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The green health bar on top, and the blue mana bar at the bottom.

Health icon.png Health (also known as HP) is a stat referring to the amount of life a unit or structure has. Death occurs when health runs out with no outstanding effects to survive. Health passively regenerates over time with health regeneration and can be restored through healing, life steal and spell vamp.

Health is represented ingame by a green bar situated next to the blue mana bar, with a fraction reading the current amount of health over the maximum amount possible. Current health is directly reduced by damage, maximum health reduction is usually percentage-based and will take from current health to represent such effect.

Each segment of the health bar represents 100 health.

Every unit and structure has their health displayed as a bar above their models.

Every champion starts with a certain base health, which increases by a small amount at each level-up.

Maximum health can be increased with items, abilities and runes, it Additive stacking icon.png stacks additively, and each bonus point acquired directly affects its statistic.

Gold Value ​​​​​​​​

  • Health has a gold value of 2.67 Gold 2.67 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 they remain 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 Nasus' Nasus' Fury of the Sands Fury of the Sands). 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 pure damage being regarded as true damage). The formulae are as follows:

  • physical effective health =  health  × (1 + 0.01 × armor)
  • magical effective health =  health  × (1 + 0.01 × 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

See also Manaless

EditHealth icon.png Health is used as a resource to cast some — or all — of the abilities of some champions. It is critical to note that champions can never kill themselves due to ability casting. This is because they will be left at 1 health if their current health is below the cost.
Abilities that cost health can be used even if the champion does not have enough health to pay for the cost. With the exceptions of Ivern's Ivern's Friend of the Forest Friend of the Forest, which cannot be used if he does not have enough mana or health for the cost, and Soraka's Soraka's Astral Infusion Astral Infusion, which cannot be cast if she lacks the mana for the cost or if she is below 5% health.

While these champions can cast their abilities more freely than most, their disadvantage is that frequent ability usage will bring them closer to taking Death.png fatal damage.
Health costs ignore Cosmic Radiance.png invulnerability as well as effects that prevent falling below a certain health amount.

Champions who use their own health as a casting resource:

Champions that aren't manaless but use their own health as a casting resource:

It's worth noting that, besides Ivern Ivern and Sion Sion, each of these champions have at least one ability capable of restoring their health:

Note


Health as scaling

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.

Maximum health

Current health

Missing health

Bonus health

Other

Scaling from ally health

Maximum health

Missing health

Scaling from enemy health

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 Baron Baron.

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 maximum health can reduce the effect of skills based on current health over a long fight, but has quickly diminishing returns.

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.

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.

Neutral buffs

Increasing health

Items

Item Cost Amount Availability
Abyssal Mask Abyssal Mask2700 2700 Gold350All maps
Bami's Cinder Bami's Cinder1000 1000 Gold300All maps
Black Cleaver Black Cleaver3300 3300 Gold300All maps
Black Mist Scythe Black Mist Scythe400 400 Gold75Summoner's Rift
Bulwark of the Mountain Bulwark of the Mountain400 400 Gold250Summoner's Rift
Ceaseless Hunger Ceaseless Hunger3300 3300 Gold550All maps
Chempunk Chainsword Chempunk Chainsword2700 2700 Gold200All maps
Cosmic Drive Cosmic Drive3000 3000 Gold200All maps
Crystalline Bracer Crystalline Bracer650 650 Gold200All maps
Dark Seal Dark Seal350 350 Gold40Summoner's Rift
Dead Man's Plate Dead Man's Plate2900 2900 Gold475All maps
Deicide Deicide3300 3300 Gold550All maps
Demonic Embrace Demonic Embrace3000 3000 Gold350All maps
Divine Sunderer Divine Sunderer3300 3300 Gold400All maps
Doran's Blade Doran's Blade450 450 Gold80Summoner's Rift
Doran's Ring Doran's Ring400 400 Gold70Summoner's Rift
Doran's Shield Doran's Shield450 450 Gold80Summoner's Rift
Dreamshatter Dreamshatter3300 3300 Gold400All maps
Edge of Night Edge of Night2900 2900 Gold325All maps
Eternal Winter Eternal Winter3400 3400 Gold300All maps
Everfrost Everfrost3400 3400 Gold200All maps
Force of Nature Force of Nature2900 2900 Gold350All maps
Forgefire Crest Forgefire Crest3200 3200 Gold550All maps
Frostfang Frostfang400 400 Gold70Summoner's Rift
Frostfire Gauntlet Frostfire Gauntlet3200 3200 Gold350All maps
Giant's Belt Giant's Belt900 900 Gold350All maps
Goredrinker Goredrinker3300 3300 Gold400All maps
Guardian's Blade Guardian's Blade950 950 Gold150Howling Abyss
Guardian's Hammer Guardian's Hammer950 950 Gold150Howling Abyss
Guardian's Horn Guardian's Horn950 950 Gold150Howling Abyss
Guardian's Orb Guardian's Orb950 950 Gold150Howling Abyss
Harrowing Crescent Harrowing Crescent400 400 Gold60Summoner's Rift
Hextech Rocketbelt Hextech Rocketbelt3200 3200 Gold250All maps
Icathia's Curse Icathia's Curse3200 3200 Gold300All maps
Imperial Mandate Imperial Mandate2700 2700 Gold200All maps
Infinity Force Infinity Force3333 3333 Gold300All maps
Kindlegem Kindlegem800 800 Gold200All maps
Knight's Vow Knight's Vow2300 2300 Gold400All maps
Leeching Leer Leeching Leer1300 1300 Gold150All maps
Locket of the Iron Solari Locket of the Iron Solari2700 2700 Gold200All maps
Mejai's Soulstealer Mejai's Soulstealer1600 1600 Gold100Summoner's Rift
Moonstone Renewer Moonstone Renewer2700 2700 Gold200All maps
Morellonomicon Morellonomicon2500 2500 Gold250All maps
Night Harvester Night Harvester3200 3200 Gold250All maps
Pauldrons of Whiterock Pauldrons of Whiterock400 400 Gold250Summoner's Rift
Phage Phage1100 1100 Gold200All maps
Randuin's Omen Randuin's Omen2700 2700 Gold250All maps
Redemption Redemption2300 2300 Gold200All maps
Relic Shield Relic Shield400 400 Gold30Summoner's Rift
Reliquary of the Golden Dawn Reliquary of the Golden Dawn2700 2700 Gold400All maps
Riftmaker Riftmaker3200 3200 Gold150All maps
Rimeforged Grasp Rimeforged Grasp3200 3200 Gold500All maps
Ruby Crystal Ruby Crystal400 400 Gold150All maps
Runesteel Spaulders Runesteel Spaulders400 400 Gold100Summoner's Rift
Rylai's Crystal Scepter Rylai's Crystal Scepter3000 3000 Gold350All maps
Seat of Command Seat of Command2700 2700 Gold300All maps
Shard of True Ice Shard of True Ice400 400 Gold75Summoner's Rift
Shurelya's Battlesong Shurelya's Battlesong2700 2700 Gold350All maps
Shurelya's Requiem Shurelya's Requiem2700 2700 Gold600All maps
Silvermere Dawn Silvermere Dawn3000 3000 Gold200All maps
Spectral Sickle Spectral Sickle400 400 Gold10Summoner's Rift
Spectre's Cowl Spectre's Cowl1250 1250 Gold250All maps
Spellthief's Edge Spellthief's Edge400 400 Gold10Summoner's Rift
Spirit Visage Spirit Visage2900 2900 Gold450All maps
Starcaster Starcaster2700 2700 Gold300All maps
Steel Shoulderguards Steel Shoulderguards400 400 Gold30Summoner's Rift
Sterak's Gage Sterak's Gage3100 3100 Gold400All maps
Stridebreaker Stridebreaker3300 3300 Gold300All maps
Sunfire Aegis Sunfire Aegis3200 3200 Gold450All maps
Targon's Buckler Targon's Buckler400 400 Gold100Summoner's Rift
Thornmail Thornmail2700 2700 Gold350All maps
Titanic Hydra Titanic Hydra3300 3300 Gold500All maps
Trinity Force Trinity Force3333 3333 Gold200All maps
Turbocharged Hexperiment Turbocharged Hexperiment3200 3200 Gold500All maps
Turbo Chemtank Turbo Chemtank3200 3200 Gold350All maps
Upgraded Aeropack Upgraded Aeropack3200 3200 Gold350All maps
Vespertide Vespertide3200 3200 Gold350All maps
Warmog's Armor Warmog's Armor3000 3000 Gold800All maps
Winged Moonplate Winged Moonplate800 800 Gold150All maps
Zeke's Convergence Zeke's Convergence2400 2400 Gold300All maps

Champion abilities

Runes

Decreasing health

Champion abilities

List of champions' health

Champions with the lowest or highest health before items, runes, or abilities
Champion Level Top 5 champions Bottom 5 champions
Level 1 1. Kled & Skaarl Kled & Skaarl 740 health 1. Kled Kled 340 health
2. Tryndamere Tryndamere 625.64 health 2. Nami Nami 475 health
3. Garen Garen 620 health 3. Yuumi Yuumi
3. Sona Sona
3. Anivia Anivia
480 health
4. Trundle Trundle 616 health 4. Heimerdinger Heimerdinger 488 health
5. Amumu Amumu
5. Zac Zac
615 health 5. Yasuo Yasuo
5. Lux Lux
490 health
Level 18 1. Kled & Skaarl Kled & Skaarl 2950 health 1. Kled Kled 1530 health
2. Sylas Sylas 2480 health 2. Gnar Gnar 1615 health
3. Galio Galio 2466 health 3. Yuumi Yuumi 1670 health
4. Mega Gnar Mega Gnar 2446 health 4. Janna Janna 1690 health
5. Alistar Alistar 2402 health 5. Nami Nami 1733 health

Trivia

Last updated: November 19, 2020, patch V10.23

Without using Grasp of the Undying Grasp of the Undying, Overgrowth Overgrowth, Cho'Gath's Cho'Gath's Feast Feast, Sion's Sion's Soul Furnace Soul Furnace, Swain's Swain's Ravenous Flock Ravenous Flock, Sylas Sylas with an enemy Cho'Gath Cho'Gath (or an ally Cho'Gath Cho'Gath and an enemy Sylas Sylas) or Vladimir Vladimir with Gathering Storm Gathering Storm which potentially allow for infinite amounts of health, the largest amount of health is reached with a level 18 Ornn Ornn at 9475.3696 health.


Last updated: July 28, 2020, patch V10.15

The most health any champion can obtain at level 1 with the 500 Gold 500 is 905 as Kled Kled.

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