12 / 14 / 16% of the target's maximum health + (100% AP) (whichever is higher). deals 75 / 125 / 175 / 225 / 275 +
- (4 / 5 / 6 / 7 / 8% (+ 2% per 100 AP) of enemies' maximum health) magic damage to all nearby enemies. The health percent of the target damage is capped at 200 against minions and monsters. deals 40 / 55 / 70 / 85 / 100 +
- Error: O parâmetro '3' não é aceitado.% of the target's maximum health bonus magic damage whenever the target is below 50% health. causes his basic attack to deal
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.
- 15 / 17.5 / 21 / 22.5 / 25% of the target's current health magic damage (whichever is higher), capping at 300 / 350 / 400 / 450 / 500 against minions and monsters. deals 80 / 130 / 180 / 230 / 280 magic damage or
- 4% (+ 3% per 100 AP) of the target's current health. The percent health is capped at 75 / 100 / 125 / 150 / 175 against monsters. deals 40 / 75 / 110 / 145 / 180 +
- 15 / 20 / 25% (+ 1% per 100 AP) of enemies' current health magic damage. impales all enemy champions in the targeted area, dealing
- 10% of their current health bonus physical damage, capping at 400. causes his first attack on a target to deal
- 1.25% of their current health bonus physical damage per stack, capped at 75 + (10 per stack) against monsters. causes Lamb's auto-attacks to deal
- (100% bonus AD) + (15% of enemies' current health) physical damage to all nearby enemies. The health percent of the enemies' hit is capped at 600 against monsters. deals 75 / 175 / 275 +
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.
- 5% 「 (+ 2.22% per 100 AP) 」「 (+ 1% per 45 AP) 」 of target's missing health bonus magic damage versus targets below 30% of their maximum health, capping at 150 against minions and monsters. passively makes Ekko's basic attacks deal
- 8% (+ 3% per 100 AP) of the target's missing health. The percent health is capped at 75 / 100 / 125 / 150 / 175 against monsters. deals 60 / 100 / 140 / 180 / 220 +
- (45% AP) + (4 / 5 / 6 / 7 / 8% of the target's missing health) magic damage on-hit over 3 seconds. passively makes Fizz's basic attacks deal 20 / 30 / 40 / 50 / 60 +
- (28.57 / 33.33 / 40% of the target's missing health) magic damage. deals to a enemy champion 175 / 350 / 525 +
- between 25 / 35 / 45 + (10% bonus AD) + (25 / 30 / 35% of the target missing health) and 250 / 350 / 450 + (100% bonus AD) + (25 / 30 / 35% of the target's missing health). The percent health of the target is capped at 300 against minions and monsters. deals
- (90% bonus AD) + (8% of target's missing health) physical damage, capping at 400 against minions and monsters. deals 50 / 80 / 110 / 140 / 170 +
- 1% of the target's missing health. Going from 16 / 32 / 48 / 64 / 80 + (22% AP) to 24 / 48 / 72 / 96 / 120 + (33% AP) magic damage per second for 5 seconds. deals 0.5% increased damage for every
- 1% of the target's missing health, capping at 150% increased damage. Going from 4 / 20 / 50 / 90 + (75% AD) + (36% AP) to 10 / 50 / 125 / 225 + (187.5% AD) + (90% AP). deals 1.5% increased damage for every
- 1% of an enemy's missing health, capping at 200% increased damage (at about 74.9% missing health). Going from 80 / 120 / 160 + (60% bonus AD) to 240 / 360 / 480 + (180% bonus AD). deals 2.67% increased damage for every
- 1% of the target's missing health, capping at 100% increased damage. Going from 80 / 125 / 170 / 215 / 260 + (15% of bonus health) to 160 / 250 / 340 / 430 / 520 + (30% of bonus health). deals 1% increased damage for every
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.
- (200% bonus AD) + (12 / 15 / 18% of kicked target's bonus health) physical damage to all enemies that the target collides with. deals 200 / 400 / 600 +
- 25% of target's bonus health while the ghost is active. grants Mordekaiser
Items[]
- 6% of the target's current health bonus physical damage, capping at 60 against minions and monsters. Unique Active: Deals 10% of target champion's maximum health (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). makes autoattacks deal
- 10% of your maximum health for 4 seconds. After 4 seconds, the shield explodes to slow nearby enemies by 40% for 2 seconds (60 second cooldown). : Unique Active: Shield target ally for
- 2% of target's current health bonus magic damage per second. This bonus damage is doubled against movement-impared units and capped at 100 damage per second vs. monsters. dealing spell damage applies a damage-over-time effect for 3 seconds that deal
- (10% of the target's maximum health) (180 second cooldown). heals an allied champion for 150 +
- Sterak's Fury for 8 seconds (45 second cooldown). Sterak's Fury: Grow in size and strenght, gaining increased size, +25% additional base attack damage, and a rapidly decaying shield for 30% of your maximum health. : Unique Passive : Upon taking at least 400 to 1800 damage (based on level) within 5 seconds, gain
- Warmog's Heart, which restores 15% of maximum health every 5 seconds if damage hasn't been taken within 8 seconds. grants
- Predefinição:Iis first and every fourth voidspawn gain 15% of maximum health as damage (150 second cooldown).
Ways to restore health[]
- Artigo principal: Health regeneration
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 maximum health per second.
- Leveling up will restore some maximum health, and some current health. Actual health regained is lower depending on how wounded the champion is upon leveling up.
- Smiting the (restores instantly 20% of maximum health).
- Having the 1% maximum health per 5 seconds). buff, which can be obtained by slaying the or by slaying an enemy champion that has the buff (restores
- Slaying a monster that has Healing Sigil ( , , , and ).
- Killing a unit while having Feast Feast mastery active.
- Obtaining kill or assist while having Dangerous Game Dangerous Game mastery active (restores instantly 5% of missing health).
- 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 Heal.
Increasing health[]
Predefinição:Outdated if new patch
Items[]
- +200 health, +100% base health regen, +20 magic resistance. Unique Aura – Legion: Grants nearby allies +10 magic resistance. 1500 gold :
- +225 health, +300 mana. Unique Passive – Valor's Reward: Upon leveling up, restores 150 health and 200 mana over 8 seconds. 1200 gold :
- +500 health, +50 armor. Unique Passive – Dreadnought: While moving, build stacks of Momentum, increasing movement speed by up to 60 at 100 stacks. Momentum quickly decays while under any other form of crowd control, and slowly decays while slowed. Unique Passive Crushing Blow: Basic attacks discharge all Momentum, dealing 1 bonus physical damage per 2 stacks. If 100 stacks are discharged, damage is doubled to +100 and the target is slowed by 50% decaying over 1 second (melee only). 2900 gold :
- +80 health. Passive: +6 health regeneration. Unique Passive: Blocks 8 damage from champion basic attacks. 450 gold :
- +450 health, +100% base health regeneration, +10% cooldown reduction, +2 gold per 10 seconds. Unique Passive – Spoils of War: Melee basic attacks execute minions below 400 + (100% AD) health. Killing a minion by any means heals yourself and the nearest allied champion for 50 health and grants them kill gold. These effects require a nearby allied champion and consume a charge. Recharges every 30 seconds for a maximum of 4 charges. Unique Active: Shield target ally for 10% of your maximum health for 4 seconds. After 4 seconds, the shield explodes to slow nearby enemies by 40% for 2 seconds (60 second cooldown). You may only be in possession of 1 Gold Income item. 2200 gold :
- +650 health, +40 attack damage. Unique Passive – Icy: Basic attacks reduce the target's movement speed by 40% (30% slow for ranged attacks) for 1.5 seconds. 3100 gold :
- +380 health. 1000 gold :
- +200 health, +25 ability power. Unique Passive – Eyes of Pain: +15 magic penetration. 1600 gold :
- +200 health. Unique Passive: +10% cooldown reduction. 800 gold :
- +300 health, +80 ability power. Unique Passive – Eyes of Pain: +15 magic penetration. Unique Passive: Dealing spell damage applies a damage-over-time effect for 3 seconds that deal 2% of target's current health bonus magic damage per second. This bonus damage is doubled against movement-impared units and capped at 100 damage per second vs. monsters. 3200 gold :
- +400 health, +100% base health regen, +20 magic resistance, +10% cooldown reduction. Unique Aura – Legion: Grants nearby allies +15 magic resistance. Unique Active: Shield yourself and nearby allies for 5 seconds, absorbing up to 75 + (15 × level) damage (60 second cooldown). 2500 gold :
- +200 health, +15 attack damage. Unique Passive – Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. This movement speed bonus is halved for ranged champions. 1250 gold :
- +500 health, +60 armor, -10% damage taken from critical strikes. Unique Passive – Cold Steel: When hit by basic attacks, reduces the attacker's attack speed by 15% for 1 second. Unique Active: Slows the movement speed of nearby enemy units by 35% for 4 seconds (60 second cooldown) (500 range). 2900 gold :
- +75 health, +2 gold per 10 seconds. Unique Passive – Spoils of War: Melee autoattacks execute minions below 200 + (100% AD) health. Killing a minion by any means heals you and the nearest allied champion for 40 health and grants them kill gold. These effects require a nearby allied champion and consume a charge. Recharges every 60 seconds. Max 2 charges. You may only be in possession of 1 Gold Income item. 350 gold :
- +500 health, +300 mana, +100% base health regeneration. Unique Active: Grants +60% movement speed to nearby allies when moving towards ennemies or enemy turrets for 3 seconds. After 3 seconds, a shockwave is emitted, slowing nearby enemy champion movement speed by 80% for 1 second. This effect may be reactivated early to instantly release the shockwave (90 second cooldown). 2600 gold :
- +300 health. Passive: Grants +20 health, +40 mana, and +4 ability power every minute / 40 seconds (maximum +200 health, +400 mana, and +40 ability power). +400 mana, +80 ability power. Unique Passive – Valor's Reward: Upon leveling up, restores 150 health and 200 mana over 8 seconds. 3000 gold :
- +150 health. 400 gold :
- +400 health, +100 ability power. Unique Passive: Damaging abilities Arquivo:Lentidão icone.png slow affected enemies based on their type: Single Target: 40% for 1.5 seconds, Area of Effect: 40% for 1 second, Damage over Time, multi-hit and pet attacks: 20% for 1 second. 3200 gold :
- +500 health, +70 magic resistance, +150% base health regeneration, +10% cooldown reduction. Unique Passive: Increases all sources of healing including self-healing, health regen, life steal, and spell vamp effects by 20%. 2800 gold :
- +200 health, +35 magic resistance. Unique Passive: Grants 150% base health regen for up to 10 seconds after taking damage from an enemy champion. 1100 gold :
- +500 health, +25% base attack damage. Unique Passive : Upon taking at least 400 to 1800 damage (based on level) within 5 seconds, gain Sterak's Fury for 8 seconds (45 second cooldown). Sterak's Fury: Grow in size and strenght, gaining increased size, +25% additional base attack damage, and a rapidly decaying shield for 30% of your maximum health. 2700 gold :
- +500 health, +50 armor. Unique Passive – Immolate: Deals 25 + (1 × level) magic damage per second to nearby enemies (400 range). 2700 gold :
- +175 health, +50% base health regeneration, +2 gold per 10 seconds. Unique Passive – Spoils of War: Melee autoattacks execute minions below 240 + (100% AD) health. Killing a minion by any means heals yourself and the nearest allied champion for 50 health and grants them kill gold. These effects require a nearby allied champion and consume a charge. Recharges every 30 seconds for a maximum of 3 charges. You may only be in possession of 1 Gold Income item. 850 gold :
- +300 health, +55 attack damage, +20% cooldown reduction. Unique Passive: Dealing physical damage to an enemy champion Cleaves them, reducing their armor by 5% for 6 seconds (stacks up to 6 times, up to 30%). Unique Passive – Rage: Dealing physical damage grants 20 movement speed for 2 seconds. Assists or kills on Cleaved enemy champions or kills on any unit grant 60 movement speed for 2 seconds instead. This movement speed bonus is halved for ranged champions. 3500 gold :
- +450 health, +50 attack damage, +100% base health regen. Unique Passive – Cleave: Basic attacks deal 5 + (1% of your maximum health) as bonus physical damage to your target and 40 + (2.5% of your maximum health) as physical damage to other enemies in a cone on hit. Unique Active – Crescent: Cleave damage to all targets is increased to 40 + (10% of your maximum health) as bonus physical damage in a larger cone for your next basic attack (20 second cooldown). 3600 gold :
- +250 health, +25 attack damage, +20% critical strike chance, +15% attack speed, +10% cooldown reduction, +5% movement speed, +250 mana. Unique Passive – Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. This movement speed bonus is halved for ranged champions. Unique Passive – Spellblade: After using an ability, the next basic attack deals 200% base AD bonus physical damage (1.5 second cooldown). 3800 gold :
Variable Availability[]
- Predefinição:Iac : +500 health, +70 magic resistance, +100% base health regeneration. Unique Passive: Grants a spell shield that blocks the next enemy ability. This shield refreshes after no damage is taken from enemy champions for 40 seconds. 2900 gold
- Predefinição:Iac : +80 health, +8 attack damage, +3% life steal. 450 gold
- Predefinição:Iac : +60 health, +15 ability power, +50% base mana regeneration. Passive: Restores 4 mana upon killing a unit. 400 gold
- Predefinição:Iac : Grants +300 health, +25% increased size, tenacity and Path of Iron for 3 minutes. Path of Iron – Moving leaves a path behind that boosts allied champion's movement speed by 15%. 500 gold
- Predefinição:Iac : +275 health, +55 attack damage. Unique Passive – Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. This movement speed bonus is halved for ranged champions. Unique Active: For 5 seconds, basic attacks reduces the target's movement speed by 30% and deal 80 true damage over 2.5 seconds (60 second cooldown). 2600 gold
- Predefinição:Iac : +200 health, +125% base health regeneration. Unique Passive: Nearby enemy spellcasts reduce the cooldown of Battle Cry by 1 second. Unique Active – Battle Cry: Gain 30% movement speed, 20 armor and 20 magic resistance for 3 seconds (25 second cooldown). 1000 gold
- Predefinição:Iac : +225 health, +250 mana, +25 armor, +20% cooldown reduction. Unique Passive – Trap Detection: Nearby stealthed enemy traps are revealed. Unique Active: A stealth-detecting mist grants vision in the target area for 5 seconds, revealing enemy champions that enter for 3 seconds (60 second cooldown). 2150 gold
- Predefinição:Iac : +400 health, +15% bonus health. Unique Passive – Immolate: Deals 15 + (0.6 × level) magic damage a second to nearby enemies. Deals 100% bonus damage to monsters. 1575 gold
- Predefinição:Iac : +350 health, +350 mana, +50 magic resistance. Unique Passive: Reduces and stores 10% of magic damage received. Unique Active: Deals 200 + (stored magic damage – max 200) magic damage to nearby enemy units (90 second cooldown). 2400 gold
- Predefinição:Iac : +300 health, +50 armor, +150% base health regen, +10% cooldown reduction. Unique Active: Prevents the closest enemy tower from attacking for 3 seconds (120 second cooldown). This effect cannot be used against the same tower more than once every 8 seconds. Unique Passive – Point Runner: Build up to +20% movement speed over 2 second while near turrets and fallen turrets. 2650 gold
- Predefinição:Iac : +800 health, +100% base health regeneration. Unique Passive: Upon champion kill or assist, restores 300 health over 5 seconds. 2550 gold
- Predefinição:Iac : Unique Passive – Prospector: +150 health. +16 attack damage, +15% attack speed. 950 gold
- Predefinição:Iac : Unique Passive – Prospector: +150 health. +35 ability power. Passive: +6 mana regeneration. 950 gold
- Predefinição:Iac : +500 health. Unique Passive: Item active cooldowns are reduced by 10%. Unique Active – Warding: Consumes a charge to place that reveals the surrounding area for 150 seconds. Holds up to 4 charges and refills when visiting the shop. A player may only have 3 stealth ward on the map at one time. 1800 gold
- Predefinição:Iac : +150 health. Unique Active – Warding: Consumes a charge to place that reveals the surrounding area for 150 seconds. Holds up to 3 charges and refills when visiting the shop. A player may only have 3 stealth ward on the map at one time. 800 gold
- Predefinição:Iac : +850 health, +200% base health regen. Unique Passive: Grants Warmog's Heart if you have at least 3000 maximum health. Warmog's Heart: Restores 15% of maximum health every 5 seconds if damage hasn't been taken within 8 seconds. 2850 gold
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 90 / 120 / 150 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.
- (50% AP) for 7 seconds. increases the maximum health of the targeted ally by 300 / 450 / 600 +
- increases his maximum health by 300 / 450 / 600 for 15 seconds.
- maximum health by 10% for 120 / 150 / 180 / 210 / 240 seconds if he consumes a . increases his
- increases his maximum health by 200 / 400 / 800 for 15 seconds.
- 25% of his maximum mana. 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.
- bonus health by 140% of his ability power. increases his
Masteries[]
- Veteran's Scars Veteran's Scars increases your champion's health by 0.8 / 1.6 / 2.4 / 3.2 / 4%.
- Strength of the Ages Strength of the Ages increases your champion's health up to 300 health by killing or being nearby cannon minion and jungle monsters.
Runes[]
Name | Type | Tier 1 (Lesser) | Tier 2 (Normal) | Tier 3 (Greater) |
---|---|---|---|---|
Health | Mark | X | X | 3.47 |
Seal | 4.48 | 6.24 | 8 | |
Glyph | X | X | 2.67 | |
Quintessence | 14.5 | 20 | 26 | |
Health, Scaling
(Health per level) |
Mark | X | X | 0.54 per level (9.72) |
Seal | X | X | 1.33 per level (24) | |
Glyph | X | X | 0.54 per level (9.72) | |
Quintessence | X | X | 2.7 per level (48.6) | |
Percentage Health | Mark | X | X | X |
Seal | X | X | 0.5 % | |
Glyph | X | X | X | |
Quintessence | X | X | 1.5 % |
List of champions' health[]
- Artigo principal: List of champions' health
Champion Level | Top 5 champions | Bottom 5 champions | |||
---|---|---|---|---|---|
Level 1 | 1. | Predefinição:Leveled Stat hp | 1. | Predefinição:Leveled Stat hp | |
2. | Predefinição:Leveled Stat hp | 2. | Predefinição:Leveled Stat hp | ||
3. | Predefinição:Leveled Stat hp | 3. | Predefinição:Leveled Stat hp | ||
3. | |||||
4. | Predefinição:Leveled Stat hp | 4. | Predefinição:Leveled Stat hp | ||
5. | Predefinição:Leveled Stat hp | 5. | Predefinição:Leveled Stat hp | ||
Level 18 | 1. | Predefinição:Leveled Stat hp | 1. | Predefinição:Leveled Stat hp | |
2. | Predefinição:Leveled Stat hp | 2. | Predefinição:Leveled Stat hp | ||
3. | Predefinição:Leveled Stat hp | 3. | Predefinição:Leveled Stat hp | ||
4. | Predefinição:Leveled Stat hp | 4. | Predefinição:Leveled Stat hp | ||
5. | Predefinição:Leveled Stat hp | 5. | Predefinição:Leveled Stat hp |
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 11555.0793, being a level 18 , must:- Have 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 Predefinição:Mi4
- 1 point in Predefinição:Mi4
- Have 5
- Have a
- Consume an
- ability power. cast by a with the maximum amount of
- cast on a golem jungle creep
- Relevant mathematics:
- 16.02 + 6 + 1.8 × 9 + 1.8 × 9 + 3.06 × 9 + 7.74 × 3 + 40 + 180 + 120 + 221.072 + 100 × 3 + 40 + 35) × (1.05 × 1.12 × 1.35 × 1.20) = 1983.71001024
- 9.72 × 9 + 9.72 × 9 + 36 + 5 × 800 + 400 + 250 + 600 + 1983.71001024 × 0.5) × 1.15) + 2128) × (1.09 × 1.03 × 1.10) = 11792.749840504 Health = (((
AP = (
The most health any champion can obtain at level 1 with the 475 starting gold is 1120.83158, again being Predefinição:Mi4 and Predefinição:Mi4, a and using on a golem jungle creep.
with all tier 3 flat health runes,- Relevant mathematics:
- 3.47 × 9 + 8 × 92.67 × 9 + 26 × 3 + 36 + 150 + 598) × (1.03 × 1.10) = 1120.83158 Health = (
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pt-br:Vida