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== Increasing health == |
== Increasing health == |
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=== Items === |
=== Items === |
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− | * {{ile|Aegis of the Legion|+200 health|, +20 magic resistance. Unique Aura |
+ | * {{ile|Aegis of the Legion|+200 health|, +20 magic resistance. Unique Aura – [[Legion]]: Nearby allies gain 20 magic resist and +75% base health regeneration.|1900}} |
* {{ile|The Black Cleaver|+200 health|, +50 attack damage, +10% cooldown reduction. Unique Passive: +10 armor penetration. Passive: Dealing physical damage to an enemy champion reduces their armor by 5% for 4 seconds. This effect stacks up to 5 times.|3000}} |
* {{ile|The Black Cleaver|+200 health|, +50 attack damage, +10% cooldown reduction. Unique Passive: +10 armor penetration. Passive: Dealing physical damage to an enemy champion reduces their armor by 5% for 4 seconds. This effect stacks up to 5 times.|3000}} |
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* {{ile|Catalyst the Protector|+200 health|, +300 mana. Unique Passive – [[Valor's Reward]]: On leveling up, restores 150 health and 200 mana over 8 seconds.|1200}} |
* {{ile|Catalyst the Protector|+200 health|, +300 mana. Unique Passive – [[Valor's Reward]]: On leveling up, restores 150 health and 200 mana over 8 seconds.|1200}} |
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* {{ile|Doran's Shield|+80 health|. Passive: +6 health regeneration. Unique Passive: Blocks 8 damage from champion basic attacks.|440}} |
* {{ile|Doran's Shield|+80 health|. Passive: +6 health regeneration. Unique Passive: Blocks 8 damage from champion basic attacks.|440}} |
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− | * {{ile|Face of the Mountain|+500 health|, +100% base health regeneration, +10% cooldown reduction. Unique Passive - [[Spoils of War]]: Melee autoattacks execute minions below 200 |
+ | * {{ile|Face of the Mountain|+500 health|, +100% base health regeneration, +10% cooldown reduction. Unique Passive - [[Spoils of War]]: Melee autoattacks execute minions below 200 + {{as|(100% AD)}} health. Killing a minion by any means heals yourself and the nearest allied champion for 50 {{as|(+1% of your maximum health)}} health and grants them gold equal to the kill. These effects require a nearby allied champion and consume a charge. Recharges every 30 seconds for a maximum of 4 charges. Unique Active: Shield target ally for {{as|10% of your maximum health}} for 4 seconds. After 4 seconds, the shield explodes, dealing {{as|100% of their AD}} + {{as|30% of their AP}} magic damage, regardless of if the shield remained intact (60 second cooldown). You may only be in possession of 1 Gold Income item.|2200}} |
− | * {{ile|Frozen Mallet|+700 health|, +30 attack damage. Unique Passive |
+ | * {{ile|Frozen Mallet|+700 health|, +30 attack damage. Unique Passive – [[Icy]]: Your autoattacks reduce your target's movement speed by 40% (30% slow for ranged attacks) for 1.5 seconds.|3300}} |
* {{ile|Giant's Belt|+380 health|.|1000}} |
* {{ile|Giant's Belt|+380 health|.|1000}} |
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− | * {{ile|Haunting Guise|+200 health|, +25 ability power. Unique Passive |
+ | * {{ile|Haunting Guise|+200 health|, +25 ability power. Unique Passive – [[Eyes of Pain]]: +15 magic penetration.|1485}} |
* {{ile|Kindlegem|+200 health|. Unique Passive: 10% cooldown reduction.|850}} |
* {{ile|Kindlegem|+200 health|. Unique Passive: 10% cooldown reduction.|850}} |
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− | * {{ile|Liandry's Torment|+300 health|, +50 ability power. Unique Passive |
+ | * {{ile|Liandry's Torment|+300 health|, +50 ability power. Unique Passive – [[Eyes of Pain]]: +15 magic penetration. Unique Passive: Dealing spell damage applies a damage-over-time effect for 3 seconds that deal {{as|2% of target's current health}} bonus magic damage per second. This bonus damage is doubled against movement-impared units and capped at 100 damage per second vs. monsters.|2900}} |
− | * {{ile|Locket of the Iron Solari|+400 health|, +20 magic resistance, +10% cooldown reduction, Unique Aura |
+ | * {{ile|Locket of the Iron Solari|+400 health|, +20 magic resistance, +10% cooldown reduction, Unique Aura – [[Legion]]: Nearby allies gain 20 magic resist and +75% base health regeneration. Unique Active: Shield yourself and nearby allies for 5 seconds, absorbing up to 50 (+10 per level) damage (60 second cooldown).|2800}} |
− | * {{ile|Phage|+200 health|, +20 attack damage. Unique Passive |
+ | * {{ile|Phage|+200 health|, +20 attack damage. Unique Passive – [[Rage]]: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. This movement speed bonus is halved for ranged champions.|1325}} |
− | * {{ile|Randuin's Omen|+500 health|, +70 armor. Unique Passive |
+ | * {{ile|Randuin's Omen|+500 health|, +70 armor. Unique Passive – [[Cold Steel]]: When hit by basic attacks, reduces the attacker's attack speed by 15% for 1 second. Unique Active: Slows the movement speed of nearby enemy units by 35% for 2 seconds {{as|(+ 0.5% armor)}} {{as|(+ 0.5% magic resistance)}} you have (60 second cooldown) (500 Range).|2850}} |
− | * {{ile|Relic Shield|+75 health|, Unique Passive |
+ | * {{ile|Relic Shield|+75 health|, Unique Passive – [[Spoils of War]]: Melee autoattacks execute minions below 200 + {{as|(+100% AD)}} health. Killing a minion by any means heals you and the nearest allied champion for 40 health and grants them gold equal to the kill. These effects require a nearby allied champion and consume a charge. Recharges every 60 seconds. Max 2 charges. You may only be in possession of 1 Gold Income item.|365}} |
* {{ile|Rod of Ages|+450 health|, +450 mana, +60 ability power. Passive: Your champion gains 20 health, 20 mana, and 2 ability power every minute. The bonus cap at +200 Health, +200 Mana, and +20 Ability Power. Unique Passive – [[Valor's Reward]]: On leveling up, restores 150 health and 200 mana over 8 seconds.|2800}} |
* {{ile|Rod of Ages|+450 health|, +450 mana, +60 ability power. Passive: Your champion gains 20 health, 20 mana, and 2 ability power every minute. The bonus cap at +200 Health, +200 Mana, and +20 Ability Power. Unique Passive – [[Valor's Reward]]: On leveling up, restores 150 health and 200 mana over 8 seconds.|2800}} |
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* {{ile|Ruby Crystal|+150 health|.|400}} |
* {{ile|Ruby Crystal|+150 health|.|400}} |
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* {{ile|Rylai's Crystal Scepter|+400 health|, +100 ability power. Unique Passive: Your spell hits slow the target's movement speed by 35% (15% for multi-target spells, damage-over-time spells and spells with a cooldown time below 3 seconds) for 1.5 seconds.|2900}} |
* {{ile|Rylai's Crystal Scepter|+400 health|, +100 ability power. Unique Passive: Your spell hits slow the target's movement speed by 35% (15% for multi-target spells, damage-over-time spells and spells with a cooldown time below 3 seconds) for 1.5 seconds.|2900}} |
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− | * {{ile|Spirit Visage|+400 health|, +55 magic resistance, +100% base health regeneration, +10% cooldown reduction. Unique Passive: Increases self-healing, health regen, lifesteal, and spell vamp effects by 20%.|2750}} |
+ | * {{ile|Spirit Visage|+400 health|, +55 magic resistance, +100% base health regeneration, +10% cooldown reduction. Unique Passive: Increases self-healing, [[health regen]], [[lifesteal]], and [[spell vamp]] effects by 20%.|2750}} |
− | * {{ile|Sunfire Cape|+450 health|, +45 armor. Unique Passive: Deals 25 + (1 |
+ | * {{ile|Sunfire Cape|+450 health|, +45 armor. Unique Passive: Deals 25 + (1{{times}}level) magic damage each second to nearby enemies.|2600}} |
− | * {{ile|Targon's Brace|+175 health|, +50% base health regeneration. Unique Passive |
+ | * {{ile|Targon's Brace|+175 health|, +50% base health regeneration. Unique Passive – [[Spoils of War]]: Melee autoattacks execute minions below 200 + {{as|(100% AD)}} health. Killing a minion by any means heals yourself and the nearest allied champion for 50 health and grants them gold equal to the kill. These effects require a nearby allied champion and consume a charge. Recharges every 30 seconds for a maximum of 3 charges. You may only be in possession of 1 Gold Income item.|865}} |
− | * {{ile|Trinity Force|+250 health|, +30 attack damage, +30 ability power, +30% attack speed, +10% critical strike chance, +8% movement speed, +200 mana. Unique Passive |
+ | * {{ile|Trinity Force|+250 health|, +30 attack damage, +30 ability power, +30% attack speed, +10% critical strike chance, +8% movement speed, +200 mana. Unique Passive – [[Rage]]: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. This movement speed bonus is halved for ranged champions. Unique Passive – [[Spellblade]]: After using an ability, your next basic attack deals {{as|200% base AD}} bonus physical damage (1.5 second cooldown).|3703}} |
* {{ile|Zeke's Herald|+250 health|, +20% cooldown reduction. Unique Aura: Nearby allied champions gain +20 attack damage and +10% life steal.|2450}} |
* {{ile|Zeke's Herald|+250 health|, +20% cooldown reduction. Unique Aura: Nearby allied champions gain +20 attack damage and +10% life steal.|2450}} |
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* {{iac|STH}} {{ile|Doran's Ring|+60 health|, +15 ability power. Passive: +3 mana regeneration. Passive: Restores 4 mana when upon killing an enemy unit.|400}} |
* {{iac|STH}} {{ile|Doran's Ring|+60 health|, +15 ability power. Passive: +3 mana regeneration. Passive: Restores 4 mana when upon killing an enemy unit.|400}} |
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* {{iac|SH}} {{ile|Elixir of Fortitude|On use, grants +120-235 health, based on champion level|, and 15 attack damage for 3 minutes.|350}} |
* {{iac|SH}} {{ile|Elixir of Fortitude|On use, grants +120-235 health, based on champion level|, and 15 attack damage for 3 minutes.|350}} |
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− | * {{iac|CH}} {{ile|Entropy|+275 health|, +55 attack damage. Unique Passive |
+ | * {{iac|CH}} {{ile|Entropy|+275 health|, +55 attack damage. Unique Passive – [[Rage]]: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. This movement speed bonus is halved for ranged champions. Unique Active: For 5 seconds, your attacks will reduce your targets' movement speed by 30% and deal 80 true damage over {{fd|2.5}} seconds (60 second cooldown).|2700}} |
− | * {{iac|H}} {{ile|Guardian's Horn|+180 health|, +100% base health regeneration. Unique Passive: Nearby enemy spell casts reduce the cooldown of [[Battle Cry]] by 1 second. Unique Active |
+ | * {{iac|H}} {{ile|Guardian's Horn|+180 health|, +100% base health regeneration. Unique Passive: Nearby enemy spell casts reduce the cooldown of [[Battle Cry]] by 1 second. Unique Active – [[Battle Cry]]: Gain 30% movement speed, 20 armor and 20 magic resistance for 3 seconds (25 second cooldown).|1025}} |
− | * {{iac|TCH}} {{ile|Hextech Sweeper|+225 health|, +250 mana, +25 armor, +20% cooldown reduction. Unique Passive |
+ | * {{iac|TCH}} {{ile|Hextech Sweeper|+225 health|, +250 mana, +25 armor, +20% cooldown reduction. Unique Passive – [[Trap Detection]]: Nearby stealthed enemy traps are revealed. Unique Active – [[Hunter's Sight]]: A stealth-detecting mist grants vision in the target area for 5 seconds, revealing enemy champions that enter for 3 seconds. (60 second cooldown). |2130}} |
* {{iac|C}} {{ile|Odyn's Veil|+350 health|, +350 mana, +50 magic resistance. Unique Passive: Reduces and stores 10% of magic damage dealt to your champion. Unique Active: Deals 200 + (stored magic damage - max 200) to nearby enemy units (90 second cooldown).|2500}} |
* {{iac|C}} {{ile|Odyn's Veil|+350 health|, +350 mana, +50 magic resistance. Unique Passive: Reduces and stores 10% of magic damage dealt to your champion. Unique Active: Deals 200 + (stored magic damage - max 200) to nearby enemy units (90 second cooldown).|2500}} |
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− | * {{iac|ST}} {{ile|Ohmwrecker|+300 health|, +50 armor, +100% base health regen, +10% cooldown. Unique Active: Prevents the closest enemy tower from attacking for 3 seconds (120 second cooldown). This effect cannot be used against the same tower more than once every 8 seconds. Unique Passive |
+ | * {{iac|ST}} {{ile|Ohmwrecker|+300 health|, +50 armor, +100% base health regen, +10% cooldown. Unique Active: Prevents the closest enemy tower from attacking for 3 seconds (120 second cooldown). This effect cannot be used against the same tower more than once every 8 seconds. Unique Passive – [[Point Runner]]: Build up to +30% movement speed over 2 seconds while near turrets.|2600}} |
* {{iac|T}} {{ile|Overlord's Bloodmail|+850 Health|. Unique Passive: On kill or assist, heal 200 health over 5 seconds.|2455}} |
* {{iac|T}} {{ile|Overlord's Bloodmail|+850 Health|. Unique Passive: On kill or assist, heal 200 health over 5 seconds.|2455}} |
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− | * {{iac|C}} {{ile|Prospector's Blade|Unique Passive |
+ | * {{iac|C}} {{ile|Prospector's Blade|Unique Passive – [[Prospector]]: +150 health|. +16 attack damage, +15% attack speed.|950}} |
− | * {{iac|T}} {{ile|Prospector's Ring|Unique Passive |
+ | * {{iac|T}} {{ile|Prospector's Ring|Unique Passive – [[Prospector]]: +150 health|. +35 ability power. Passive: +6 mana regeneration.|950}} |
− | * {{iac|S}} {{ile|Ruby Sightstone|+400 health|. Unique Passive |
+ | * {{iac|S}} {{ile|Ruby Sightstone|+400 health|. Unique Passive – [[Ward Refresh]]: Starts with 5 charges and refiles each time you visit your shop. Unique Active – [[Ghost Ward]]: Consumes a charge to place an invisible ward that reveals the surrounding area for 3 minutes. You may have a maximum of 3 wards placed from this item at once.|1600}} |
− | * {{iac|S}} {{ile|Sightstone|+150 health|. Unique Passive |
+ | * {{iac|S}} {{ile|Sightstone|+150 health|. Unique Passive – [[Ward Refresh]]: Starts with 4 charges and refiles each time you visit your shop. Unique Active – [[Ghost Ward]]: Consumes a charge to place an invisible ward that reveals the surrounding area for 3 minutes. You may have a maximum of 3 wards placed from this item at once.|800}}. |
− | * {{iac|STH}} {{ile|Spirit of the Ancient Golem|+200 health, +25% bonus health|, +20 Armor, +10% cooldown reduction. Unique Passive |
+ | * {{iac|STH}} {{ile|Spirit of the Ancient Golem|+200 health, +25% bonus health|, +20 Armor, +10% cooldown reduction. Unique Passive – [[Sapping Barbs]]: You gain 60 HP/5 and 45 MP/5 for 5 seconds whenever you take damage from a monster. Additionally, monsters who attack you bleed for 5% of their maximum health over 3 seconds (up to 195). Sapping Barbs cannot deal lethal damage. Unique Passive – [[Conservation]]: You generate Conservation stacks every 1.5 seconds, up to 80. Killing a large monster will consume up to 40 stacks and grant 1 bonus gold per stack consumed. Unique Active – [[Hunter's Ward]]: Places a Stealth Ward that reveals the surrounding area for 180 seconds (180 second cooldown) (600 range). You may only be in possession of 1 Gold Income item|2000}} |
− | * {{iac|TCH}} {{ile|The Lightbringer|This item no longer gives health|. +30 attack damage, +30% critical strike chance. Unique Passive: Critical strikes cause ennemies to bleed for |
+ | * {{iac|TCH}} {{ile|The Lightbringer|This item no longer gives health|. +30 attack damage, +30% critical strike chance. Unique Passive: Critical strikes cause ennemies to bleed for {{as|90% of bonus AD}} as physical damage over 3 seconds and reaveal them for the duration. Unique Passive – [[Trap Detection]]: Nearby stealthed enemy traps are revealed. Unique Active – [[Hunter's Sight]]: A stealth-detecting mist grants vision in the target area for 5 seconds, revealing enemy champion that enter for 3 seconds (60 second cooldown).|2280}} |
* {{iac|S}} {{ile|Warmog's Armor|+800 health|. Unique Passive: Restores 1% of maximum health every 5 seconds. Health restore increases to 3% of maximum health if damage hasn't been taken within 8 seconds.|2500}} |
* {{iac|S}} {{ile|Warmog's Armor|+800 health|. Unique Passive: Restores 1% of maximum health every 5 seconds. Health restore increases to 3% of maximum health if damage hasn't been taken within 8 seconds.|2500}} |
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Revision as of 20:53, 9 December 2014
Health (commonly known as HP, an abbreviation for Health/Hit Points) is the amount of life a unit or structure has. Max health is the cap on life any unit can have. Current health is directly reduced by damage and is regained in many different ways.
Every unit and structure has their max and current health displayed as a bar above their models. When displayed over a champion's model in game, the health meter is displayed as segmented bars.
Additionally, for your own champion, it is represented in the interface as a green bar with two numbers ( # / # ): the first one represents the actual life available at the moment, while the second is the maximum amount of health the champion can have. If a champion's health reaches zero and he doesn't have any abilities preventing it, death will occur. Max health scales additively with every bonus health point and increases with each level, meaning that each bonus point acquired directly affects the statistic.
At level 18 base health ranges from here for the complete list.
1600 health to 2278 health. SeeMaximum health has a gold value of 2.67 gold per point. Health regen has a gold value of 36 gold per point. Health restored by potion has a gold value of 0.233 gold per point.
Effective Health
Effective health is considered as the amount of health that a champion has plus 1% per unit of defense as extra health due to damage reduction. In other words, effective health is the amount of damage the enemy needs to kill the champion.
For example, a champion with 1000 HP and 0 armor and an enemy with auto-attacks that deals 100 damage, then the champion needs to deal 1000 damage before reduction to kill the target. If the champion has 100 armor, the champion prevents 50% of the damage so the enemy deals 50 damage with each auto-attack. Therefore, as each auto-attack deals half damage and the enemy needs to execute double the amount of auto-attacks to deal 1000 damage. So the enemy instead of dealing 1000 damage before reduction to kill the target, the champion has to deal 2000 damage before reduction to kill the target.
There is effective health for physical damage and for magical damage.
In short the formula is:
- Physical Effective Health = Max Health × (100 + Armor) / (100 × Total Damage Modifier)
- Magical Effective Health = Max Health × (100 + Magic Resist) / (100 × Total Damage Modifier)
Health as a casting resource
- Main article: Manaless
A few champions also use their own health to cast abilities instead of mana:
Other champions' abilities
- (+12% AD) health per use. costs 21 / 34.5 / 48 / 61.5 / 75
- costs 10% of her maximum health and 20 / 25 / 30 / 35 / 40 mana per use.
Health as scaling
Personal health
These use the champion's personal health pool to increase the magnitude of the ability. It could involve total or extra health. By building health items you can receive more benefit and power from these abilities in most situations.
- deals additional magic damage equal to 2.5% of his maximum health.
- heals 40 / 50 / 60% of his maximum health over 12 seconds.
receives bonus health regeneration per second equal to 0.3% of his maximum health.
- regenerates 0.4 / 0.8 / 2% of his maximum health per second if he hasn't been damaged by a Monster, Champion or Tower for 9 seconds.
- heals 4% of his maximum health instantly every time he uses an ability with a cooldown of 8 seconds.
- (+ 1% per 100 AP) of her missing health when she is tethered to the enemy champion, and another 20% (+ 1% per 100 AP) if the tether persists for the whole duration. heals herself for 20%
- grants him a shield equal to 10% of his maximum health which recharges if he hasn't been damaged for 10/8/6 seconds.
- heals 7% of his maximum health when he attacks with 5 magical sap stacks.
- grants him a shield that blocks for a flat amount plus 15% of his bonus health.
- increases his maximum health by 10% for 120 / 150 / 180 / 210 / 240 seconds if he consumes a , and causes his attacks and spells to deal 1% of his maximum health in magic damage if he consumes a for the same duration.
- provides 1% extra healing for every 2.5% health he is missing.
increases his attack speed by 1% for every 1% of his missing health.
- deals a base amount plus 4% of her bonus health as magic damage per second.
- heals allied champions that damage a life-tapped enemy by a flat amount plus 1.5% of his maximum health over 3 seconds.
does 10% of his bonus health in additional magic damage.
- shield strength equals 10% of his maximum health plus an amount.
- (+ 30% AP) plus 5% of his bonus health, or a base amount plus (+ 42% AP) plus 7% of his bonus health if he targets himself. heals a target allied champion for a base amount plus
- increases his attack damage by 1% of his missing health.
- does 15% of his bonus health in additional magic damage.
increases his ability power by 1 for every 40 bonus health points.
- gives her a shield equal to 10% of her maximum health when she hits an enemy with one of her activated abilities.
- heals 30% of his maximum health over 6 seconds if he gets under 30% health.
- deals a base amount plus 15% of his bonus health as physical damage.
- sheds a chunk of himself each time he hits an enemy with an ability that can be reabsorbed to restore 4% of his maximum health. Upon taking fatal damage, Zac splits into 4 chunks that attempt to recombine. Each chunk has 12% of Zac's maximum health.
Scaling from enemy health
Maximum health
These abilities grant extra damage based on the target's maximum health. Typically, the more maximum health the target has, the more damage these abilities will deal. Therefore, they are more powerful against high-health targets, but their effect against low-health targets should not be ignored. Also note this type of extra damage is always capped against minions and monsters to prevent players dealing massive damage to high health pool monsters like Baron.
- (+1% per 100 AP) of their maximum health per second. harms nearby enemies for a flat magical damage plus 1.5 / 1.8 / 2.1 / 2.4 / 2.7%
- causes his spells to debuffs the target, dealing 2% of their maximum health each second as magic damage for 4 seconds.
- (+100% AP) plus 6 / 8 / 10 / 12 / 14 % of target's max. health as magic damage each 3 hits or spells. deals 25 / 30 / 35 / 40 / 45
- does 8 / 9 / 10 / 11 / 12% of target's maximum health.
- does 8 / 11 / 14 / 17 / 20% of the target's maximum health as bonus magic damage.
- (+1% per 100 AP) of the target's maximum health as bonus magic damage. gives him a temporary buff to his autoattacks dealing 2 / 3 / 4 / 5 / 6%
- (+1% per 100 AP) of their maximum health per second. harms enemies within an area for 4 / 5 / 6 / 7 / 8%
- (+3% per 100 AP) of target's maximum health as magic damage and roots it. transforms him into a cloud of arcane energy that quickly travels to a target enemy, deals 9 / 10 / 11 / 12 / 13%
- (+4% per 100 AP) of the target's maximum health in magic damage to the target, dealing half the damage initially and the other half over 10 seconds. deals 24 / 29 / 34%
- (+1% per 100 AP) of nearby enemies maximum health per second for the duration. empowers him for 15 seconds, dealing magic damage equal to 3 / 4 / 5%
- deals a flat amount plus 8% of her target's maximum health as magic damage. (the bonus damage is capped)
- charges forward, dealing magic damage equal to a flat amount plus 4 / 6 / 8 / 10 / 12% of the target's maximum health.
- hit enemies and marks then. Shyvana basic attacks against marked enemies deal bonus magic damage equal to 2% of their maximum health.
- make sion's auto attacks deal 10% of target's maximum health as physical damage.
- deals 10/11/12/13/14% of target's maximum health as magic damage.
- (+2% per 100 AP) of the enemy champion's health, dealing half the damage immediately the other half over 4 seconds. drains 20 / 24 / 28%
- (+2% per 100 AP) of the affected target's maximum health per mark. Maximum 3 marks for 6 / 8.25 / 10.5 / 12.75 / 15% (+6% per 100 AP) damage. adds marks through auto attacks which can be detonated via any of his other spells for magic damage equal to 2 / 2.75 / 3.5 / 4.25 / 5%
- adds marks after each spell or auto attack on her target. After 3 of these marks, the affected target takes a flat amount plus 4 / 5 / 6 / 7 / 8% of the target's maximum health as true damage.
- (+1% per 35 bonus AD) of the target's maximum health on every 3rd attack on the same target. deals additional physical damage equal to 4 / 5.5 / 7 / 8.5 / 10%
- deals flat magic damage or 8 / 10 / 12 / 14 / 16% of the enemy's maximum health (whichever is higher).
- (+ 2% per 100 AP) of their maximum health to all nearby enemies. deals magic damage equal to a base amount plus 4 / 5 / 6 / 7 / 8%
- grants his basic attack to deals an additional 6 / 8 / 10% of the target's maximum health as magic damage whenever the enemy is below 50% health.
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 max health can reduce the effect of skills based on current health over a long fight, but has quickly diminshing returns.
- deals either a flat amount of magic damage or 15 / 18 / 21 / 23 / 25% of the target's current health as magic damage (whichever is higher).
- (+3% per 100 AP) of the target's current health. Deals magic damage equal to a base amount plus 8%
- (+1% per 100 AP) of their current health as magic damage impales all enemy champions in the targeted area, dealing 15 / 20 / 25%
- gives his first attack on a target bonus physical damage equal to Error: Parameter '3' is not accepted.% of the target's current health. However, the bonus capped at 400 physical damage.
- deals a base amount plus 15% of the target's current health as physical damage to all nearby enemies.
Missing health
These abilities grant extra damage based on the target's missing health. The less current health 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.
- (+3% per 100 AP) of the target's missing health. Deals magic damage equal to a base amount plus 8%
- deals a flat amount plus 4 / 5 / 6 / 7 / 8% of target's missing health in magic damage over 3 seconds.
- deals a flat amount plus 29 / 34 / 40% of target's missing health in magic damage.
- deals a flat amount plus 25 / 30 / 35% of target's missing health in physical damage.
- deals flat physical damage plus 8% of the target's missing health.
- deals 2% increased damage for every 1% of the target's missing health.
- deals up to 100% increased damage based on the enemy's missing health.
- deals up to 200% increased damage based on the enemy's missing health.
- deals 1% increased damage for every 1% of the target's missing health.
Items
- increases your attack damage by 1.5% of your maximum health.
- deals 20% of target champion's maximum Health in magic damage over 6 seconds. (60 second cooldown)
- makes autoattacks deal 8% of the target's current health in physical damage (60 max vs minions and monsters).
- deals 15% of the target's max health in magic damage upon activation.
- (+1% of your maximum health) of your maximum health. (Recharges every 30 seconds, up to a maximum of 4 charges) Active: consumes 20% of your current Health to shield target ally for 10% of your maximum Health for 4 seconds. After 4 seconds, an explosion originates from the target dealing 10% of your maximum health as magic damage in an area. The shield does not need to persist for the explosion to occur. (60 second cooldown) Passive: killing a minion heals the nearest allied champion for 50
- dealing spell damage burns for an additional 2% of the target's current health in magic damage over 3 seconds. If their movement is impaired, they take double damage from this effect. 100 max damage per second vs monsters.
- heals a target for 150 + 10% of their maximum health. (180 second cooldown)
- restores 1% of your maximum health every 5 seconds.
Ways to restore health
A champion's health can be restored in several ways:
- Health regeneration
- Using a , or .
- Returning to the spawning pool, which restores a percentage of your maximum health per second.
- Some max health is granted upon leveling up and with that you regain some current health. Actual health regained is lower depending on how wounded the champion is upon leveling up.
- Slaying a monster that has a Regeneration Sigil (the , , and ), will restore health equal to a percentage of their missing health.
- Killing a unit while having Feast mastery active.
- Obtaining kill or assist while having Dangerous Game mastery active.
- With life steal or spell vamp, dealing damage to enemies with autoattacks or abilities respectively will restore some health.
- The passive effect of and restores 150 health over 8 seconds when leveling up.
- Using a healing ability or spell, such as or , or .
Increasing health
Items
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- Template:Ile
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- Template:Ile
Variable Availability
- Summoner's Rift, Twisted Treeline, Howling Abyss Template:Ile
- Summoner's Rift, Twisted Treeline, Howling Abyss Template:Ile
- Summoner's Rift, Howling Abyss Template:Ile
- Item availability needs updating. Template:Ile
- Howling Abyss Template:Ile
- All maps Template:Ile
- Item availability needs updating. Template:Ile
- Summoner's Rift, Twisted Treeline Template:Ile
- Twisted Treeline Template:Ile
- Item availability needs updating. Template:Ile
- Twisted Treeline Template:Ile
- Summoner's Rift Template:Ile
- Summoner's Rift Template:Ile.
- Summoner's Rift, Twisted Treeline, Howling Abyss Template:Ile
- All maps Template:Ile
- Summoner's Rift Template:Ile
Champion abilities
Note: Only the additional health effect of these abilities is shown here, to read more information on each of these abilities, follow the link on each of them.
- increases his maximum health by 90 / 120 / 150 when it kills a unit. This buff stacks up to 6 times. Cho'Gath loses half his current stacks (rounded up) upon death.
- increases his maximum health by 30 + (40 × Gnar's level) when he transforms into Mega Gnar for 15 seconds.
- (+50% AP) for 7 seconds. increases the maximum health of the targeted ally by 300 / 450 / 600
- increases his maximum health by 300 / 450 / 600 for 15 seconds.
- increases his maximum health by 10% for 120 / 150 / 180 / 210 / 240 seconds if he consumes a .
- increases his maximum health by 200 / 400 / 800 for 15 seconds.
- 25% of his maximum mana. increases his maximum health by
- permanently increases his maximum health by 2 whenever he kills a unit. This value is increased to 8 for large minions, large monsters, champion kills, and champion assists.
- 140% of his ability power. increases his maximum health by
Masteries
- Juggernaut increases your champion's maximum health by 3%.
- Veteran's Scars increases your champion's health by 12 / 24 / 36.
Runes
Name | Type | Tier 1 (Lesser) | Tier 2 (Normal) | Tier 3 (Greater) |
---|---|---|---|---|
Health | Mark | 1.93 | 2.7 | 3.47 |
Seal | 2.97 | 4.16 | 5.35 | |
Glyph | 1.49 | 2.08 | 2.67 | |
Quintessence | 14.5 | 20 | 26 | |
Health, scaling | Mark | 0.30 per level (5.40) | 0.42 per level (7.56) | 0.54 per level (9.72) |
Seal | 0.60 per level (10.80) | 0.84 per level (15.12) | 1.08 per level (19.44) | |
Glyph | 0.30 per level (5.40) | 0.42 per level (7.56) | 0.54 per level (9.72) | |
Quintessence | 1.5 per level (27) | 2.1 per level (37.8) | 2.7 per level (48.6) | |
Health, percent | Mark | |||
Seal | 0.28% | 0.39% | 0.5% | |
Glyph | ||||
Quintessence | 0.84% | 1.17% | 1.5% |
List of champions' health
- Main article: List of champions' health
Champion Level | Top 5 Champions | Bottom 5 Champions | |||
---|---|---|---|---|---|
Level 1 | 1. | (576 hp) | 1. | (420 hp) | |
2. | (559 hp) | 2. | (424 hp) | ||
3. | (558 hp) | 3. | (425 hp) | ||
4. | (556 hp) | 4. | (429 hp) | ||
5. | (551 hp) | 5. | (430 hp) | ||
Level 18 | 1. | (2278 hp) | 1. | (1600 hp) | |
2. | (2225 hp) | 2. | (1610 hp) | ||
3. | (2209 hp) | 3. | (1658 hp) | ||
4. | (2192 hp) | 4. | (1658 hp) | ||
5. | (2183 hp) | 5. | (1687 hp) |
Trivia
[Last updated 27/10/2014 on patch 4.18]
Aside from
, who may obtain any amount of health due to the passive effect of his , the most health any champion can obtain is 13195.95, being a level 18 with:- All health runes and masteries
- 9 Scaling Marks of Health
- 9 Scaling Glyphs of Health
- 9 Percent Seals of Health
- 3 Percent Quintessences of Health
- 3 points in Veteran's Scars
- 1 point in Juggernaut
- 5
- 1
- An
- ability power. cast by a with the maximum amount of
- cast on a Golem jungle creep
The most health any champion can obtain at level 1 with the 475 starting gold is 1020, again being Veteran's Scars and Juggernaut, a and using on a golem jungle creep.
with all tier 3 flat health runes,