Description
Restores Health to a unit, capped at maximum HP.
Listed in: Buffs
Items (11)
Refine list…
-
- +60 MR
Gain 6% max Health. Every 2 seconds, heal 2.5% max Health.
-
- +20 Armor
- +10% AD
- +15% AS
- +10% AP
At 60% Health, briefly become untargetable, shed negative effects, and heal 20% missing health.
-
- +20% AD
- +20% AP
- +15% Omnivamp
- +1 Mana Regen
Heal the lowest percent Health ally for 20% of damage dealt.
-
- +300 HP
- +8% Durability
- +2 Mana Regen
Regenerate 2% of missing Health each second.
-
- +120 MR
Gain 28% max Health. Every 2 seconds, heal 5% max Health.
-
- +40 Armor
- +30% AD
- +30% AS
- +30% AP
At 60% Health, briefly become untargetable, shed negative effects, and heal all missing health.
-
- +40% AD
- +40% AP
- +30% Omnivamp
- +2 Mana Regen
Heal the lowest percent Health ally for 40% of damage dealt.
-
- +700 HP
- +15% Durability
- +4 Mana Regen
Regenerate 4% of missing Health each second.
-
- +400 HP
- +50 Armor
Every 2.5 seconds, steal 3 Armor from enemies within 1-hex and heal a Stage-scaled amount of the holder's Armor. If Aegis of Dusk is also equipped, trigger this item's effect every 1.25 seconds instead. Healing increases based on Stage.
-
- +300 HP
- +20 Armor
- +20 MR
- +25% AS
Attacks deal a Stage-scaled amount bonus magic damage. Heals the holder for 25% of all magic damage dealt. Damage increases based on Stage.
-
- +20 Armor
- +20 MR
- +20% AD
- +20% AP
The holder gains the Ravager trait. Gain 3% Damage Amp per 300 Health restored.
Ravagers gain 10% Omnivamp. Additionally, Ravagers deal bonus damage, doubled against units below 50% Health.
- 2
- 12% Bonus Damage
- 4
- 25% Bonus Damage
- 6
- 40% Bonus Damage
Augments (8)
Refine list…
-
Celestial Blessing III Prismatic Your team gains 25% Omnivamp. Excess healing is converted to a shield up to 1000 Health.
-
Your team gains 18% Omnivamp. Excess healing is converted to a shield up to 400 Health.
-
Coven Acolyte Gold When you choose to continue gathering Coven essence, heal 2 Tactician health. Gain a Camille, an Elise, and a Caitlyn.
-
Healing Orbs II Gold When an enemy dies, a nearby ally is healed for 575 Health.
-
Nature's Shelter Gold Champions that start combat adjacent to an Elderwood plant gain 15% Attack Speed and heal 2% of their maximum Health every 2 seconds. Gain an Alistar, an Ornn, and a Xayah.
-
Spirit Of Redemption Gold Gain a Spirit Visage. Every 5 seconds, Spirit Visage heals allies within 1 hex for 7.5% of their missing Health.
-
Celestial Blessing I Silver Your team gains 12% Omnivamp. Excess healing is converted to a shield up to 200 Health.
-
Healing Orbs I Silver When an enemy dies, a nearby ally is healed for 250 Health.
Champions (19)
Refine list…
-
Dance of Life Restore 314 / 403 / 619 Health over 2 seconds. The next attack is replaced with a bash that deals 140 / 231 / 377 magic damage.
-
Uproot Passive: Restore 17 / 27 / 43 Health each second, tripled for 3 seconds after casting. Active: Lunge out of the ground, Stunning adjacent enemies for 1 second and dealing 70 / 105 / 160 magic damage to them. -
Last Rites Passive: On death, spawn a Spirit Walker with 330 / 634 / 1171 max Health which immediately taunts, forcing enemies to attack it. Active: Restore 280 / 325 / 435 Health and strike the target, dealing 150 / 225 / 340 physical damage.
-
Triumphant Roar Roar, restoring 276 / 397 / 566 Health, cleansing disables, and healing the two lowest percent Health allies for 80 / 105 / 130 . Then slam the current target, dealing 100 / 150 / 225 magic damage and Stunning them for 1.5 seconds.
-
Spider Queen Transform into a spider and gain 375 / 475 / 725 max Health. Attacks while in Spider Form deal 35 / 50 / 80 bonus magic damage and heal for 55 / 90 / 170 . Subsequent casts grant 175% decaying Attack Speed for 4 seconds.
-
Can You Dig It? Passive: Attacks are replaced by a dance that deals 50 / 75 / 113 physical damage to all adjacent enemies. Active: Burrow underground, gaining 15% Durability for 3 seconds and healing 325 / 400 / 675 over the duration. Green Buff: When allies fall below 50% Health, they restore 15% max Health.
-
Jaws of The Beast Bite the current target, dealing 215 / 325 / 500 physical damage and healing for 20% of the damage dealt. Gain 20% Attack Speed for the rest of combat.
-
Harvest Reduce the Magic Resist of the 3 nearest enemies by 10. Then drain life from them over 2 seconds, healing for 410 / 485 / 850 Health and dealing 70 / 105 / 170 magic damage to each over the duration.
-
Spirit of Dread Gain 50 Armor and Magic Resist for 3 seconds and restore 375 / 475 / 685 Health over the duration. Launch spectral riders at the 3 nearest enemies, dealing 80 / 120 / 195 magic damage and Stunning them for 1.5 / 1.5 / 1.75 seconds.
-
Wuju Style Passive: Every third attack is a Double Strike. On takedown, gain a burst of movement speed. Adaptor : Double Strikes grant 15% stacking Attack Speed. Adaptor : Double Strikes deal bonus damage and heal. -
Savagery Jump to the lowest percent Health enemy within 3 hexes and stab them, dealing 255 / 385 / 615 physical damage. Then heal for 60 / 90 / 90 , increased to up to 120 / 180 / 180 based on their missing Health.{Augment.Variant.RivalsAugment.AbilityTooltip}
-
Furious Fists Passive: On attack, restore 22 / 40 / 71 Health. Active: Unleash a primal roar, restoring 200 / 265 / 360 Health. Then gain 85 / 100 / 125% Attack Speed, 15% Durability, and is Unstoppable for 3 seconds. -
Tantrum Passive: Every second, restore 29 / 52 / 172 Health and deal 12 / 18 / 150 magic damage to enemies within 1 hex. Active: Deal 100 / 150 / 2000 magic damage to enemies within 2 hexes and Stun them for 1 / 1 / 6 seconds, increased to 3 / 3 / 13 seconds if the target is Burning. Burn: Deals a percent of the target's max Health as true damage every second.
-
Crimson Fury Passive: When the target dies, leap at the next target, dealing 170 / 255 / 600 physical damage. Active: Gain 80 / 80 / 280% Attack Damage for 8 seconds. During this time ignore 40 / 40 / 60% Armor. Red Buff: Attacks 1% Burn enemies and heal Brambleback for 4% max Health.
-
Lilting Lullaby Restore 325 / 475 / 800 Health and send 4 butterflies at nearby enemies. Enemies hit take 90 / 135 / 2000 magic damage and Sleep for 1.5 / 1.75 / 8 seconds. If they take 1000 damage, they wake up and take an additional 10% max Health magic damage.
-
Haymaker Passive: Upon falling below 40% max Health the first time each combat, gain 100 mana. Active: Wind up a big punch, rapidly healing for 225 / 275 / 2000 before dealing 222 / 355 / 5233 physical damage in a large cone.
-
Final Spark Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana. Active: Fire a laser towards the most enemies in a line that deals 330 / 520 / 5000 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Fae Bonus: Heals the lowest percent Health ally for 18% of ability damage dealt.
-
Sow the Seeds Passive: After every 650 / 650 / 300 damage blocked, a sapling jumps towards a nearby enemy and deals 81 / 145 / 2795 magic damage. On death, 3 / 5 / 10 saplings jump out. Active: Deal 69 / 124 / 3726 magic damage to target and restore 330 / 400 / 2000 + 10 / 10 / 100% missing Health. -
Emerald Radiance Passive: The first time Taric or his paired ally drops below 50% Health, unleash emerald energy from both of them, granting 305 / 584 / 14212 Shield to allies within 3 Hexes for 3 / 3 / 99 seconds. Active: Restore 200 / 300 / 3000 Health. Taric and his paired ally deal 100 / 150 / 1000 bonus magic damage on their next 2 attacks.
Traits (2)
-
Your team's damage, healing, and shielding attracts Pixies. Each Pixie grants Fae champions Attack Damage and Ability Power, and after they fall below 50% Health, they heal for each Pixie.
What counters Heal
Frequently asked questions
-
What counts as a "heal" in TFT, vs. omnivamp, lifesteal, or HP regen?
A heal is any effect that restores current Health to a unit, capped at its maximum Health. Omnivamp and lifesteal are separate stats that convert a portion of damage dealt back into Health — both produce healing, so both are reduced by anti-heal (Wound). Health regeneration is a periodic restore tied to a stat, not a discrete heal event, but it's still subject to anti-heal in TFT's engine. Excess healing above max HP is wasted by default — TFT does not have a generic overheal-to-shield rule.
-
How much does anti-heal (Wound / Grievous Wounds) reduce healing?
It depends on the source. The wiki's generic Grievous Wounds value is 50% reduction by default, but the in-game Wound debuff applied by this set's anti-heal items is 33%. Both apply to self-heals and to healing received, including omnivamp and lifesteal. The displayed tooltip on a specific source is the truth — designers tune each anti-heal source independently, so don't assume a single percentage applies game-wide.
-
Do multiple anti-heal sources stack?
No. Multiple Wound / Grievous Wounds applications do not add their percentages — they refresh the debuff's duration. One anti-heal item per game on the right carrier is the standard advice; doubling up is wasted slot economy unless you need the extra stats. Spreading anti-heal across a couple of carriers can extend uptime against multiple targets, but on a single target only one reduction applies at a time.
-
Does anti-heal reduce "gain Health" effects too?
No. Effects whose text reads "gain Health" or "grant flat HP" are classified as flat max-Health (or current-Health) gains, not as heals — TFT's engine treats them as a different bucket. Anti-heal only reduces effects that specifically heal current Health. This is a recurring upset: a champion whose ability description says "gain X HP" can stay tanky through Wound, while a champion whose ability "restores X HP" gets cut. Read the tooltip wording before slotting anti-heal as a counter.
-
Does Ability Power amplify healing in TFT?
Yes. In TFT, 1 Ability Power = +1% to magic damage, true damage, shielding, and healing. So a healer carrying AP items heals proportionally more — every percentage point of AP increases the heal output one-for-one. This applies to ability heals and to item-driven heals that scale with AP; flat heals printed on items (like a fixed number on death) do not benefit unless the tooltip explicitly says they scale.
-
Missing-Health heals vs. flat heals — which is better?
Missing-Health heals scale with how injured the target is: a 25%-missing-HP heal does nothing on a full-HP unit and a lot on a low-HP one, so they shine on the brink. Flat heals deliver a fixed amount regardless of state — efficient when topping off lightly damaged units, less efficient when the target is near full or already dead. Both bucket as heals for anti-heal purposes; both are capped at the target's max Health. The right pick depends on whether your frontline tends to fight at full or to hover near death.
-
Does excess healing become a shield (overheal-into-shield)?
Not as a global rule. TFT does not have a universal overheal-to-shield conversion the way summoner's-mode runes do — heals above maximum Health are wasted unless the specific source says otherwise. Some bespoke effects (set-specific augments or trait perks) have shipped with overheal-to-shield wording in past sets, but they're per-effect opt-ins, not the default.
-
Does healing carry between rounds, or does HP reset?
Surviving units reset to full Health at the start of each round, and slain units respawn at full HP the next round. In-combat healing only matters for the current round's survival — winning at 1 HP and winning at full HP look identical going into the next combat. Between-round restoration effects (specific augments or item passives that tick during the planning phase) generally do nothing on units that are already at full HP unless paired with a max-Health gain that lifts the cap.