5,995 Pages

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.

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

• and similar champion summoned units have segmented health bars that each represent one life, but require another attack to remove.
• have a small non-descriptive bar.
• show a gauge on the health bar that illustrates the amount of health.
• , as well as structures display an exact health count along with a non-descriptive bar.
• On , have a gauge that represent plating.

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 , and each bonus point acquired directly affects its statistic.

Gold Value ​​​​​​​​

• Health has a gold value of 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 ). 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

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 , 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 .
Health costs ignore 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:

• , using
• , using
• , using
• , while he's in

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

• , , and
• and
• and
• and
Note
• Health costs will not be paid while under the threshold of .

## 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.

### 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 .

#### 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.

## Increasing health

### Items

Item Cost Amount Availability
3000 350All maps
2800 350All maps
900 200All maps
3000 400All maps
400 100Summoner's Rift
400 300Summoner's Rift
1100 225All maps
1500 300Summoner's Rift
650 200All maps
2900 425All maps
450 80Summoner's Rift
400 60Summoner's Rift
450 80Summoner's Rift
2900 325All maps
2750 750All maps
400 70Summoner's Rift
3100 700All maps
1000 380All maps
950 150Howling Abyss
950 150Howling Abyss
950 150Howling Abyss
400 60Summoner's Rift
1500 200All maps
2500 300All maps
3000 750All maps
1200 200All maps
800 200All maps
2200 250All maps
3100 300All maps
3000 300All maps
1600 200All maps
3000 550All maps
400 300Summoner's Rift
1250 200All maps
2900 400All maps
2100 200All maps
400 30Summoner's Rift
2650 400All maps
2600 300Summoner's Rift
2600 300Howling Abyss
400 150All maps
400 100Summoner's Rift
2600 300All maps
2100 300All maps
400 100Summoner's Rift
2050 300All maps
400 10Summoner's Rift
1200 250All maps
400 10Summoner's Rift
2800 450All maps
400 30Summoner's Rift
3200 450All maps
2750 425All maps
400 100Summoner's Rift
2900 250All maps
3500 450All maps
3733 250All maps
3733 350All maps
2850 800All maps

## 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. 740 health 1. 340 health
2. 625.64 health 2. 475 health
3. 620 health 3.
3.
3.
480 health
4. 616 health 4. 488 health
5. 615 health 5.
5.
490 health
Level 18 1. 2950 health 1. 1530 health
2. 2480 health 2. 1615 health
3. 2466 health 3. 1670 health
4. 2446 health 4. 1690 health
5. 2402 health 5. 1733 health

## Trivia

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

Without using , , , , or  with which potentially allow for infinite amounts of health, the largest amount of health is reached with a level 18 at 19420.4588 health.

• Base health: +2480 health
• Runes:
• Items:
• 4 ×
• 1 ×
• 1 ×
• 1 ×  (consumed)
• Other Buffs:
• (with the maximum amount of ability power, with a )
• :
• Items = + +  + + = 911.55 AP
• AP = 50 + ( + + + ) × 0.03 = 151.55 AP
• Runes = + + + 9 × 2 = 128.4 AP
• Buffs = + + = 150 AP
• AP Multiplier = 1 + + + = 1.76
• AP = (911.55 + 128.4 + 150) × 1.76 = 2094.312 AP
• bonus health = 600 + 0.5 × 2094.312 = 1647.156 health
• :
• Items = + = 3500 health
• Runes = 90 = 90 health
• Buffs = + + = 2697.156 health
• Maximum Health Multiplier = 1 + = 2
• Bonus Health Multiplier = 1 + = 1.15
• 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 500 is 905 as .

• Base health: +740 health
• Runes:
• Items:
• 1 ×
• :
• Items = = 150 health
• Runes = 15 = 15 health
• health = 740 + 150 + 15 = 905 health
Community content is available under CC-BY-SA unless otherwise noted.