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 Giant and Mighty, or run the Old Growth trait, which permanently raises your strongest Old Growth champion's max Health every time an enemy dies near it. For the cross-round permanent stat-stacks angle specifically, see the dedicated permanent stat-stacks page.
Listed in: Buffs
Items (54)
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 100 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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- +300 HP
- +8% Durability
- +2 Mana Regen
Regenerate 2% of missing Health each second.
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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
- +10% Damage Amp
- +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 200 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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- +400 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. 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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- +700 HP
- +15% Durability
- +4 Mana Regen
Regenerate 4% of missing Health each second.
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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
- +20% Damage Amp
- +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 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.
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- +400 HP
- +70 MR
Every 2.5 seconds, steal 3 Magic Resist from enemies within 1-hex and deal 18% 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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- +400 HP
- +2 Mana Regen
Shields have 40% of their value converted to max Health instead.
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- +400 HP
- +20% Omnivamp
Attacks deal 3% of the holder's max Health as bonus physical damage. For every 1% missing Health, gain 1.5% Attack Speed.
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- +250 HP
- +20 Armor
- +20 MR
- +2 Mana Regen
Stunning an enemy causes lightning to strike them, dealing 30% of their max Health as magic damage.
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- +300 HP
- +30 Armor
- +30 MR
- +30% AD
- +30% AS
- +30% AP
Tons of EVERYTHING!
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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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- +450 HP
- +20% AD
- +20% AP
After 22 seconds gain 100% max Health, 12 Mana Regen, 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, Unstoppable, and pull the current target into melee range.
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- +300 HP
- +20% AD
- +20% AS
Attacks deal 2% of the holder's max Health plus 4% of their Attack Damage as bonus physical damage to the target and adjacent enemies.
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- +300 HP
- +10% Durability
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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- +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.
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- +250 HP
- +15% AD
- +15% AP
The holder gains the Blackthorn trait.
The ally on the Blackthorn hex is sacrificed before combat, granting your champions Health. Blackthorn champions gain additional stats based on the sacrifice's Role, Star Level, and Cost.
- 2
- 175
- 4
- 300 ; Bonus is 30% stronger
- 6
- 550 ; Bonus is 60% stronger
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- +250 HP
- +10% AD
- +10% AP
The holder gains the Blossom trait.
After combat, your Wisps are empowered. Blossom champions gain Attack Damage, Ability Power, and 10% max Health.
- 3
- Wisps are upgraded, 12%
- 5
- Wisps are in every shop, 30%
- 7
- Gain 4 gold after buying a Wisp, 40%
- 9
- You can buy 2 Wisps per round, 45%
- 11
- Wisps overflow with power, 100%
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- +250 HP
The holder gains the Brawler trait. Attacks deal 2% of the holder's max Health as magic damage.
Your team gains 120 max Health. Brawlers gain more.
- 2
- 25%
- 4
- 40%
- 6
- 65%
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- +150 HP
The holder gains the Coven trait.
Gather Essence by killing champions, plus more by losing player combat. Beginning at 40 Essence, choose to convert Essence to rewards or continue gathering Essence. Each reward requires increasing amounts of Essence.
- 3
- 2 Essence per kill, 18 Essence per loss
- 4
- 2 per kill, 25 per loss
- 5
- 3 per kill, 32 per loss
- 7
- 10 per kill, 60 per loss
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- +250 HP
- +15% AD
- +15% AP
The holder gains the Fae trait.
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.
- 2
- 5% and 2% Heal.
- 4
- 8% and 4% Heal. After attracting 7 Pixies, start attracting Golden Pixies instead which grant gold.
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- +250 HP
- +2 Mana Regen
The holder gains the Flora Fatalis trait.
- 1
- 10 Mana
- 2
- and grant a 8% max Health heal to the lowest Health ally.
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- +250 HP
- +2 Mana Regen
The holder gains the Flora Fatalis trait. They gain double benefits from Flora Fatalis.
- 1
- 10 Mana
- 2
- and grant a 8% max Health heal to the lowest Health ally.
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- +350 HP
The holder gains the Juggernaut trait. Gain 15 mana whenever a Juggernaut dies.
Your team gains Durability. Juggernauts gain more.
- 2
- 4% Durability or 20% Durability
- 4
- 6% Durability or 30% Durability
- 6
- 8% Durability or 40% Durability
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- +250 HP
- +25% AS
- +20% Crit
The holder gains the Primal trait.
Choose one of four Primal Blessings.
- 2
- —
- 4
- —
Augments (32)
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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Comeback Story Prismatic Your team gains 4 Health and 0.4% Attack Speed per missing player Health.
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Flexible Prismatic Gain 1 random Emblem. At the start of every Stage, gain a random Emblem. Your team gains 30 Health for each Emblem they are holding.
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Forged In Strength Prismatic Gain 1 random Artifact. When you drop below 35 Health, gain 1 more random Artifact, 1 random completed item, and 2 random component. Remix Rumble Championship, 2023
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Giant and Mighty Prismatic Your team becomes large, gaining 200 Health and 10% max Health.
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Investment Strategy II Prismatic Your champions gain 8 permanent max health per interest you earn. Your max interest is increased by 2. Gain 8 gold now.
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Sweet Treats Prismatic Gain an Artifact anvil. Your team gains 16 Health for each item equipped on champions.
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TONS of Stats! Prismatic Your team gains 88 Health, 8% Attack Damage, 8% Ability Power, 8 Armor, 8 Magic Resist, 8% Attack Speed, and 8 Mana.
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Chosen of the Sun Gold Gain a Leona, a Kayle, and a Sejuani. Leona gains 60 permanent max Health each round, increased by 10 for each unique 3-star champion fielded.
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Cooking Pot Gold At the start of each turn, all allies holding a Frying Pan or Spatula item grant the nearest champion 60 permanent Health. Gain a Frying Pan.
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Coven Acolyte Gold When you choose to continue gathering Coven essence, heal 2 Tactician health. Gain a Camille, an Elise, and a Caitlyn.
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Cybernetic Implants Gold Your champions holding an item gain 100 Health and 15% Attack Damage. Gain a B.F. Sword.
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Cybernetic Uplink Gold Your champions holding an item gain 100 Health and 2 Mana Regen. Gain a Tear of the Goddess.
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FOURcing Gold Gain a random 4-cost champion. For each item equipped to that champion, your team gains 120 health.
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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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Your champions gain 8 permanent max health per interest you earn. Gain 4 gold now.
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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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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.
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Promised Protection Gold Gain a Protector's Vow. Protector's Vow grants its holder 20% additional Mana from all sources and 200 max Health.
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Solo Plate Gold Gain a Gargoyle Stoneplate. Allies holding Gargoyle Stoneplate gain 17% max Health if they start combat alone in their row.
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Sun and Moon Gold Your Lunar champions gain 100 Health and 8% Damage Amp for each unique Solar champion fielded. Gain a Leona, a Kayle, and a Diana.
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Sun and Moon+ Gold Your Lunar champions gain 100 Health and 8% Damage Amp for each unique Solar champion fielded. Gain a Leona, a Kayle, and an Aphelios.
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The Golden Dragon Gold Gain a Mogul's Mail. Champions holding Mogul's Mail take up +1 team slot but gain 700 Health and 20% Durability. Mogul's Mail gives gold as well as combat power. Dragonlands Championship, 2022
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Tons of Stats! Gold Your team gains 44 Health, 4% Attack Damage, 4% Ability Power, 4 Armor, 4 Magic Resist, 4% Attack Speed, and 4 Mana.
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Boxing Lessons Silver Your team gains 30 Health for each champion 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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Residual Magic Silver Your team gains 60 Health. Each time you purchase a Wisp, increase this by 10.
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Residual Magic + Silver Your team gains 75 Health. Each time you purchase a Wisp, increase this by 10.
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Residual Magic ++ Silver Your team gains 90 Health. Each time you purchase a Wisp, increase this by 10.
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The Tower Silver Gain a giant Training Dummy. 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 Health, 35 Armor, and 35 Magic Resist.
Champions (18)
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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.
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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. -
Primordial Burst Launch a giant blast at the target that deals 175 / 265 / 395 magic damage, increased to 265 / 400 / 595 if they're below 30% max Health. If they die, permanently gain 1.5% Ability Power.
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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.
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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.
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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.
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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.
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Sun's Wrath Gain 315 / 412 / 567 Shield for 4 seconds. Then cleave in a cone, dealing 90 / 135 / 205 magic damage and strike in a line, dealing 120 / 180 / 270 magic damage to enemies hit.
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Raining Artillery Adaptor : Launch acid at the target and the other nearest enemy, dealing 165 / 250 / 425 physical damage. Enemies below 50% max Health take 231 / 350 / 595 physical damage instead. Adaptor: Damages enemies over time.
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Rock and Roll Passive: On death, split into two Kruglettes with 182 / 338 / 608 Health which immediately taunt, forcing enemies to attack them. Active: Gain 175 / 225 / 325 max Health, then roll into the target, dealing 223 / 358 / 620 damage. Slate Buff: On death, Krug and Kruglettes Shield allies for 8% max Health.
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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.
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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.
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Azure Shockwave Gain 530 / 734 / 2421 Shield for 4 seconds. Slam the ground, sending a fissure in the direction of the most enemies. Enemies hit are briefly knocked up, take 100 / 150 / 3500 magic damage, and are Mana Reaved for 10. Blue Buff: Each time Sentinel casts, allies gain 2 Mana Regen. Mana Reave: Increase the Mana cost of the next Ability cast.
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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.
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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%). Elderwood Bonus: Casts grant all allies 2.5% increased max Health for the rest of combat.
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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 (8)
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The ally on the Blackthorn hex is sacrificed before combat, granting your champions Health. Blackthorn champions gain additional stats based on the sacrifice's Role, Star Level, and Cost.
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After combat, your Wisps are empowered. Blossom champions gain Attack Damage, Ability Power, and 10% max Health.
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Your team gains 120 max Health. Brawlers gain more.
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Whenever an enemy within 3 hexes dies, your strongest Old Growth champion gains 30 permanent max Health.
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Your champions gain a 5% max Health shield and deal 7% bonus magic damage. Gain additional bonuses for each unique 3-star champion: 1 : Increase shield and magic damage by 1.5% for each 3-star. 3 : 18% and 15 5 : Convert 50% of the bonus magic damage to true damage. 8 : Every 4 seconds of combat, a 3-star champion ascends to 4-star.
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Gain the Big Furry Friend. Drop a Sprykin on the BFF to pick its Rider.
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At Combat Start and after dropping below 50% Health, Vanguards gain a max Health Shield for 10 seconds.
More Max Health sources
What scales with Max Health (5)
Completed items (1)
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- +45% AS
- +3% Damage Amp
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.
Emblems (2)
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- +20% Crit
- +8% Crit Damage
The holder gains the Executioner trait. Damage executes enemies below 8% of their max Health.
- 2
- Executioners gain Precision and 15% Critical Strike Chance.
- 3
- Additionally, enemies bleed for 30% bonus true damage over 3 seconds.
- 4
- Bleed damage increased to 40%.
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- +20% AS
The holder gains the Rapidfire trait. Attacks deal 1% of the target's max Health as true damage.
Your team gains 10% Attack Speed. Rapidfire champions gain more on every attack, up to 10 stacks.
- 2
- +3% per Attack
- 3
- +5% per Attack
- 4
- +9% per Attack
- 5
- +15% per Attack
Radiant items (1)
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- +80% AS
- +6% Damage Amp
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.
Artifacts (1)
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- +40% AD
- +20% Crit
Attacks and Abilities execute enemies below 12% of their maximum Health. Executions on champions have a 33% chance to drop 1 gold. Unique - only 1 per champion
What counters Max Health
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 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.