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

Health icon 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 stacks additively, and each bonus point acquired directly affects its statistic.

Gold Value ​​​​​​​​

  • Health has a gold value of 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 OriginalSquare 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):

$ \pagecolor{Black}\color{White}{\rm mixed\ effective\ health}={\it HP}\times{ {physical\ damage+true\ damage+magic\ damage}\over{ {physical\ damage\over{1+0.01\times{\it armor} } }+true\ damage+{magic\ damage\over{1+0.01\times{\it MR} } } } } $

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 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 OriginalSquare 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 OriginalSquare 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 fatal damage.
Health costs ignore Cosmic Radiance 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 OriginalSquare Ivern and Sion OriginalSquare Sion, each of these champions have at least one ability capable of restoring their health:


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

Missing health

Bonus 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 NashorSquare 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


Item Cost Amount Availability
Abyssal Mask item Abyssal Mask3000 Gold350All maps
Adaptive Helm item Adaptive Helm2800 Gold350All maps
Bami's Cinder item Bami's Cinder900 Gold200All maps
Black Cleaver item Black Cleaver3000 Gold400All maps
Black Mist Scythe item Black Mist Scythe400 Gold100Summoner's Rift
Bulwark of the Mountain item Bulwark of the Mountain400 Gold300Summoner's Rift
Catalyst of Aeons item Catalyst of Aeons1100 Gold225All maps
Juggernaut item Cinderhulk1500 Gold300Summoner's Rift
Crystalline Bracer item Crystalline Bracer650 Gold200All maps
Dead Man's Plate item Dead Man's Plate2900 Gold425All maps
Doran's Blade item Doran's Blade450 Gold80Summoner's Rift
Doran's Ring item Doran's Ring400 Gold60Summoner's Rift
Doran's Shield item Doran's Shield450 Gold80Summoner's Rift
Edge of Night item Edge of Night2900 Gold325All maps
Forgefire Cape item Forgefire Cape2750 Gold750All maps
Frostfang item Frostfang400 Gold70Summoner's Rift
Frozen Mallet item Frozen Mallet3100 Gold700All maps
Giant's Belt item Giant's Belt1000 Gold380All maps
Guardian's Hammer item Guardian's Hammer950 Gold150Howling Abyss
Guardian's Horn item Guardian's Horn950 Gold150Howling Abyss
Orb of Winter item Guardian's Orb950 Gold150Howling Abyss
Harrowing Crescent item Harrowing Crescent400 Gold60Summoner's Rift
Haunting Guise item Haunting Guise1500 Gold200All maps
Hextech Protobelt-01 item Hextech Protobelt-012500 Gold300All maps
Infernal Mask item Infernal Mask3000 Gold750All maps
Jaurim's Fist item Jaurim's Fist1200 Gold200All maps
Kindlegem item Kindlegem800 Gold200All maps
Knight's Vow item Knight's Vow2200 Gold250All maps
Liandry's Torment item Liandry's Torment3100 Gold300All maps
Morellonomicon item Morellonomicon3000 Gold300All maps
Murksphere item Oblivion Orb1600 Gold200All maps
Obsidian Cleaver item Obsidian Cleaver3000 Gold550All maps
Pauldrons of Whiterock item Pauldrons of Whiterock400 Gold300Summoner's Rift
Phage item Phage1250 Gold200All maps
Randuin's Omen item Randuin's Omen2900 Gold400All maps
Redemption item Redemption2100 Gold200All maps
Relic Shield item Relic Shield400 Gold30Summoner's Rift
Righteous Glory item Righteous Glory2650 Gold400All maps
Rod of Ages item Rod of Ages2600 Gold300Summoner's Rift
Rod of Ages (Crystal Scar) item Rod of Ages (Quick Charge)2600 Gold300Howling Abyss
Ruby Crystal item Ruby Crystal400 Gold150All maps
Runesteel Spaulders item Runesteel Spaulders400 Gold100Summoner's Rift
Rylai's Crystal Scepter item Rylai's Crystal Scepter2600 Gold300All maps
Salvation item Salvation2100 Gold300All maps
Shard of True Ice item Shard of True Ice400 Gold100Summoner's Rift
Shurelya's Reverie item Shurelya's Reverie2050 Gold300All maps
Spectral Sickle item Spectral Sickle400 Gold10Summoner's Rift
Spectre's Cowl item Spectre's Cowl1200 Gold250All maps
Spellthief's Edge item Spellthief's Edge400 Gold10Summoner's Rift
Spirit Visage item Spirit Visage2800 Gold450All maps
Steel Shoulderguards item Steel Shoulderguards400 Gold30Summoner's Rift
Sterak's Gage item Sterak's Gage3200 Gold450All maps
Sunfire Cape item Sunfire Cape2750 Gold425All maps
Targon's Buckler item Targon's Buckler400 Gold100Summoner's Rift
Thornmail item Thornmail2900 Gold250All maps
Titanic Hydra item Titanic Hydra3500 Gold450All maps
Trinity Force item Trinity Force3733 Gold250All maps
Trinity Fusion item Trinity Fusion3733 Gold350All maps
Warmog's Armor item Warmog's Armor2850 Gold800All maps

Champion abilities


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. Skaarl the Cowardly Lizard Kled & Skaarl 740 health 1. Kled OriginalSquare Kled 340 health
2. Tryndamere OriginalSquare Tryndamere 625.64 health 2. Nami OriginalSquare Nami 475 health
3. Garen OriginalSquare Garen 620 health 3. Sona OriginalSquare Sona
3. Anivia OriginalSquare Anivia
3. Yuumi OriginalSquare Yuumi
480 health
4. Trundle OriginalSquare Trundle 616 health 4. Heimerdinger OriginalSquare Heimerdinger 488 health
5. Zac OriginalSquare Zac 615 health 5. Lux OriginalSquare Lux
5. Yasuo OriginalSquare Yasuo
490 health
Level 18 1. Skaarl the Cowardly Lizard Kled & Skaarl 2950 health 1. Kled OriginalSquare Kled 1530 health
2. Sylas OriginalSquare Sylas 2480 health 2. Gnar OriginalSquare Gnar 1615 health
3. Galio OriginalSquare Galio 2466 health 3. Yuumi OriginalSquare Yuumi 1670 health
4. Gnar (Mega)Square Mega Gnar 2446 health 4. Janna OriginalSquare Janna 1690 health
5. Alistar OriginalSquare Alistar 2402 health 5. Nami OriginalSquare Nami 1733 health


Last updated: September 11, 2020, patch V10.18

Without using Grasp of the Undying rune Grasp of the Undying, Overgrowth rune Overgrowth, Cho'Gath OriginalSquare Cho'Gath's Feast Feast, Sion OriginalSquare Sion's Soul Furnace Soul Furnace, Swain OriginalSquare Swain's Ravenous Flock Ravenous Flock or Vladimir OriginalSquare Vladimir with Gathering Storm rune Gathering Storm which potentially allow for infinite amounts of health, the largest amount of health is reached with a level 18 Sylas OriginalSquare Sylas at 19420.4588 health.

  • Sylas OriginalSquare Sylas:
    • Items = Warmog's Armor item 800 × 4 + Juggernaut item 300 = 3500 health
    • Runes = Rune shard Health 90 = 90 health
    • Buffs = Wild Growth 1647.156 + Dominus 750 + Elixir of Iron item 300 = 2697.156 health
    • Maximum Health Multiplier = 1 + Gargoyle Stoneplate item 1 = 2
    • Bonus Health Multiplier = 1 + Juggernaut item 0.15 = 1.15
      • Sylas OriginalSquare Sylas' health = (2480 + (3500 + 90 + 2697.156) × 1.15) × 2 = 19420.4588 health

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

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

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