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"Capitão Teemo on duty!?"

Teemo ficou meio confuso ao ler este artigo/seção, pois não está totalmente em português ou tem uma tradução falha.
Seja um bom escoteiro e ajude-o traduzindo os textos.
LuluSquare

"Socorro, Pix!" Lulu pediu para Pix ajudar neste artigo/seção, pois ele precisa ser revisado ou necessita de adição de conteúdo.
Infelizmente Pix não é muito habilidosa com as palavras, ela irá precisar de sua ajuda.

Veja também outros artigos com essa marcação.


BarraHP

Cada segmento da barra representa no máximo 100 de vida.

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.

BarraHP2

A barra verde de vida em cima, e a barra azul de mana em baixo.

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.

A vida base no nível 18 varia desde 1600 de vida de Sona Sona a 2381 de vida a Nunu Nunu. Clique aqui para a lista completa.

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.

Há vida efetiva para dano físico e dano mágico.

Resumindo, a fórumla é:

  • Vida efetiva para dano físico = Vida Máxima × (1 + (Armadura / 100))
  • Vida efetiva = Vida máxima / (1 - % Total de redução de dano)

Vida como custo para habilidades

Poucos campeões utilizam de sua vida como custo para habilidades, ao invés de mana. São eles:

  • Dr Dr. Mundo
  • Mordekaiser Mordekaiser
  • Vladimir Vladimir

Outras habilidades de campeões

  • Balanço Temerário Balanço Temerário de Olaf Olaf custa 40 / 64 / 88 / 112 / 136 de vida por uso.
  • Enfurecer Enfurecer de Sion Sion custa 6 / 8 / 10 / 12 / 14 de vida por ataque.

Health as scaling

Personal Health as scaling

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.

  • Injetar Adrenalina Injetar Adrenalina de Dr Dr. Mundo receives bonus health regeneration per second equal to 0.3% of his maximum health.
  • Masoquismo Masoquismo de Dr Dr. Mundo gains 0.4 / 0.55 / 0.7 / 0.85 / 1 attack damage for every 1% of health he is missing.
  • Sadismo Sadismo de Dr Dr. Mundo heals 40% / 50% / 60% of his maximum health over 12 seconds.
  • Perseverança Perseverança de Garen Garen regenerates 0.4% of his maximum health per second if he hasn't been damaged by a Monster (excluding minions), Champion or Tower for 9 seconds.
  • Happy Hour Happy Hour de Gragas Gragas heals 2% of his maximum health over 4 seconds every time he uses an ability.
  • Granite Shield Granite Shield de Malphite Malphite grants him a shield equal to 10% of his maximum health which recharges if he hasn't been damaged for 10 second.
  • Sap Magic Sap Magic de Maokai Maokai heals 7% of his maximum health when he attacks with 5 magical sap stacks.
  • Titan's Wrath Titan's Wrath de Nautilus Nautilus grants him a shield that blocks for a flat amount plus 10% of his bonus health.
  • Vicious Strikes Vicious Strikes de Olaf Olaf increases his attack damage by 1% of his maximum health.
  • Northern Winds Northern Winds de Sejuani Sejuani deals 1% / 1.25% / 1.5% / 1.75% / 2% of her maximum health in additional magic damage per second.
  • Golepe de Ki Golepe de Ki de Shen Shen does 10% of his bonus health in additional magic damage.
  • Espada Vorpal Espada Vorpal de Shen Shen heals allied champions that damage a life-tapped enemy by a flat amount plus 1.5% of his maximum health over 3 seconds.
  • Bloodlust Bloodlust de Tryndamere Tryndamere passively gains 0.15 / 0.2 / 0.25 / 0.3 / 0.35 attack damage for every 1% of health he is missing.
  • Crimson Pact Crimson Pact de Vladimir Vladimir increases his ability power by 1 for every 40 bonus health points.
  • Sanguine Pool Sanguine Pool de Vladimir Vladimir does 15% of his bonus health in additional magic damage.
  • Blast Shield Blast Shield de Vi Vi gives her a shield equal to 10% of her maximum health when she hits an enemy with one of her activated abilities.
  • O Escolhido da Tormenta O Escolhido da Tormenta de Volibear Volibear heals 30% of his maximum health over 6 seconds if he gets under 30% health.
  • Frenesi Frenesi de Volibear Volibear does 15% of his bonus health in additional physical damage.

Damage scaling from enemy health

These abilities grant extra damage based on the target's maximum, current or missing health. Typically, the more health the target has (or has missing), the more damage these abilities will deal. Because of this 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.

  • Desespero Desespero de Amumu Amumu harms nearby enemies for a flat magical damage plus 1.5% / 1.8% / 2.1% / 2.4% / 2.7(+1% per 100 AP) of their maximum health per second.
  • Labareda Labareda de Brand Brand causes his spells to add a debuff to the target dealing 2% of their maximum health each second as magic damage for 4 seconds.
  • Cutelo Infectado Cutelo Infectado de Dr Dr. Mundo deals either a flat amount of magic damage or 15% / 18% / 21% / 23% / 25% of the target's current health as magic damage (whichever is higher).
  • Neurotoxina Neurotoxina de Elise Elise Deals magic damage equal to a base amount plus 8% (+3% per 100 AP) of the target's current health.
  • Mordida Venenosa Mordida Venenosa de Elise Elise Deals magic damage equal to a base amount plus 8% (+3% per 100 AP) of the target's missing health.
  • Agony's Embrace Agony's Embrace de Evelynn Evelynn impales all enemy champions in the targeted area, dealing 15% / 20% / 25% (+1% per 100 AP) of their current health as magic damage
  • Seastone Trident Seastone Trident de Fizz Fizz deals a flat amount plus 4% / 5% / 6% / 7% / 8% of target's missing health in magic damage over 3 seconds.
  • Demacian Justice Demacian Justice de Garen Garen deals a flat amount plus 29% / 34% / 40% of target's missing health in magic damage.
  • Martial Cadence Martial Cadence de Jarvan IV Jarvan IV gives his first attack on a target bonus physical damage equal to Error: O parâmetro '3' não é aceitado. of the target's current health.
  • Thundering Blow Thundering Blow de Jayce Jayce does 8% / 11% / 14% / 17% / 20% of the target's maximum health as bonus magic damage.
  • Evolved Enlarged Claws Evolved Enlarged Claws de Kha'Zix Kha'Zix allows him to deal bonus physical damage equal to 12% of the targets missing health to Isloated enemies.
  • Bio-Arcane Barrage Bio-Arcane Barrage de Kog'Maw Kog'Maw gives him a temporary buff to his autoattacks dealing 2% / 3% / 4% / 5% / 6% (+1% per 100 AP) of the target's maximum health as bonus magic damage.
  • Ataque Ressonante Ataque Ressonante de Lee Sin Lee Sin deals flat physical damage plus 8% of the target's missing health.
  • Null Zone Null Zone de Malzahar Malzahar harms enemies within an area for 4% / 5% / 6% / 7% / 8% (+1% per 100 AP) of their maximum health per second.
  • Children of the Grave Children of the Grave de Mordekaiser Mordekaiser deals 24% / 29% / 34% (+4% per 100 AP) of the target's maximum health in magic damage to the target, dealing half the damage initially and the other half over 10 seconds.
  • Fury of the Sands Fury of the Sands de Nasus Nasus empowers him for 15 seconds, dealing magic damage equal to 3% / 4% / 5% (+1% per 100 AP) of nearby enemies maximum health per second for the duration.
  • Devastating Blow Devastating Blow de Poppy Poppy deals a flat amount plus 8% of her target's maximum health as magic damage.
  • Silver Bolts Silver Bolts de Vayne Vayne adds marks after each spell or auto attack on her target. After 3 of these marks, the affected target takes a flat amount plus 4% / 5% / 6% / 7% / 8% of the target's maximum health as true damage.
  • Blighted Quiver Blighted Quiver de Varus Varus adds marks through auto attacks which can be detonated via any of his other spells for magic damage equal to 2% / 2.75% / 3.5% / 4.25% / 5% (+2% per 100 AP) of the affected target's maximum health per mark. Maximum 3 marks for 6% / 8.25% / 10.5% / 12.75% / 15% (+6% per 100 AP) damage.
  • Denting Blows Denting Blows de Vi Vi deals additional physical damage equal to 6% / 7% / 8% / 9% / 10% (+1% per 35 bonus AD) of the target's maximum health on every 3rd attack on the same target.
  • Frenesi Frenesi de Volibear Volibear deals 1% more damage for every 1% of health the enemy is missing.
  • Ataque Sedento Ataque Sedento de Warwick Warwick deals flat magic damage or 8% / 10% / 12% / 14% / 16% of the enemy's maximum health (whichever is higher).
  • Varredura Crescente Varredura Crescente de Xin Zhao Xin Zhao does 15% of current target health as physical damage to all nearby enemies.

Items

  • Empalador de Atma Empalador de Atma increases your attack damage by 1.5% of your maximum health.
  • Tocha de Chamas Negras Tocha de Chamas Negras dealing spell damage burns for an additional 3.5% of the target champion's maximum health in magic damage over 2 seconds. Each second burned consumes a charge. Up to 18 charges are generated when not in use.
  • Espada do Rei Destruído Espada do Rei Destruído deals 5% of the target's current health in physical damage (90 max vs. minions and monsters) every autoattack.
  • Cadinho de Mikael Cadinho de Mikael heals a target for 150 + 15% of their missing health. (180 second cooldown)
  • Sufocamento Ígneo Sufocamento Ígneo deals 15% of the target's max health in magic damage upon activation.
  • Tormento de Liandry Tormento de Liandry dealing spell damage burns for an additional 6% of the target's current health in magic damage over 3 seconds. If their movement is impaired, they take double damage from this effect. 300 max damage vs monsters.
  • Navalha Sangrenta de Kitae Navalha Sangrenta de Kitae deals 2.5% of the target's maximum health in magic damage every autoattack.
  • Mandíbula de Malmortius Mandíbula de Malmortius gives 1 attack damage for every 2.5% health missing.
  • Armadura de Warmog Armadura de Warmog restores 0.2% of your maximum health every second.

Maneiras de recuperar vida

A vida de um campeão pode ser recuperada em várias maneiras

  • Regeneração de Vida
  • Usando uma Poção de Vida Poção de Vida ou Frasco Cristalino Frasco Cristalino.
  • Retornando a plataforma de invocadores, que restora uma porcentagem da sua vida máxima a cada segundo.
  • Vida máxima é concedida ao ganhar níveis e com isso você recupera um pouco de vida. A vida recuperada é menor dependendo no quão ferido está o campeão quando ganha um nível.
  • Matando um monstro que possui Sigílo da Regeneração (Giant Wolf Giant Wolf, Espectro Espectro e Golem Golem), recuperará vida igual a uma porcentagem da sua vida perdida.
  • Com roubo de vida ou vampirísmo mágico, causando dano a inimigos com ataques básicos ou habilidades respectitivamente irá recuperar vida.
    • Além do roubo de vida, Lâmina de Doran Lâmina de Doran irá recuperar 5 de vida a cada acerto em um inimigo.
  • O efeito passivo de Catalisador da Proteção Catalisador da Proteção e Bastão das Eras Bastão das Eras recupera 250 de vida durante 8 segundos quando o campeão sobe de nível.
  • Usando uma habilidade ou feitiço de cura, como Benção Astral Benção Astral de Soraka Soraka ou Vazante e Fluxo Vazante e Fluxo de Nami Nami, ou Cura Cura.

Maneiras de aumentar sua vida máxima

Items

Core

  • Arauto de Zeke Arauto de Zeke: +250 health, +15% cooldown reduction. Unique Aura: Nearby allied champions gain +20 attack damage and +10% life steal. 2450 gold.
  • Bastão das Eras Bastão das Eras: +450 health, +450 mana, +60 ability power. Passive: Your champion gains 20 health, 20 mana, and 2 ability power every minute. The bonuses cap at +200 Health, +200 Mana, and +20 Ability Power. Unique Passive – Valor's Reward: On leveling up, restores 150 health and 200 mana over 8 seconds. 2800 gold.
  • Capa de Fogo Solar Capa de Fogo Solar: +450 health, +45 armor. Passive: Deals 40 magic damage each second to nearby enemies. 2500 gold.
  • Catalisador da Proteção Catalisador da Proteção: +200 health, +300 mana. Passive– Valor's Reward: On leveling up, restores 150 health and 200 mana over 8 seconds. 1200 gold.
  • Cetro de Cristal de Rylai Cetro de Cristal de Rylai: +500 health, +80 ability power. Unique Passive: Your spell hits slow the target's movement speed by 35% (15% for multi-target spells, damage-over-time spells and spells with a cooldown time below 3 seconds) for 1.5 seconds. 2900 gold.
  • Cinto do Gigante Cinto do Gigante: +380 health. 1000 gold.
  • Cristal de Rubi Cristal de Rubi: +180 health. 475 gold.
  • O Cutelo Negro O Cutelo Negro: +250 health, +50 attack damage, +10% cooldown reduction. Unique Passive: +10 armor penetration. Dealing physical damage to an enemy champion reduces their armor by 6.25% for 4 seconds. This effect stacks up to 4 times. 3000 gold
  • Devaneio de Shurelya Devaneio de Shurelya: +250 Health, +10 health regen per 5, +10 mana regen per 5. Unique Passive: 10 % cooldown reduction. Unique Active: Nearby champions gain 40% movement speed for 3 seconds. 60 second cooldown. 2100 gold.
  • Égide da Legião Égide da Legião: +250 health, +20 armor, +20 magic resistance. Unique Aura: +10 health regen per 5, +10 armor, +15 magic resistance to nearby allied champions. 2150 gold.
  • Escudo de Doran Escudo de Doran: +100 health+5 armor, +5 health regenper 5 seconds. Unique Passive: Blocks 6 damage from champion basic attacks. 475 gold.
  • Espírito do Golem Ancião Espírito do Golem Ancião: +500 health, +30 armor, +14 health regen per 5, +7 mana regen per 5. Unique Passive - Butcher: Damage dealt to monsters increased by 25%. Unique Passive - Tenacity: The durations of stuns, slows, taunts, fears, silences, blinds, and immobilizes are reduced by 35%. 2400 gold.
  • Fago Fago: +200 health, +20 attack damage. Passive - Icy: 25% chance on hit to reduce your target's movement speed by 30% (20% for ranged) for 2 seconds. 1465 gold.
  • Força da Trindade Força da Trindade: +250 health, +30 attack damage, +30 ability power, +30% attack speed, +10% critical strike chance, +8% movement speed, +200 mana. Unique Passive - Icy: 25% chance on hit to slow the target by 30% (20% for ranged) for 2.5 seconds. Unique Passive - Spellblade: After using an ability, your next basic attack deals bonus damage equal to 150% of your base attack damage. (2 second cooldown). 4200 gold.
  • Gema Ardente Gema Ardente: +200 health. Unique Passive: 10% cooldown reduction. 850 gold.
  • Malho Congelado Malho Congelado: +700 health, +30 attack damage. Unique Passive - Icy: Your autoattacks reduce your target's movement speed by 40% (30% slow for ranged attacks) for 1.5 seconds. 3300 gold.
  • Máscara Assustadora Máscara Assustadora: +200 health, +25 ability power. Unique Passive - Eyes of Pain: +15 magic penetration. 1485 gold.
  • Medalhão dos Solari de Ferro Medalhão dos Solari de Ferro: +400 health, +35 armor, +10% cooldown reduction, +10 health regen per 5. Unique Active: Shield yourself and nearby allies for 5 seconds, absorbing up to 50 (+10 per level) damage. 60 second cooldown. 2000 gold.
  • Presságio de Randuin Presságio de Randuin: +500 health, +70 armor. Unique Passive - Cold Steel:If you are hit by a basic attack, you slow the attacker's attack speed by 20% and their movement speed by 10% for 1.5 seconds. Unique Active: Slows the movement speed of nearby enemy units by 35% for 2 seconds + 1 second for every 100 armor and magic resistance you have. 60 second cooldown (500 Range). 3100 gold.
  • Semblante Espiritual Semblante Espiritual: +200 health, +50 magic resistance, +20% cooldown reduction. Unique Passive: Increases your healing, regeneration and drain effects on yourself by 20%. 2200 gold.
  • Tormento de Liandry Tormento de Liandry: +300 health, +50 ability power. Unique Passive - Eyes of Pain: +15 magic penetration, Unique Passive: Dealing magical spell damage burns enemies for 6% of their current health as magic damage over 3 seconds. If their movement is impaired, they take double damage from this effect. 300 max damage vs monsters. 2900 gold.

Classic

  • Armadura de Warmog Armadura de Warmog: +1000 health. Unique Passive: You gain health regeneration per 5 equal to 1% of your maximum health. 2830 gold.
  • Anel de Doran Anel de Doran: +80 health, +5 mana regen per 5, +15 ability power. Passive: Restores 5 mana when you kill an enemy unit. 475 gold.
  • Baluarte Rúnico Baluarte Rúnico: +400 health, +20 armor, +30 magic resist. Unique Aura - Legion: Nearby allies gain 10 armor, 30 magic resist, and 10 health regen per 5. 3200 gold.
  • Elixir da Fortitude Elixir da Fortitude: On use, grants +120-235 health, based on champion level, and 15 attack damage for 4 minutes. 250 gold.
  • Lâmina de Doran Lâmina de Doran: +80 health, +10 attack damage, Passive: Your basic attacks restore 5 health each time they hit an enemy. 475 gold.
  • Mergul Hadora Mergul Hadora: +350 health, +50 ability power, +15 health regeneration, +15 mana regeneration. Unique Active: Prevents the closest enemy tower from attacking for 2.5 seconds. 120 second cooldown. This effect cannot be used against the same tower more than once every 7.5 seconds. 2850 gold.
  • Pedra da Visão Pedra da Visão: +100 health. Unique Passive - Ward Refresh: Starts with 4 charges and refiles each time you visit your shop. Unique Active - Ghost Ward: Consumes a charge to place an invisible ward that reveals the surrounding area for 3 minutes. You may have a maximum of 2 wards placed from this item at once. 700 gold.
  • Rubi da Visão Rubi da Visão: +360 health. Unique Passive - Ward Refresh: Starts with 5 charges and refiles each time you visit your shop. Unique Active - Ghost Ward: Consumes a charge to place an invisible ward that reveals the surrounding area for 3 minutes. You may have a maximum of 3 wards placed from this item at once. 1300 gold
  • Véu da Banshee Véu da Banshee: +400 health, +300 mana, +45 magic resistance. Unique Passive: Gain a spell shield that blocks the next incoming enemy ability. This shield refreshes if you haven't taken damage from champions in 25 seconds. 2610 gold.

Dominion & Twisted Treeline

  • Entropia Entropia: +275 health, +70 attack damage. Unique Passive: 25% chance on hit to reduce your target's movement speed by 30% for 2.5 seconds. Unique Active: For 5 seconds, your attacks will reduce your targets' movement speed by 30% and deal 80 true damage over 2.5 seconds. 60 second cooldown. 3615 gold.
  • Analisador Hextec Analisador Hextec: +300 health, +50 ability power. Unique Passive: +10% cooldown reduction, +10% movement speed. Unique Active: A stealth-detecting mist grants vision in the target area for 10 seconds. 60 second cooldown. Unique Passive - Trap Detection: Nearby stealthed enemy traps are revealed (1000 Range, 375 AOE estimate). 1920 gold.
  • Anel do Garimpeiro Anel do Garimpeiro: Unique Passive: +200 health. +30 ability power, +10 mana regen per 5. 950 gold.
  • Armadura Sangrenta do Suserano Armadura Sangrenta do Suserano: +850 Health. Unique Passive: On kill or assist, heal 200 health over 5 seconds. 2455 gold
  • Lâmina do Garimpeiro Lâmina do Garimpeiro: Unique Passive: +200 health. +20 attack damage, +5% life steal. 950 gold.
  • Tocha de Chamas Negras Tocha de Chamas Negras: +250 health, +80 ability power, 10 mana regeneration seconds. Unique Passsive: +20% cooldown reduction. Unique Passive - Eyes of Pain: +15 magic penetration. Unique Passive: Your spells burn for an additional 3.5% of the target's maximum Health in magic damage over 2 seconds. Each second consumes a charge. Up to 18 charges are generated when no in use. 3950 gold
  • Véu de Odyn Véu de Odyn: +350 health, +350 mana, +50 magic resistance. Unique Passive: Reduces and stores 10% of magic damage dealt to your champion. Unique Active: Deals 200 + (Stored magic damage)(Max: 400) to nearby enemy units. 90 second cooldown. 2610 gold.

Champion abilities

Note: Only the addtional health effect of these abilities is shown here, to read more information on each of these abilities, follow the link on each of them.

  • Banquete Banquete de Cho'Gath Cho'Gath 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.
  • Crescimento Virente Crescimento Virente de Lulu Lulu increases the maximum health of the targeted ally by 300 / 450 / 600 (+50% AP) for 7 seconds.
  • Fúria das Areias Fúria das Areias de Nasus Nasus increases his maximum health by 300 / 450 / 600 for 15 seconds.
  • Dominus Dominus de Renekton Renekton increases his maximum health by 300 / 450 / 600 for 15 seconds.
  • Empowered Bulwark Empowered Bulwark de Singed Singed increases his maximum health by 25% of his maximum mana.
  • Enrage Enrage de Sion Sion permanently increases his maximum health by 1 / 1.5 / 2 / 2.5 / 3 whenever he kills a unit if Enrage Enrage is toggled on.
  • Augment: Power Augment: Power de Viktor Viktor increases his maximum health by 220.
  • Crimson Pact Crimson Pact de Vladimir Vladimir increases his maximum health by +140% of his ability power.

Masteries

  • Predefinição:Mi increases your champion's health by 1.5 / 3 / 4.5 / 6 per level ( 27 / 54 / 81 / 108 bonus health at level 18).
  • Predefinição:Mi increases your champion's health by 30.
  • Predefinição:Mi increases your champion's maximum health by 1.5% / 2.75% / 4%.
  • Predefinição:Mi grants the champion +5 health per level if they have Heal Heal.

Runes

  • Predefinição:Runa, Predefinição:Runa and Predefinição:Runa runes increase maximum health.
    • Predefinição:Runa is as efficient as Predefinição:Runa at level 18 with 3888 health and as efficient as Predefinição:Runa at roughly 1733 health.
Name Type Tier 1 (Lesser) Tier 2 (Normal) Tier 3 (Greater)
Endurance

(Health %)

Mark
Seal

GSeals (2)

0.28%

65 IP Influence Point

0.39%

330 IP Influence Point

0.5%

820 IP Influence Point

Glyph
Quintessence

Quintessences (2)

0.84%

165 IP Influence Point

1.17%

820 IP Influence Point

1.5%

2050 IP Influence Point

Fortitude

(Health)

Mark

Marks (2)

1.93

30 IP Influence Point

2.7

165 IP Influence Point

3.47

410 IP Influence Point

Seal

GSeals (3)

2.97

60 IP Influence Point

4.16

330 IP Influence Point

5.35

820 IP Influence Point

Glyph

Glyphs (3)

1.49

30 IP Influence Point

2.08

165 IP Influence Point

2.67

410 IP Influence Point

Quintessence

Quintessences (3)

14.5

165 IP Influence Point

20

820 IP Influence Point

26

2050 IP Influence Point

Vitality

(Health per level)

Mark

Marks (4)

0.30 per level (5.40)

65 IP Influence Point

0.42 per level (7.56)

330 IP Influence Point

0.54 per level (9.72)

820 IP Influence Point

Seal

GSeals (2)

0.60 per level (10.80)

30 IP Influence Point

0.84 per level (15.12)

165 IP Influence Point

1.08 per level (19.44)

410 IP Influence Point

Glyph

Glyphs (4)

0.30 per level (5.40)

65 IP Influence Point

0.42 per level (7.56)

330 IP Influence Point

0.54 per level (9.72)

820 IP Influence Point

Quintessence

Quintessences (4)

1.5 per level (27)

165 IP Influence Point

2.1 per level (37.8)

820 IP Influence Point

2.7 per level (48.6)

2050 IP Influence Point

List of champions' health

The Highest and Lowest Health Champions (Base Health)
Champion Level Top 5 Champions Bottom 5 Champions
Level 1 1. Gangplank Gangplank (576 hp) 1. Sona Sona (410 hp)
2. Jax Jax (561 hp) 2. Anivia Anivia (420 hp)
3. Tryndamere Tryndamere (559 hp) 3. Lux Lux (424 hp)
4. Taric Taric (558 hp) 4. Heimerdinger Heimerdinger (425 hp)
5. Amumu Amumu (556 hp) 5. Zyra Zyra (429 hp)
Level 18 1. Nunu Nunu (2381 hp) 1. Sona Sona (1600 hp)
2. Alistar Alistar (2278 hp) 2. Anivia Anivia (1610 hp)
3. Sion Sion (2275 hp) 3. Soraka Soraka (1653 hp)
4. Jax Jax (2227 hp) 4. Zilean Zilean (1658 hp)
5. Tryndamere Tryndamere (2225 hp) 5. Zyra Zyra (1687 hp)

Trivia

Aside from Sion Sion, who may obtain any amount of health due to the passive effect of his Enrage Enrage, the most health any champion can obtain is 12812, being a level 18 Cho'Gath Cho'Gath with:

  • 6 stacks of level 3 Banquete Banquete
  • A full health runepage
    • Scaling Marks of Health
    • Scaling Glyphs of Health
    • Percent Seals of Health
    • Percent Quintessences of Health
  • All health masteries
    • Predefinição:Mi
    • Predefinição:Mi
    • Predefinição:Mi
    • Predefinição:Mi
  • Armadura de Warmog Armadura de Warmog
  • Elixir da Fortitude Elixir da Fortitude
  • Crescimento Virente Crescimento Virente casted by a Lulu Lulu with the maximum amount of ability power .
  • The health bonus granted from Ressucitar Ressucitar
    • When Cho'gath is revived (As this is the only way to activate its health bonus), Cho'Gath can only use his Feast three times before the Revive bonus wears out. This requires an Elixir of Brilliance may be purchased prior to death, followed by reviving, running to the blue golem camp and feasting on a small lizard. After obtaining the blue buff, the cooldown provided by the elixir and the blue buff is enough so that after feasting a second time, the third feast is available before the two minutes expires on Revive's health bonus.

Spreadsheet with calculations (Updated for V3.03)

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