Health

Health

Green healthbar seen at the top.

stat_healthHealth, or HP is a core stat that represents how much damage a god or unit can take before dying. When damage is dealt, it reduces the target’s health—if it drops to 0, the target is defeated. Health can be recovered through healing, health regeneration and lifesteal.

 

Every god has a set amount of base health that increases as they level up. Maximum health refers to the total of this base value plus any bonus health, and represents the highest amount a god can be healed to—excluding any shieldsBonus health can come from various sources outside of leveling, such as items, abilities, buffs, or other effects.

 

On the HUD, a god’s health is displayed as the top of two bars, always shown in green, representing both current and maximum health. In-game, health bars vary in color based on affiliation: your own and allied gods' appear in green, and enemies show red bars.

 

All targetable units display a visible health gauge above their model. Some units—especially bosses and structures—include segment markers or scaling visuals to help indicate health thresholds.

  • Gods have distinct hatch marks on their health bars, with each mark representing 100 health. Additionally, their health bars are segmented for every 1,000 health to indicate larger thresholds.
  • Minions and jungle monsters display a small red health bar above their heads, with their remaining health shown as a number floating just above the bar.
  • Jungle bosses display a similar health bar, but in addition, the HUD shows a larger, more detailed health bar at the top of the screen.
  • Objectives display a health bar akin to the jungle bosses.
    Tower health bar, with bounty markers in gold and blue.
    • Towers' health bar differs in the sense that is divided into sections of 500 health, each section marked by a bounty marker.

Effective Health

Effective Health refers to the total amount of damage a god or unit can take before dying—not just based on raw health, but also factoring in protections like Physical Protection and Magical Protection. There are two main forms of effective health:

  • Effective Burst Health describes how much total damage a god can absorb at once, without taking into account any healing, health regeneration, or lifesteal. This version of effective health answers the question: “How much damage would an enemy need to deal right now to kill this god?”
  • Effective Sustained Health factors in any sources of health recovery over time. It’s more relevant during extended fights where the god may be gradually healing or regenerating health between bursts of damage.

How it Works

Short Explanation
  • Physical Effective Health = stat_healthHP x (1 + 0.01 x stat_physical_protectionPhysical Protection)

  • Magical Effective Health = stat_healthHP x (1 + 0.01 x stat_magical_protectionMagical Protection)

  • Mixed Effective Health = stat_healthHP x (stat_strengthPhysical Damage ÷ (1 + 0.01 x stat_physical_protectionPhysical Protection) + stat_intelligenceMagical Damage ÷ (1 + 0.01 x stat_magical_protectionMagical Protection) + True Damage)

For example, a god with 1000 HP and 90 Physical Protection would have:

Physical Effective Health = 1000 × (1 + 0.9) = 1900

This means enemies would need to deal 1900 points of physical damage to kill the god, due to the protection reducing incoming damage by 47.4%.

 

In-Depth Explanation

 

Effective health is usually higher than the actual health number shown on a god’s health bar, thanks to protections reducing incoming damage. The higher a god’s protections, the more incoming damage is reduced, and the more damage enemies need to deal to bring the god’s health to zero.

 

Unless protections are reduced below zero by penetration effects, a god’s effective health will always be equal to or greater than their current HP.

There are several types of effective health depending on the kind of damage a god is taking:

  • Physical Effective Health represents how much physical damage a god can withstand, and is determined by their HP and Physical Protection.
  • Magical Effective Health works the same way but applies to magical damage.
  • Mixed Effective Health comes into play when both damage types are involved simultaneously—like during a teamfight.
  • True Damage completely bypasses protections, meaning the effective health is simply equal to the god’s current HP.

The formulas for calculating basic effective health are as follows:

  • Physical Effective Health = stat_healthHP x (1 + 0.01 x stat_physical_protectionPhysical Protection)
  • Magical Effective Health = stat_healthHP x (1 + 0.01 x stat_magical_protectionMagical Protection)

For example, a god with 1000 HP and 90 Physical Protection would have:

Physical Effective Health = 1000 × (1 + 0.9) = 1900

This means enemies would need to deal 1900 points of physical damage to kill the god, due to the protection reducing incoming damage by 47.4%.

 

When calculating Mixed Effective Health, the process is more complex, as it depends on the relative amounts of physical, magical, and true damage taken.

The formula breaks down each damage type and divides it by the appropriate resistance multiplier, like so:

Mixed Effective Health = stat_healthHP x (stat_strengthPhysical Damage ÷ (1 + 0.01 x stat_physical_protectionPhysical Protection) + stat_intelligenceMagical Damage ÷ (1 + 0.01 x stat_magical_protectionMagical Protection) + True Damage)

 

You can also account for penetration effects in these formulas. Flat penetration subtracts a set amount from protections, while percentage penetration reduces protections by a percentage. If enough penetration is applied to push a god’s protections below zero, their effective health can actually drop below their current HP, meaning they’ll take more damage than normal.

Health resource

Main article: Manaless

 

Some gods utilize stat_health Health when casting abilities, instead of the traditional stat_mana Mana. It's important to note that this is separate from taking damagehealth-based gods cannot kill themselves by casting abilities. If an ability would reduce their health below zero, they will instead be left with at least 1 health.

 

While this mechanic lets these champions cast abilities more often without worrying about traditional resource limits, the tradeoff is that each cast brings them closer to being easily killed. It’s also worth noting that health costs bypass effects like Immunity or safeguards that usually prevent a god from dropping below a certain health threshold, such as [GOD:Bari]'s  Spirit's Cadence.

 

Gods who use their own health as a casting resource:

  • [GOD:Thanatos]

Health Scaling

Main article: Health Scaling

 

Certain effects scale based on a percentage of a champion’s current health, missing health, maximum health, or bonus health. It's worth noting that maximum health can fluctuate depending on buffs or debuffs being applied or removed.

Increasing Max Health

Items

Item
Cost
Amount Increased
[ITEM:(186)Amanita Charm]gold2,350300
[ITEM:(4235)Ancile]gold2,500200
[ITEM:(2061)Avenging Blade]gold2,650150
[ITEM:(145)Battle Axe]gold900100
[ITEM:(148)Blood-Bound Book]gold2,500150
[ITEM:(1890)Circe's Hexstone]gold2,600350
[ITEM:(3595)Eros' Bow]gold2,300250
[ITEM:(225)Eye of Providence]gold2,300200
[ITEM:(161)Eye of the Storm]gold2,500150
[ITEM:(160)Flaming Pearl]gold950100
[ITEM:(208)Gauntlet of Thebes]gold2,200200
[ITEM:(164)Gem of Isolation]gold2,500250
[ITEM:(1916)Gladiator's Shield]gold2,450150
[ITEM:(224)Golden Blade]gold2,450200
[ITEM:(1955)Hide of the Nemean Lion]gold2,550350
[ITEM:(167)Hussar's Wings]gold3,700375
[ITEM:(169)Jade Scepter]gold2,850150
[ITEM:(174)Leviathan's Hide]gold2,500225
[ITEM:(2060)Lifebinder]gold2,500300
[ITEM:(1912)Medal of Defense]gold850125
[ITEM:(1913)Medal of Disruption]gold850150
[ITEM:(177)Medallion]gold30075
[ITEM:(1924)Mystical Mail]gold2,550400
[ITEM:(220)Odigba]gold800125
[ITEM:(179)Olmec Blue]gold700185
[ITEM:(1919)Oni Hunter's Garb]gold2,500150
[ITEM:(182)Phoenix Feather]gold2,400275
[ITEM:(3599)Rod Of Asclepius]gold2,450225
[ITEM:(4234)Runeforged Hammer]gold2,700400
[ITEM:(193)Scepter of Dominion]gold2,400150
[ITEM:(1917)Shield of the Phoenix]gold2,400200
[ITEM:(1898)Shifter's Shield]gold2,650150
[ITEM:(198)Shogun's Ofuda]gold2,500200
[ITEM:(199)Spectral Armor]gold2,300150
[ITEM:(203)Stampede]gold2,400200
[ITEM:(206)Talisman of Purification]gold2,500200
[ITEM:(210)Triton's Conch]gold2,800250
[ITEM:(211)Veve Charm]  gold800240
[ITEM:(1920)Void Shield]gold2,600100
[ITEM:(1921)Void Stone]gold2,650100
[ITEM:(212)Wish-Granting Pearl]gold3,550425
[ITEM:(213)Yogi's Necklace]gold2,250400

Item Passives

  • [ITEM:(174)Leviathan's Hide]

Champion Abilities

  • [GOD:Achilles]' Gift of the Gods
  • [GOD:Thanatos]'  Harvester of Souls ( Aspect of Reaping)
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