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The Loop (Games)
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A champion's health being healed.
Healing is the action of replenishing a unit's current health, distinct from the other forms of health restoration (life steal, spell vamp, omnivamp and health regeneration). It can be weakened by healing reduction.
Healing cannot increase a unit's current health over its maximum. The act of leveling up and certain champion abilities (such as ) will increase a unit's current health by the same amount as the increase to their maximum health, but this is not considered a form of healing. As a result, they are not affected by healing reduction.
Healing
Champion abilities
Ally and/or User-targeted
Ally Only
User only
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Ally, Enemy, and/or User-targeted
Items
Ally and/or User-targeted
Ally Only
- ( )
User only
- ( )
- ( )
Summoner spells
Ally and/or User-targeted
User only
Runes
Ally Only
User only
Neutral buffs
General
- 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.
- On Summoner's Rift and Crystal Scar, standing the summoning platform restores health each second.
- Picking a Health Relic on the Howling Abyss.
- Picking a Health Relic on the Crystal Scar.
Increasing healing strength
Champion abilities
Items
Runes
Healing reduction
Grievous Wounds is a debuff that reduces all healing received.
Howling Abyss aura reduces all outsourced healing and regeneration effects by 50%.
Preventing healing altogether
- negates all healing effects on a unit once they've reached a certain health threshold.
On-heal effects
The following will trigger an effect upon healing an ally:
Notes
Grievous Wounds will have no effect on champions that enter
resurrection or a
zombie state as the heal following the event they take fatal damage takes place after the debuff is removed by the
dispel. , specifically when he heals back to full, is unaffected by any form of healing modifier.
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Self heals | ||||
Self shields | ||||
Incoming heals | ||||
Incoming shields | ||||
Outgoing heals | ||||
Outgoing shields | ||||
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Trivia
- Before V9.9, could inflict
Mutilator against enemy champions.
- In a role-play setting, healing may represent anything from attending to battle wounds to repairing damaged hardware to replenishing a magical spell that holds a construct together, but outside of its physical representation, its effect is always the same - it serves as a direct increase to a unit's current health.
- Healing can be viewed as the polar opposite of damage. Unlike sources of damage, however, sources of healing are uncommon and the majority cannot be used to heal others - and those that can frequently have large ulterior costs to use.
- Any healing in-game that restores less than 20 health is not shown as the usual +X green text.
Gameplay Elements
Targeting Types | Auto (Passive · Self) · Direction · Location · Unit · Proximity · Vector (Collision · Radius) |
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Unit types | Champion · Minion · Monster · Pets · Structures (Turret · Inhibitor · Nexus) |
Effect types | Ability effects · Attack effects (On-hit) · Area of effect · Damage over time · Heal · Multi-hit · Redirected damage · Shield · Single-targeted |
Ability types | Aura · Blink · Buff · Combat status · Crowd control · Damage (Ability · Basic · Magic · Physical · True · Nexus Obelisk · Execution) · Dash · Debuff · Invulnerability · Pet · Sight · Spell shield · Untargetability · Ward |
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