- Vamp, especially Physical vamp, is not to be confused with Life steal.
Vamp is a category of stat that regroups omnivamp, physical vamp, and spell vamp.
Omnivamp[]
Omnivamp is a stat which grants
healing equal to a percentage of the post-mitigation
physical damage,
magic damage, and
true damage dealt. It
stacks additively and does not benefit from
heal and shield power.
Omnivamp is reduced to 20% effectiveness for damage dealt to
minions and
monsters.
Gold Value
Increasing omnivamp[]
This table is automatically generated based on the data from Module:ItemData/data.
| Item | Cost | Amount | Availability |
|---|---|---|---|
| 2500 | 10% | Arena | |
| 0 | 10% | Arena | |
| 2500 | 15% | Arena | |
| 0 | 0% | Arena |
Champion abilities[]
Item passives[]
Physical vamp[]
Physical vamp is a subtype of Vamp, which is a stat that grants
healing equal to a percentage of the post-mitigation
physical damage dealt. It
stacks additively and does not benefit from
heal and shield power.
It is reduced to 33% effectiveness for
area damage or damage dealt by
pets.
Increasing physical vamp[]
Physical vamp currently does not have any sources.
Note that is a drain effect that heals only based on physical damage dealt. It is not physical vamp.
Spell vamp[]
Spell vamp is a stat which grants
healing equal to a percentage of the post-mitigation ability damage dealt. It
stacks additively and does not benefit from
heal and shield power.
It is reduced to 33% effectiveness for
area damage.
Gold Value
Increasing spell vamp[]
The following grants true spell vamp, or increases the strength of true spell vamp.
Champion abilities[]
Ability drain[]
The following are similar to spell vamp, but aren't actually spell vamp. Drain effects benefit from
heal and shield power.
Champion abilities[]
Abilities with ability drain do not have a penalty from dealing area of effect damage, unless otherwise stated.
- Single-Target Ability Drain
- and
- *, , and
Items[]
- **
Runes[]
Interactions with heals and shields[]
| Type | * | ||||
|---|---|---|---|---|---|
| Self heals | |||||
| Self shields | |||||
| Incoming heals | |||||
| Incoming shields | |||||
| Outgoing heals | |||||
| Outgoing shields | |||||
Increasing healing[]
Champion abilities[]
Items[]
Runes[]
- (while below 40% health)
Notes[]
Grievous Wounds will reduce the healing received from all sources of vamp.- Boundless Vitality specifically can increase healing received from all sources of vamp, as it is not true
heal and shield power.
- The bonus will apply to vamp multiplicatively; for example, 20% vamp will be modified to 25% vamp (20% × 1.25 = 25%).
Reactive damage (damage type exclusively used by and ) does not benefit from any vamp effects.
Proc damage (i.e.,
on-hit effects),
default damage and
basic damage will not benefit from spell vamp, since they do not apply spell effects.- Although some abilities may be unit-targeted, that does not mean they never deal
area damage; deals area of effect damage to all enemies, despite targeting only one unit.
Trivia[]
- Prior to V14.1,
omnivamp's effectiveness was 33% for
area and
pet damage, like other sources of Vamp.
Last updated: January 18, 2023 - V13.1
- The maximum achievable true spell vamp by a playable champion is 37.125% on .
- Buffs:
- Healing Multiplier:
- Relevant mathematics:
- spell vamp:
- Buffs = = 27%
- Heal Multiplier = × = 1.375
- spell vamp = 27% × 1.375 = 37.125% spell vamp
- spell vamp:
Last updated: January 18, 2023 - V13.1
- The maximum achievable spell vamp is 272% on . Take notice this is not the stat shown in game. It is only the percentage amount of healing you receive from physical ability damage.
- Ability Drain:
- Healing Multiplier:
Heal and shield power:
- Relevant mathematics: