Health, or HP is a stat that determines the number of hit-points that a unit has. Damage reduces a unit's health, and death occurs when a unit has taken enough damage to reach 0 health. Health can be restored via health regeneration, healing, life steal, and vamp.
- Health stacks additively, and each point acquired directly adds to the statistic (1:1).
Every champion has a certain amount of base health that increases through growth per level. Maximum health refers to base plus bonus health, and is the largest value that health can be restored to, not counting shields. Bonus health can be gained from any source other than levels, for example from abilities, buffs, items, runes, and others.
On the HUD, health is represented by the top of the two bars, colored always in green, indicating the champion's current and maximum health. In the game interface, units have different colored bars based on their respective markers: for the player, their own champion's bar is uniquely green; allies' bars are shown in blue; enemies' bars are shown in red.
Every targetable unit's health is displayed as a gauge bar above their model. Certain units' health bars additionally include a scale.
- Small units whose health is on the order of one or ten points (such as wards, traps, and others) have a small bar that is marked for each point of health.
- Minions and medium and lesser monsters have a small, non-descriptive bar.
- Large and Epic monsters have a large bar, segmented every thousand health, and a count above the bar that displays their exact amount of health.
- Structures have a large, non-descriptive health bar.
- On Summoner's Rift, outer turrets' health is segmented every thousand health while plating is active. Their health bar consolidates once turrets have lost their plating.
- Champions uniquely show hatch marks on their health bar. Each mark represents one hundred health. Their health bars are also segmented every thousand health.
Gold Value
Effective health[]
Effective burst health, commonly referred to just as effective health, describes the theoretical amount of damage a unit's (current or maximum, depending on context) health pool can receive before they die, while not considering any form of health restoration and regeneration. Effective sustained health, on the other hand, would take into account health restoration and regeneration.
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:
- 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
Some champions use Health as a resource to cast abilities. 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 , which cannot be used if he does not have enough mana or health for the cost, and , 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 fatal damage.
Health costs ignore invulnerability as well as effects that prevent falling below a certain health value.
Champions who use their own health as a casting resource:
Mana champions that also use health as a casting resource:
- , using
- , using
- , while he's in
- , using
Besides
, each of these champions have at least one ability capable of restoring their health:- , , , and
- , , , and
- and
- and
- and
- Note
- Health costs will not be paid while under the threshold of .
Health as scaling[]
- Main article: Health/Scaling
Effects may benefit from (scale off of) a percentage/ratio, of current HP, missing HP, maximum HP, or bonus HP. Maximum health specifically can be modified by debuffs or buffs running out/being removed.
For the full list of game elements that have a scaling with health, see the main article above.
Grey health[]
Grey health indicates the portion of damage that was recently taken, stored on the health bar. It is designated for certain champions' abilities. Effects based on health do not account for grey health.
Champions with grey health:
- ( )
- ( )
- ( )
- ( )
Grey health appears dark grey on the health bar and between current health and any active shields.
Health threshold[]
A unit that has a health threshold cannot exceed a certain amount of maximum health neither through healing nor health regeneration. If the unit is above the threshold at the time of being affected by it, their current health is reduced to the threshold.
Abilities that grant a health threshold:
Increasing health[]
Items[]
This table is automatically generated based on the data from Module:ItemData/data.
Item passives[]
Consumables[]
Champion abilities[]
Runes[]
Decreasing health[]
Champion abilities[]
List of champions' health[]
- Main article: List of champions' health
Champion Level | Top 5 champions | Bottom 5 champions | ||
---|---|---|---|---|
Level 1 | 1. | 810 health | 1. | 410 health |
2. | 696 health | 2. | 500 health | |
3. | 690 health | 3. | 530 health | |
4. 4. 4. |
685 health | 4. | 540 health | |
5. 5. |
675 health | 5. | 545 health | |
Level 18 | 1. | 3388 health | 1. | 1673 health |
2. | 2793 health | 2. | 1838 health | |
3. | 2774 health | 3. | 1883 health | |
4. | 2753 health | 4. | 2043 health | |
5. | 2725 health | 5. 5. |
2056 health |
Trivia[]
Last updated: January 26, 2023 , patch V13.1b
Without using
, , , , , with an enemy (or an ally and an enemy ) or with which potentially allow for infinite amounts of health, the largest amount of health is reached with a level 18 at 13318.37617 health.- Items:
- (consumed)
- Runes:
- Other Buffs:
- hijacked (cast on enemy )
- (with the maximum amount of ability power, with a )
- Mythic items into Masterwork items) (after upgrading 5
- Blessing of Ixtal
- Health rune shard = 1490. bonus health = + + + + + +
- Items = 766.3 AP
- ability power = 75 + 0.02 x 1490 = 104.8
- ability power = 80 + 0.025 x 1660 = 121.5
+ + + + + + =
bonus mana = + = 1660.
- Items = 766.3 AP
- Runes = 9 × 2 = 132 AP + + +
- Buffs = 175 AP + + =
- AP Multiplier = 1 +
- AP = (766.3 + 132 + 175) × 1.59 = 1706.547 AP
- 1342.94615 health bonus health = 575 + 0.45 × 1706.547 =
+ = 1.59
:
- :
- Health rune shard = 1490. bonus health = + + + + + +
- Items = 766.3 AP
- ability power = 75 + 0.02 x 1490 = 104.8
- ability power = 80 + 0.025 x 1660 = 121.5
+ + + + + + = - Runes = 9 × 2 = 132 AP + + +
- Buffs = 195 AP + + + =
- AP Multiplier = 1 +
- 766.3 + 132 + 195) × 1.69 = 1847.677 AP AP = (
- 1406.45465 health bonus health = 575 + 0.45 × 1847.677 =
+ + = 1.69
bonus mana = + = 1660.
- Items = 766.3 AP
- :
- maximum mana = 1446 + + + = 2856.
- Items = 3778.48 health + + + + + + =
- Runes = 140 +: = 240 health
- Buffs = 3049.4008 health + + =
- Bonus Health Multiplier = (1 +
- 2513 + (3778.48 + 240 + 3049.4008) × 1.5288 = 13318.37617 health health =
) × (1 + ) x (1 + ) = 1.5288
passive bonus health = 0.08 * 2856 = 228.48
Last updated: May 25, 2022, patch V12.10
The most health any champion can obtain at level 1 with the 500 is 975 as .
- Base health: +810 health
- Runes:
- Items:
- 1 ×
- Items = 150 health =
- Runes = 15 = 15 health
- 810 + 150 + 15 = 975 health health =
: