Predefinição:Traducao
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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.
A vida base no nível 18 varia desde 1600 de vida de aqui para a lista completa.
a 2381 de vida a . CliqueEffective 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.
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.
There is effective health for physical damage and for magical damage.
In short the formula is:
- Physical Effective Health = Vida Máxima × (1 + (Armadura / 100))
- Magical Effective Health = Vida Máxima × (1 + (Resistência Mágica / 100))
- Effective Health = Max Health / (1 - Total % Damage Reduction)
Health as a casting resource
- Artigo principal: Sem ManaA few champions also use their own health to cast abilities instead of mana:
Other champions' abilities
- costs 40 / 64 / 88 / 112 / 136 health per use
- costs 6 / 8 / 10 / 12 / 14 health per attack
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.
- receives bonus health regeneration per second equal to 0.3% of his maximum health.
- gains 0.4 / 0.55 / 0.7 / 0.85 / 1 attack damage for every 1% of health he is missing.
- heals 40% / 50% / 60% of his maximum health over 12 seconds.
- 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.
- heals 2% of his maximum health over 4 seconds every time he uses an ability.
- grants him a shield equal to 10% of his maximum health which recharges if he hasn't been damaged for 10 second.
- 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 10% of his bonus health.
- increases his attack damage by 1% of his maximum health.
- deals 1% / 1.25% / 1.5% / 1.75% / 2% of her maximum health in additional 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 1.5% of his maximum health over 3 seconds.
- passively gains 0.15 / 0.2 / 0.25 / 0.3 / 0.35 attack damage for every 1% of health he is missing.
- 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.
- 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.
- (+1% per 100 AP) of their maximum health per second. harms nearby enemies for a flat magical damage plus 1.5% / 1.8% / 2.1% / 2.4% / 2.7%
- causes his spells to add a debuff to the target dealing 2% of their maximum health each second as magic damage for 4 seconds.
- 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).
- (+3% per 100 AP) of the target's current health. Deals magic damage equal to a base amount plus 8%
- (+3% per 100 AP) of the target's missing health. Deals magic damage equal to a base amount plus 8%
- (+1% per 100 AP) of their current health as magic damage impales all enemy champions in the targeted area, dealing 15% / 20% / 25%
- deals a flat amount plus 4% / 5% / 6% / 7% / 8% of target's missing health in magic damage over 3 seconds.
- deals a flat amount plus 29% / 34% / 40% of target's missing health in magic damage.
- 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.
- does 8% / 11% / 14% / 17% / 20% of the target's maximum health as bonus magic damage.
- allows him to deal bonus physical damage equal to 12% of the targets missing health to Isloated enemies.
- (+1% per 100 AP) of the target's maximum health as bonus magic damage. gives him a temporary buff to his autoattacks dealing 2% / 3% / 4% / 5% / 6%
- deals flat physical damage plus 8% of the target's missing health.
- (+1% per 100 AP) of their maximum health per second. harms enemies within an area for 4% / 5% / 6% / 7% / 8%
- (+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. deals 24% / 29% / 34%
- (+1% per 100 AP) of nearby enemies maximum health per second for the duration. empowers him for 15 seconds, dealing magic damage equal to 3% / 4% / 5%
- deals a flat amount plus 8% of her target's maximum health as magic 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 4% / 5% / 6% / 7% / 8% of the target's maximum health as true damage.
- (+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. 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%
- (+1% per 35 bonus AD) of the target's maximum health on every 3rd attack on the same target. deals additional physical damage equal to 6% / 7% / 8% / 9% / 10%
- deals 1% more damage for every 1% of health the enemy is missing.
- deals flat magic damage or 8% / 10% / 12% / 14% / 16% of the enemy's maximum health (whichever is higher).
- does 15% of current target health as physical damage to all nearby enemies.
Items
- increases your attack damage by 1.5% of your maximum health.
- 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.
- deals 5% of the target's current health in physical damage (90 max vs. minions and monsters) every autoattack.
- heals a target for 150 + 15% of their missing health. (180 second cooldown)
- deals 15% of the target's max health in magic damage upon activation.
- 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.
- deals 2.5% of the target's maximum health in magic damage every autoattack.
- gives 1 attack damage for every 2.5% health missing.
- 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 ou .
- 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 ( , e ), 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, irá recuperar 5 de vida a cada acerto em um inimigo.
- O efeito passivo de e recupera 250 de vida durante 8 segundos quando o campeão sobe de nível.
- Usando uma habilidade ou feitiço de cura, como ou , ou Cura.
Ways to increase maximum health
Items
Core
- +250 health, +15% cooldown reduction. Unique Aura: Nearby allied champions gain +20 attack damage and +10% life steal. 2450 gold. :
- +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. :
- +450 health, +45 armor. Passive: Deals 40 magic damage each second to nearby enemies. 2500 gold. :
- +200 health, +300 mana. Passive– Valor's Reward: On leveling up, restores 150 health and 200 mana over 8 seconds. 1200 gold. :
- +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. :
- +380 health. 1000 gold. :
- +180 health. 475 gold. :
- +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 :
- +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. :
- +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. :
- +100 health+5 armor, +5 health regenper 5 seconds. Unique Passive: Blocks 6 damage from champion basic attacks. 475 gold. :
- +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. :
- +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. :
- +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. :
- +200 health. Unique Passive: 10% cooldown reduction. 850 gold. :
- +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. :
- +200 health, +25 ability power. Unique Passive - Eyes of Pain: +15 magic penetration. 1485 gold. :
- +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. :
- +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. :
- +200 health, +50 magic resistance, +20% cooldown reduction. Unique Passive: Increases your healing, regeneration and drain effects on yourself by 20%. 2200 gold. :
- +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
- +1000 health. Unique Passive: You gain health regeneration per 5 equal to 1% of your maximum health. 2830 gold. :
- +80 health, +5 mana regen per 5, +15 ability power. Passive: Restores 5 mana when you kill an enemy unit. 475 gold. :
- +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. :
- On use, grants +120-235 health, based on champion level, and 15 attack damage for 4 minutes. 250 gold. :
- +80 health, +10 attack damage, Passive: Your basic attacks restore 5 health each time they hit an enemy. 475 gold. :
- +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. :
- +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. :
- +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 :
- +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
- +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 :
- +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. :
- +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. :
- Unique Passive: +200 health. +20 attack damage, +5% life steal. 950 gold. :
- Unique Passive: +200 health. +30 ability power, +10 mana regen per 5. 950 gold. :
- +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. :
- +850 Health. Unique Passive: On kill or assist, heal 200 health over 5 seconds. 2455 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.
- 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.
- (+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.
- increases his maximum health by 300 / 450 / 600 for 15 seconds.
- 25% of his maximum mana. increases his maximum health by
- permanently increases his maximum health by 1 / 1.5 / 2 / 2.5 / 3 whenever he kills a unit if is toggled on.
- increases his maximum health by 220.
- +140% of his ability power. increases his maximum health by
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.
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 | 0.28% | 0.39% | 0.5% | |
Glyph | ||||
Quintessence | 0.84% | 1.17% | 1.5% | |
Fortitude
(Health) |
Mark | 1.93 | 2.7 | 3.47 |
Seal | 2.97 | 4.16 | 5.35 | |
Glyph | 1.49 | 2.08 | 2.67 | |
Quintessence | 14.5 | 20 | 26 | |
Vitality
(Health per level) |
Mark | 0.30 per level (5.40) | 0.42 per level (7.56) | 0.54 per level (9.72) |
Seal | 0.60 per level (10.80) | 0.84 per level (15.12) | 1.08 per level (19.44) | |
Glyph | 0.30 per level (5.40) | 0.42 per level (7.56) | 0.54 per level (9.72) | |
Quintessence | 1.5 per level (27) | 2.1 per level (37.8) | 2.7 per level (48.6) |
List of champions' health
- Artigo principal: List of champions' health
Champion Level | Top 5 Champions | Bottom 5 Champions | |||
---|---|---|---|---|---|
Level 1 | 1. | (576 hp) | 1. | (410 hp) | |
2. | (561 hp) | 2. | (420 hp) | ||
3. | (559 hp) | 3. | (424 hp) | ||
4. | (558 hp) | 4. | (425 hp) | ||
5. | (556 hp) | 5. | (429 hp) | ||
Level 18 | 1. | (2381 hp) | 1. | (1600 hp) | |
2. | (2278 hp) | 2. | (1610 hp) | ||
3. | (2275 hp) | 3. | (1653 hp) | ||
4. | (2227 hp) | 4. | (1658 hp) | ||
5. | (2225 hp) | 5. | (1687 hp) |
Trivia
Aside from
, who may obtain any amount of health due to the passive effect of his , the most health any champion can obtain is 12812, being a level 18 with:- 6 stacks of level 3
- A full health runepage
- 9 Scaling Marks of Health
- 9 Scaling Glyphs of Health
- 9 Percent Seals of Health
- 3 Percent Quintessences of Health
- All health masteries
- Predefinição:Mi
- Predefinição:Mi
- Predefinição:Mi
- Predefinição:Mi
- 6
- ability power . casted by a with the maximum amount of
- The health bonus granted from Revive's
- 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)
Atributos de Campeões | |
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Ofensivo | |
Defensivo | |
Mágico |
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Movimento |