Spell vamp is an offensive stat that converts a percentage of the ability damage dealt to health regained. Activated abilities that do not state they "apply on-hit effects" or modify your "next basic attack" will benefit from spell vamp.[1]
Spell vamp works off of activated item effects, summoner spells, and abilities, regardless of the type of damage done. It is calculated from the damage dealt to the enemy after reductions such as magic resistance, armor or effects like .
Increasing spell vamp
Items
- Template:Ile.
- Template:Ile.
- Template:Ile.
- Template:Ile.
Champion abilities
Note: Only the effect regarding the spell vamp of this abilities is shown. For full description and detail visit each champion page
- grants 6% spell vamp, increasing by an additional 1% for every 6 bonus attack damage gained thereafter.
- grants 5 / 10 / 15 / 20 / 25% spell vamp.
- grants Error: Parameter '3' is not accepted.% spell vamp.
- grants 15 / 20 / 25% spell vamp.
Masteries
- Vampirism grants 1 / 2 / 3% spell vamp and life steal.
Runes
- Quintessences of Template:Rune grant 1.12 / 1.56 / 2% spell vamp.
Ability Drain
Note: These abilities will heal the champion by a percentage of the damage dealt from their ability. These act similar to how spell vamp works, but unlike it, they have no penalty for being AoE abilties.
- heals for 60 / 65 / 70 / 75 / 80% of the damage dealt.
- heals for 20% of all damage dealt to enemies, from any source, within the ability's radius.
- heals for 10% (25% against champions) of the damage dealt.
- heals for 100% of the damage dealt.
- heals for 5% (20% against champions) of the damage dealt. The heal from this ability is capped at 50 / 75 / 100 / 125 / 150. The healing is doubled and the cap is tripled if he has more than 50 fury.
- heals for 25% (75% against champions) of the damage dealt.
- heals for 100% of the damage dealt.
- heals for 80% of the damage dealt.
- heals for 12% of the damage dealt.
- heals for 40% of the damage dealt.
Notes
- passive effect will increase spell vamp effectiveness.
- Abilities with natural spell vamp have their own spell vamp fully stacking with items, runes and masteries that provide spell vamp.
- Spell vamp applies to all types of damage: magic, physical and true.
- There is a common misconception it only applies to magic damage, which is not true.
- Spell vamp applies to nearly everything that isn't classified as an auto-attack. This is most abilities, but also includes items (e.g.
- On-hit damage modifiers (e.g.
- The life steal given by will heal off of on-hit magic damage.
, aka "bonus" or "additional" damage), on-hit damage over time (e.g. and ) and abilities that apply on-hit effects (e.g. and ) are classified as auto-attacks, and will not apply spell vamp. Any physical damage dealt will trigger life steal, while any magic and true damage dealt trigger neither life steal nor spell vamp.
- A list of champion abilities on-hit effects that trigger spell vamp can be found here.
) and summoner spells (e.g. ).
- On-hit damage modifiers (e.g.
- Area of effect (AoE) spells only apply 33% of the listed spell vamp.
- Some abilities as are classified as multiple single-target projectiles, and will apply 100% of your spell vamp. Whether an ability is classified as such is case-by-case. For example, is classified as AoE despite being similar to .
- Abilities with both single-target and multi-target effects, such as and , will apply spell vamp depending on which effect occurs. In that, full spell vamp against a single target; or 33% against multiple targets.
- Single target abilities that apply splash damage will apply full spell vamp to the original target, and 33% to the splash damage. For example, with and .
- Damage over time abilities (DoT) apply full spell vamp. (e.g. and ).
- Does not work with the reflected damage of . It does, however, work with the reflected damage of and .
- Healing reduction effects like healing reduction for more information. , and reduce the health restored by spell vamp. See
Calculations
The amount of health restored with Spell Vamp follows the following formula:
- Health restored = total spell damage × spell vamp × vamp coefficient
where
- Total spell damage is the mitigated spell damage done to every target affected, and
- Vamp coefficient is 1 for single target spells and 1/3 for multi-target spells.
Examples
Assuming targets with 0 pertinent resistance (armor for physical damage or magic resistance for magic damage):
- 25% spell vamp on a single-target spell that does 100 damage will return 100 × 0.25 × 1 = 25 health.
- 25% spell vamp on an AoE spell that does 100 AoE damage to each of 4 targets will return 4 × 100 × 0.25 × (1 ÷ 3) = 33.3 health.
Trivia
The highest spell vamp value currently possible is attainable on Twisted Treeline. This requires:
using her on- Attack Damage sources
- 150 AD - 2 s
- 95 AD - While at 30% hp or less
- 45 AD -
- 20 AD - nearby allied (aura)
- 40 AD -
- 35 AD -
- 38.25 AD - Marks of Template:Rune, Seals of Might and Glyphs of Might
- 10 AD - Brute Force
- 5 AD - Martial Mastery
- 100 × 5+137.301+83.16+16+8+64+35) × (1.25×1.05) = 1106.081024
- 50 + (10% of Janna's AP) AD -
- 60.385 + (2.1% of Janna's AP) AD - 10% increased AD (and Ap, for Janna) for having both altars
- 24.6625 + (0.55% of Janna's AP) AD - Warlord
AP = (
- Total Bonus AD: 578.2975 + (12.65% of Janna's AP) Which is 1106.081 = 718.2167495
- Conversion: (718.2167495 ÷ 6) + 6 = x
- Total: 125% (decimal of .7027916 dropped)
- Spell Vamp sources
- 20% -
- 20% -
- 6% - Quintessences of Template:Rune
- 3% - Vampirism
- Total: 49%
- increases the given spell vamp, increasing the subtotal of 174% by 20%. Making the maximum spell vamp 208.8%.