Description
Grants the unit additional maximum HP, either flat (like +150 Health) or percentage (like +6% max Health). It comes up whenever you stack Giant's Belt items, pick health-boost augments such as Yasuo's Golden Hex or Giant and Mighty, or play Cho'Gath, whose cast permanently raises his own max Health every time he eats an enemy. For the cross-round permanent stat-stacks angle specifically, see the dedicated permanent stat-stacks page.
Listed in: Buffs
Items (95)
Refine list…
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- +20 MR
- +15% AD
- +15 AP
- +20% Omnivamp
Once per combat at 40% Health, gain a 25% max Health Shield that lasts up to 5 seconds.
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- +50 Armor
Gain 6% max health. Take 5% reduced damage from attacks. When struck by any attack, deal @1StarAoEDamage@ magic damage to all adjacent enemies. Cooldown: 2 seconds
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- +100 HP
- +20 Armor
- +20 AP
Combat Start: Gain a 25% max Health Shield for 8 seconds. When the Shield expires, gain 25% Ability Power.
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- +60 MR
Gain 6% max health. Every 2 seconds, heal 2.5% max Health.
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- +250 HP
- +20 MR
30% Sunder enemies within 2 hexes. Gain 15 Armor and Magic Resist for the first 15 seconds of combat. Sunder: Reduce Armor
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- +100 HP
- +25 Armor
- +25 MR
Gain 10 Armor and 10 Magic Resist for each enemy targeting the holder.
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- +250 HP
- +35 MR
- +15 AP
30% Shred enemies within 2 hexes. When enemies cast an Ability, deal magic damage equal to 150% of the Mana spent Shred: Reduce Magic Resist
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- +150 HP
- +20 AP
- +1 Mana Regen
Attacks and Abilities deal 1% Burn and 33% Wound to enemies for 10 seconds. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received
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- +150 HP
- +10% AS
- +15 AP
- +20% Crit
Attacks grant 2 bonus Mana, increased to 4 if they critically strike.
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- +25 Armor
- +25 MR
- +1 Mana Regen
Combat Start: Gain 20 Mana. At 40% Health, gain 15 Mana and a Shield equal to 20% max Health.
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- +45% AS
Attacks and Abilities 1% Burn and 33% Wound enemies for 5 seconds. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received
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- +300 HP
- +2 Mana Regen
Regenerate 2% of missing Health each second.
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- +250 HP
- +20 Armor
- +20% Crit
Gain 5% Durability. While above 50% Health, instead gain 15% Durability.
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- +300 HP
- +45% AD
At 60% Health, gain a Shield equal to 40% of the wearer's maximum Health that rapidly decays over 4 seconds.
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- +150 HP
- +10% AS
- +20% Crit
Critical Strikes grant 5% Damage Amp for 5 seconds, stacking up to 4 times.
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- +150 HP
- +20 Armor
Gain 8% max Health. Every 2 seconds, deal 1% Burn and 33% Wound to an enemy within 2 hexes for 10 seconds. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received
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- +150 HP
- +20% Crit
Each round: Equip 2 random items. [Consumes 3 item slots.]
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- +500 HP
Gain 18% max Health.
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- +150 HP
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- +40 MR
- +30% AD
- +30 AP
- +40% Omnivamp
Once per combat: At 40% Health, gain a 50% max Health Shield that lasts up to 5 seconds.
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- +100 Armor
Gain 12% max health. Take 10% reduced damage from attacks. When struck by any attack, deal @1StarAoEDamage@ magic damage to all adjacent enemies. Cooldown: 2 seconds
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- +200 HP
- +40 Armor
- +40 AP
Combat Start: Gain a 50% max Health Shield for 8 seconds. When the Shield expires, gain 50% Ability Power.
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- +120 MR
Gain 28% max health. Every 2 seconds, heal 5% max Health.
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- +500 HP
- +40 MR
30% Sunder enemies within 3 hexes. Gain 50 Armor and Magic Resist for the first 20 seconds of combat. Sunder: Reduce Armor
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- +300 HP
- +50 Armor
- +50 MR
Gain 20 Armor and 20 Magic Resist for each enemy targeting the holder.
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- +500 HP
- +70 MR
- +30 AP
30% Shred enemies within 2 hexes. When enemies cast an Ability, deal magic damage equal to 300% of the Mana spent. [Direct damage item] Shred: Reduce Magic Resist
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- +300 HP
- +35 AP
- +2 Mana Regen
Attacks and Abilities deal 2% Burn and 33% Wound to enemies for 10 seconds. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received
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- +300 HP
- +20% AS
- +30 AP
- +40% Crit
Attacks grant 4 bonus Mana, increased to 6 if they critically strike.
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- +50 Armor
- +50 MR
- +2 Mana Regen
Combat Start: Gain 40 Mana. At 40% Health, gain 30 Mana and a Shield equal to 50% max Health.
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- +80% AS
Attacks and Abilities 2% Burn and 33% Wound enemies for 5 seconds. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received
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- +700 HP
- +4 Mana Regen
Regenerate 4% of missing Health each second.
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- +600 HP
- +40 Armor
- +40% Crit
Gain 10% durability. While above 50% Health, instead gain 30% Durability.
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- +600 HP
- +90% AD
At 60% Health, gain a Shield equal to 80% of the wearer's maximum Health that rapidly decays over 6 seconds.
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- +300 HP
- +20% AS
- +40% Crit
Critical Strikes grant 10% Damage Amp for 5 seconds, stacking up to 4 times.
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- +300 HP
- +40 Armor
Gain 16% max Health. Every 2 seconds, deal 2% Burn and 33% Wound to an enemy within 2 hexes for 10 seconds. Burn: Deals a percent of the target's max Health as true damage every second Wound: reduces healing received
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- +150 HP
- +20% Crit
Each round: Equip 2 random Radiant items. [Consumes 3 item slots.]
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- +1200 HP
Gain 36% max Health.
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- +400 HP
- +50 Armor
Every 2.5 seconds, steal 3 Armor from enemies within 1-hex and heal 15%–50% (by Stage) 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.
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- +400 HP
- +70 MR
Every 2.5 seconds, steal 3 Magic Resist from enemies within 1 hex and deal 15%–50% (by Stage) of the holder's Magic Resist as magic damage. If Aegis of Dawn is also equipped, trigger this item's effect every 1.25 seconds instead. Damage increases based on Stage.
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- +200 HP
- +30% Crit
Each round: Equip 2 random Ornn Artifacts. [Consumes 3 item slots.]
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- +30 AP
- +2 Mana Regen
Combat start: Blast the current target for 40% of their max Health as magic damage. Repeat this every 13 seconds.
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- +200 HP
- +25 AP
Once per combat: At 50% Health, become invulnerable for 1.5 seconds and grant 1 gold.
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- +200 HP
- +20 Armor
Enemies who damage the holder are 20% Chilled for 1.5 seconds. After 7 Chills from this item, the attacker is Stunned instead (Cooldown: 15 seconds). [Unique - only 1 per champion] Chill: reduce Attack Speed Stun: cannot move, attack, or cast Abilities
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- +200 HP
- +25 Armor
- +25 MR
Shields have 50% of their value converted to max Health instead.
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- +35% AD
- +20% Crit
Attacks and Abilities execute enemies below 12% of their maximum Health. Executions have a 33% chance to drop 1 gold. [Unique - only 1 per champion]
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- +150 HP
- +20% AD
- +20% Omnivamp
Attacks deal 3% of the holder's max Health as bonus physical damage. For every 1% missing Health, gain 1% Attack Speed.
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- +300 HP
- +30 Armor
- +30 MR
- +30% AD
- +30% AS
- +30 AP
Tons of EVERYTHING!
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- +150 HP
- +2 Mana Regen
The holder gains 1% of their total Mana whenever they're hit by an attack. Each cast restores 20% of the holder's max Health over 3 seconds.
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- +100 HP
- +10 Armor
- +10 MR
- +10% AD
- +10% AS
- +10 AP
Share 15% of the holder's bonus Attack Damage, Ability Power, Attack Speed, Armor, Magic Resist, and Health with other Mirrored Persona holders. Can't be Reforged Unique: one per champion
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- +150 HP
Combat start: The holder and allies within 2 hexes in the same row gain a 250 Shield, 20 Armor, and 20 Magic Resist for 20 seconds. [Support item]
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- +200 HP
- +2 Mana Regen
Increase healing on the holder by 25%. When the holder gives or receives a heal, grant 40% of the heals value to the lowest health ally as well.
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- +100 HP
- +10 Armor
- +10 MR
- +10% AD
- +10% AS
- +10 AP
Every 6 player combats gain a lesser copy of Mirrored Persona ( /6). Share 15% of the holder's bonus Attack Damage, Ability Power, Attack Speed, Armor, Magic Resist, and Health with other Mirrored Persona holders. Can't be Reforged, Lesser copies do not produce copies. Unique: one per champion
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- +300 HP
Grants 1 Armor, 1 Magic Resist, and 5 Health when taking damage, stacking up to 35 times. At full stacks, grant 1 gold and continue gaining 1 gold every 11 seconds. [Unique - only 1 per champion]
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- +300 HP
- +35% AD
- +45% Crit
After killing a target, shed negative effects and dash to the farthest target within 4 hexes. The next 2 critical attacks deal 50% bonus Critical Strike Damage.
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- +10 Armor
- +10 MR
- +10% AS
Spawn a clone that copies the holder's items. The clone has 60% max Health and deals 40% damage. [Unique - only 1 per champion]
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- +100 HP
The first 2 times the holder drops below 50% Health, a Miracle occurs, healing them for 20% of their max Health. If the holder survives player combat, gain 1 player Health for each Miracle this combat.
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- +300 HP
- +40% AD
- +20% Crit
Combat start: Teleport the holder to the mirrored hex on the enemy's side of the board. After 8 seconds, the holder returns to their original location.
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- +100 HP
- +15% AS
Once per combat at 60% Health, the holder splits into 3 copies of themself each with 33% of their max Health. [Unique - only 1 per champion]
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- +450 HP
- +20% AD
- +20 AP
- +120% Damage Amp
After 22 seconds gain 100% max Health and 120% Damage Amp for the rest of combat.
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- +500 HP
- +20 Armor
- +20 MR
The holder's Move Speed is drastically reduced. Gain 15% max Health, stun immunity, and pull the current target into melee range.
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- +400 HP
- +35 Armor
- +35 MR
After 6 seconds of combat, pull the leftmost benched unit onto the battlefield. While that unit lives, 20% of all damage the holder would take is redirected to them. Traits of champions flung onto the board do not become active
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- +300 HP
- +20% AD
- +20% AS
Attacks deal 4% of the holder's max Health plus 6% of their Attack Damage as bonus physical damage to the target and adjacent enemies.
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- +350 HP
- +40 Armor
Whenever a Shield on the holder breaks, 150% of that Shield's initial value is dealt to the nearest enemy as magic damage.
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- +300 HP
Combat start: Store 30% max Health and 2.5% more every second. On death, unleash the stored Health as magic damage split between enemies within 4-hexes. [Unique - only 1 per champion]
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- +400 HP
- +20 Armor
- +20 MR
- +25% AS
Attacks deal 30–100 (by Stage) bonus magic damage. Heals the holder for 30% of all magic damage dealt. Damage increases based on Stage.
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- +150 HP
- +10% AD
When combat begins, the holder reduces the Attack Speed of all allies within 1 hexes in the same row by 20%. The holder then gains 60% Attack Speed for each affected ally.
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- +250 HP
The holder gains the Anima trait.
After losing a player combat, gain 20 Tech, plus additional Tech equal to 5 times the length of your loss streak. Additionally, gain 2 Tech per Anima takedown. Each time Animas get 100 Tech, they prototype new Anima Weapons. You can take them, or save your Tech to get more powerful weapons next time. Gain 85% Tech from losing if your partner wins a combat in Double Up.
- 3
- Start Researching!
- 6
- After each player combat, gain loot!
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- +250 HP
The holder gains the Brawler trait. Attacks deals 3% of the holder's max health as magic damage.
Your team gains 5% Health. Brawlers gain more.
- 2
- +25% maximum Health
- 4
- +45% maximum Health
- 6
- +65% maximum Health
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- +30% AS
The holder gains the Challenger trait. On takedown, the holder's next 3 attacks each heal for 5% of max health.
Your team gains 10% Attack Speed. Challengers gain bonus Attack Speed. When their target dies, Challengers dash to a new target and increase their Attack Speed bonus by 50% for 2.5 seconds.
- 2
- 15%
- 3
- 28%
- 4
- 42%
- 5
- 55%
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- +200 HP
- +20% Crit
The holder gains the N.O.V.A. trait. N.O.V.A. Strike: Gain 25% Attack Speed and 10 Armor and Magic Resist. Other allies gain 10% Attack Speed and 10 Armor and Magic Resist.
Aatrox: Ally Damage 30% Shred and Sunders enemies Caitlyn: Grant allies 20% Attack Speed Akali: Allies gain Precision Maokai: Allies heal 12% max Health Kindred: Shield the strongest Tank for 800 Emblem: Allies deal 10% stacking bonus true damage
- 2
- 6 seconds into combat, N.O.V.A. grant a power surge to allies based on champions.
- 5
- Gain a Striker selector. The chosen N.O.V.A. activates their Strike during the power surge.
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- +450 HP
The holder gains the Primordian trait.
8% of damage taken contributes to damage dealt.
- 2
- Dealing damage spawns Swarmlings based on unique Primordian star level.
- 3
- Spawn 45% more Swarmlings! After each player combat, gain a random 1 or 2-cost champion.
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- +300 HP
- +20% AD
- +20% AS
- +20 AP
The holder gains the Psionic trait.
Gain Psionic items that can be equipped to any ally.
- 2
- Activates at higher tier.
- 4
- —
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- +200 HP
The holder gains the Space Groove trait. On cast, the holder enters The Groove for 2.5 seconds. Can only occur once every 4 seconds.
The Groove: ,
- The Groove
- ,
- 1
- Activates at higher tier.
- 3
- All Groovians start combat in The Groove for 4 seconds.
- 5
- Each second spent in The Groove grants 5% stacking Attack Damage and Ability Power.
- 7
- Increase these effects by 10%!
- 10
- All Groovians start combat in The Groove for 60 seconds.
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- +200 HP
- +15% AS
The holder gains the Timebreaker trait.
- 2
- Allies gain 15% Attack Speed.
- 3
- AND When you lose, gain free rerolls. When you win, store XP in a Temporal Core (scales with stage).
- 4
- AND Timebreakers gain an additional 50% Attack Speed
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- +100 HP
Combat start: Gain a 15% max Health shield.
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- +550 HP
- +30 Armor
- +30 MR
The first time you fall below 90%, 60%, 40%, and 20% health, gain a 20% max health shield for 4 seconds. When this happens, release a frost nova that stuns enemies within 2 hexes for 2 seconds and deals magic damage equal to 15% of their max Health. The radius increases by 1 each nova. Recommended Roles: Attack or Magic Tank
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- +40% AD
- +45 AP
- +5 Mana Regen
For every 15 mana spent, fire a projectile at a nearby enemy dealing ? + 50% of the holder's Ability Power magic damage, and applying 1% Burn and 33% Wound to enemies for 10 seconds. Each projectile leaves a lingering field that deals ? magic damage to enemies each second. Damage increases based on Stage. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received Recommended Roles: Magic Caster
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- +250 HP
- +30 Armor
- +30 MR
The first time you fall below 70% and 35% health, gain a 25% max health shield for 4 seconds and release a frost nova that stuns enemies within 3 hexes for 2 seconds. Recommended Roles: Attack or Magic Tank
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- +400 HP
- +40 Armor
- +40 MR
Every 15% max health lost, fire crescent projectiles in 3 lines dealing physical damage equal to 50% of the holder's Armor and Magic Resist. Steal 10 Armor and Magic Resist from all enemies hit. Recommended Roles: Attack or Magic Tank
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- +200 HP
- +30 Armor
- +30 MR
Every 15% max health lost, fire crescent projectiles in a line dealing physical damage equal to 50% of the holder's Armor and Magic Resist. Steal 4 Armor and Magic Resist from all enemies hit. Recommended Roles: Attack or Magic Tank
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- +10000 HP
- +100 Armor
- +100 MR
- +100% AD
- +100% AS
- +100 AP
- +75% Crit
- +100% Omnivamp
- +10 Mana Regen
The pinnacle of Anima technology.
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- +400 HP
Gain 20% max health. Every second, deal magic damage in a 1-hex radius equal to 3% of the holder's max Health. Radius increases every 6 seconds. Recommended Roles: Attack or Magic Tank
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- +15% AD
- +45 AP
- +4 Mana Regen
For every 20 mana spent, fire a projectile at a nearby enemy, dealing ? + 75% of the holder's Ability Power magic damage and applying 1% Burn and 33% Wound to enemies for 3 seconds. Damage increases based on Stage. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received Recommended Role: Magic Caster
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- +800 HP
Gain 18% max Health. Every second, deal magic damage in a 2 hex radius equal to 5% of the holder's max Health, and gain max Health equal to 20% of damage dealt. Radius increases every 6 seconds. Recommended Roles: Attack or Magic Tank
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- +150 HP
Every 5 seconds, summon a tentacle that slams down on the target, dealing ? physical damage and healing the holder for 12% max health. Illaoi Bonus: If this item is equipped on Illaoi, an additional tentacle slams targets drained by her ability at 45% effectiveness. Damage increases based on Stage.
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- +550 HP
Gain 5% max Health and deploy 3 Life Orbs. Every 8 seconds of combat, one drops restoring 18% of the holder's missing Health. At (4): If the holder is Psionic, they gain 22% increased healing from all sources. Recommended user: Gragas.
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- +250 HP
Gain 5% max Health and deploy 3 Life Orbs. Every 8 seconds of combat, one drops restoring 18% of the holder's missing Health. Recommended user: Gragas.
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- +300 HP
Every 4 attacks and every 12 times being attacked, zap the 3 nearest enemies, dealing 7.5% of enemy Health as magic damage. Recommended users: Gragas and Master Yi.
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- +200 HP
Every 4 attacks and every 8 times being attacked, zap the 3 nearest enemies, dealing 7% of enemy Health as magic damage. Recommended users: Gragas and Master Yi.
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- +20% AD
- +30% AS
- +20 AP
When the holder damages each enemy for the first time each combat, gain: Attack Champions: 9% Attack Damage Magic Champions: 7% Ability Power At (4): If the holder is Psionic, they heal 20% of their max Health whenever their target dies. Recommended users: Pyke and Master Yi
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At 40% Health, gain a 50% max Health shield that decays over 2.5 seconds.
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At 40% Health, gain a 75% max Health shield that decays over 4 seconds.
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Restore 3% max Health each second.
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Gain 25% max Health and size.
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Combat Start: Unleash a shockwave forward that deals 15% of Graves' max Health as magic damage and stun enemies hit for 2 seconds.
Augments (26)
Refine list…
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Belt Overflow Prismatic Gain 4 Giant's Belts. Your Giant's Belts grant +85 bonus Health.
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Giant and Mighty Prismatic Your team becomes large, gaining 200 Health and 10% max Health.
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Sweet Treats Prismatic Gain an Artifact anvil. Your team gains 16 Health for each item equipped on champions. Magic N' Mayhem Tactician's Crown, 2024
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Trifecta II Prismatic Gain 3 3-cost champions. Allies gain 5% Attack Speed. Combat Start: 3 random 3-cost champions gain 300 Health and 25% Attack Speed.
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Upward Mobility Prismatic Buying XP costs 1 less. Gain 2 Health and 1 free rerolls whenever you level up.
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Blood Price Gold Gain 25 Tactician Health. Your rightmost shop slot costs Tactician Health instead of gold.
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Care Package Gold Now and at the start of the next 2 Stages, receive a care package with loot and 1 gold.
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Heart of Steel Gold Gain a Steadfast Heart. Every 10 seconds of combat its holder survives, Steadfast Heart gains additional 16 permanent max Health.
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Kayle's Boon Gold For each unique completed item on your team, your team gains 10 Health, 1% Attack Damage, and 1% Ability Power.
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Late Game Scaling Gold Gain 2 XP at the start of player combat rounds. Your 5-cost champions gain 12% Health and 12% Attack Speed. Cyber City Tactician's Crown, 2025
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Legion of Threes Gold Gain a random Emblem. Your 3-cost champions and all allies equipped with an Emblem gain 150 Health and 12% Attack Speed. Reckoning Championship, 2021
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Your 4-cost champions and Jhin gain 144 Health and 14% Attack Speed. Gain a Jhin.
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Misfits Gold Your team gains 55 Health for each active Unique trait. Gain a Rhaast and a Miss Fortune. Unique traits belong to 1 champion and are shown in orange.
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Side Effects Gold When an ally is healed, they deal 50% of the healing to their target as magic damage. Every 5 seconds, allies heal for 4% of their max Health.
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Solo Plate Gold Gain a Gargoyle Stoneplate. Combat start: Allies holding Gargoyle Stoneplate gain 17% max Health if they're the only one in their row.
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The Golden Dragon Gold Gain a Mogul's Mail. Champions holding Mogul's Mail take up 2 team slots but gain 700 Health and 20% Durability. Mogul's Mail gives gold as well as combat power. Dragonlands Championship, 2022
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Timestream Gold Your team gains 100 Health. Timebreakers gain 7 Health and 0.3% Attack Speed every time you reroll (including free rerolls). Gain an Ezreal and a Pantheon.
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Trifecta I Gold Gain 2 3-cost champions. Combat Start: 3 random 3-cost champions gain 220 Health and 20% Attack Speed.
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Two Tanky Gold When you field exactly 2 copies of a champion, they both gain 400 Health. When one copy dies, the other gains a 35% max Health Shield for 12 seconds. When you 3-star, gain a 2-star copy.
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Varus's Boon Gold Your team gains 15 health for each total star level in your army, and your 5 cost odds increase by 2%.
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Boxing Lessons Silver Your team gains 30 Health for each ally that starts combat in the front row.
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Find Your Center Silver Your champion that starts combat in the center of the front row gains 15% Damage Amp and 25% max Health.
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Size Matters Silver Gain a Giant's Belt. After a champion starts combat with more than 3600 max Health, gain a Warmog's Armor.
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The Tower Silver Gain a giant Training Dummy with increased Health (increases with Stage). Every 4 seconds, it zaps the 3 nearest enemies dealing 5% max Health true damage.
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Twin Guardians Silver If you have exactly 2 allies in your first row, grant them 100 bonus Health, 35 Armor, and 35 Magic Resist.
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Yasuo's Golden Hex Silver Paint a Golden Hex. The unit in the hex gains 250 health, 25% attack speed, and drops 1 gold on kill.
Champions (11)
Refine list…
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Accretion Deal magic damage to the lowest Health enemy in range and permanently gain 12 / 18 / 33 maximum Health. If this kills them, permanently gain 30 / 40 / 70 maximum Health instead.
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Groovin' Susan Transform for 6 seconds, temporarily gaining 300 / 400 / 600 max Health, entering The Groove, and dealing 30.02 / 45.02 / 70.02 magic damage to adjacent enemies each second.
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Upheaval Heal , then briefly knock up adjacent enemies and deal 80 / 120 / 180 magic damage. -
Chemical Rage Heal over 2 seconds. Then, deal magic damage to target and enemies adjacent to them and 30% Chill them for 2 seconds.
- Slow
- Slow: Reduce Attack Speed
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Meep Impact Heal Health over 3 seconds. Slam the target, dealing 160 / 240 / 360 magic damage and knocking up for 1.5 / 1.75 / 2 seconds. The impact creates meepwaves that deal 50% of these effects in the target's row. Meep Bonus: Meeps water Meepsie's flower, increasing all incoming Healing and Shielding by ? .
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Advanced Defences Gain 275 / 300 / 500 Shield and 15% Durability for 4 seconds. Over the duration, deal physical damage each second to enemies in a cone.
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Grasp of Convergence Passive: Gain 50% more max Health from all sources. Active: Converge an X-shape of vines on the target, dealing magic damage to each enemy hit and Stunning them for 1.5 / 1.5 / 1.75 seconds. N.O.V.A. Strike: Send forth a wave of dragons that stun all enemies for 1.5 / 1.5 / 1.75 seconds. For the rest of combat, Maokai's attacks deal bonus physical damage.
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Dark Form Transform for 3 seconds, gaining 600 / 700 / 2500 Health and tethering to nearby champions. Over the duration, deal 100 / 150 / 3000 magic damage to the closest 3 enemies and restore health to the closest 2 injured allies.
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Tounge Lash Passive: Once per combat after dropping below 35% Health, gain Shield for 4 seconds equal to 40% of healing received this combat. Active: Heal 300 / 360 / 1500 , then tongue lash all enemies within two hexes dealing 45 / 60 / 1500 magic damage. -
Reality Tear Passive: On cast, attacks gain stacking bonus magic damage. Starting from the third cast, gain true damage instead. Active: Gain 200 / 250 / 3456 Shield for 3 seconds, then slice open a rift on the largest group of champions dealing the Passive's bonus damage to all enemies within. Enemies have their Attack Speed slowed by 50 / 50 / 99% while allies within gain 80 / 80 / 999% Attack Speed, both rapidly decaying over 3 seconds. Shen always gains his rift's full bonus for this duration.
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Quantum Clone Create a clone behind the target with 33 / 45 / 45% reduced max Health and 30 increased Mana cost. The clone inherits its creator's items, stats, and current Health, and can cast Quantum Clone.
Traits (14)
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Your team gains 5% Health. Brawlers gain more.
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Summon a placeable relic. At the start of combat, it grants adjacent allies a 10% max Health shield and 10% Attack Speed.
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Your team gains 5% Omnivamp. Marauders gain more Omnivamp, Attack Damage, and their Omnivamp overhealing is converted into Shield (up to 25% max Health.)
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Meeple attract Meeps that empower Meeple abilities in meepy ways. They also gain bonus Health. Cloning time = Champion cost
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Aatrox: Ally Damage 30% Shred and Sunders enemies Caitlyn: Grant allies 20% Attack Speed Akali: Allies gain Precision Maokai: Allies heal 12% max Health Kindred: Shield the strongest Tank for 800 Emblem: Allies deal 10% stacking bonus true damage
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Once per combat, after falling below 45% percent Health, become untargetable and repair 15% max Health per second. Upon reaching full Health, or when no other allies remain, return to combat. If fully healed, for the rest of combat Blitzcrank is in The Groove and Party Crasher's passive fires bolts four times as fast.
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The Groove: ,
- The Groove
- ,
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Stargazers chart a different constellation every game. This game: The Huntress. Combat Start: Mark the highest Health enemies. Allies in empowered hexes gain 15% Attack Speed. Stargazers in empowered hexes gain more and heal for 15% of their max Health when a marked enemy dies. More hexes reveal at each player level
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Stargazers chart a different constellation every game. This game: The Boar. Gain gold after winning player combat. Allies in empowered hexes gain 8% Health, Attack Damage, and Ability Power. Stargazers gain more. More hexes reveal at each player level
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Stargazers chart a different constellation every game. This game: The Mountain Every 5 player combats, gain a Stargazer Emblem. Stargazers in empowered hexes gain various bonuses. More hexes reveal at each player level
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Stargazers chart a different constellation every game. This game: The Altar. More hexes reveal at each player level
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Stargazers chart a different constellation every game. This game: The Fountain. Allies in empowered hexes heal 1% max Health every 2 seconds. Stargazers in empowered hexes heal an additional 3% and gain stacking Attack Damage and Ability Power every 2 seconds. More hexes reveal at each player level
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Vanguards gain 5% Durability while Shielded. Combat start and 50% Health: Gain a max Health Shield for 10 seconds.
Frequently asked questions
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What's the difference between max Health, base Health, and bonus Health?
Base Health is what a unit has at each star level (the value the game uses for further calculations). Bonus Health is any flat Health added by items, traits, augments, or abilities — it folds into the base value. Max Health is base + flat bonuses, with any %-Health amplifiers then applied on top. Crucially, multiple %-Health amplifiers in TFT stack additively against the same base+flat value — they do not compound on each other.
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If something gives +max Health mid-combat, does it also heal current Health?
Yes. TFT inherits League's engine rule: a maximum-Health increase also raises current Health by the same amount — whether the gain comes from an item or trait applied at combat start, an augment that ticks +max Health every few seconds, or a permanent per-cast stack. Ceiling and current rise together. The reverse isn't symmetric: a max-Health decrease only lowers current Health if it would otherwise exceed the new max. The one nuance: flat 'gain Health' effects aren't classified as heals, so anti-heal (Grievous Wounds) doesn't reduce them.
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Do percent-Health bonuses stack additively or multiplicatively?
Additively, against the same base. Two `+20%` Health sources give `+40% of (base + flat bonuses)`, not `+44%`. HP amplifiers don't compound with each other — every amplifier reads the same combined base+flat value and the percentages sum. This is why layering flat bonus Health is usually stronger than stacking percent multipliers: each flat source increases the value every amplifier then reads from. The only exception class is champion abilities that scale damage off max Health and create a feedback loop; Riot patches those out per-champion when they appear.
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Does stacking max Health help or hurt against percent-Health true damage (Burn)?
Burn deals a percentage of the target's max Health as true damage every second — so the more max HP you have, the more raw HP each tick removes. Time-to-kill from burn alone is roughly constant regardless of HP scale. Multiple burn sources don't add together; the highest-percentage burn refreshes and overrides any weaker one. True damage ignores Armor and Magic Resist, but normal shields still absorb it. Stacking max HP still helps against physical and magic damage (where Armor/MR multiply HP into EHP); burn just neutralizes the percentage portion.
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Should I prioritize max Health or Armor/MR on my frontline?
Both, multiplicatively. Effective HP against a damage type equals max HP × (1 + Armor/100) for physical, or × (1 + MR/100) for magic. Each 100 Armor doubles your physical EHP relative to HP alone — and there are no diminishing returns on Armor or MR in EHP terms; every point adds the same EHP. Stacking only one defense leaves the other type fully exposed, so layering some HP plus matched Armor and MR beats going all-in on one stat. Armor/MR shred and reduction (Sunder/Shred) cut that multiplier; true damage bypasses it.
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Can max-Health gains carry across rounds, or do they reset?
Most max-HP sources (items, traits, augments) are recomputed each round from the unit's current loadout — they follow the unit's items, not the hex. A smaller class of effects whose text reads "permanently gain max Health" stacks across rounds on that specific unit copy, and only accrues while the unit is on the board fighting. Community-observed behavior on the trickier edges: permanent stacks carry through star-ups onto the promoted copy, board rearrangement does not affect them, and selling the unit resets its stacks (a fresh shop copy starts at zero). Riot has not documented these edges in patch notes — they're consensus from creator content and replays. See the permanent effects page for the current set's catalog of entities with this pattern.
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Do shields count as max Health for any scaling?
No. A shield is a separate pool layered above HP — it absorbs incoming damage first but never enters the unit's max-Health value. Anything that scales with %-max-Health (heals, percent-HP damage, percent-HP execute thresholds) reads only the unit's actual max HP. Execute checks compare against current HP, not HP plus shield. Shields do absorb burn ticks (true damage) until the shield is consumed, even though true damage ignores Armor and MR — true damage and shields are independent rules.
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What's the difference between unit max Health and player (tactician) Health?
Unit max Health is the HP pool of an individual board unit — at 0 it dies for that round, and at the start of the next round all units reset to full HP. Tactician (player) Health is your lobby life total: in standard mode you start at 100 and lose Health when you lose a PvP round. The current formula (since patch 14.8) is a stage-based base damage plus 1 Health per surviving enemy unit — earlier sets used star-level multipliers, but those were removed. Unit-HP buffs and player-HP effects live in separate stat pools.