Description
Damage calculated as a percent of the target's maximum Health rather than from the source's own stats, so it scales with how much Health the target stacked — the standard answer to a high-Health frontline. Two flavors: the Burn keyword (a percent of max Health as true damage every second) and burst hits that take a percent of max Health in a single instance. Because the number is a percent, extra max Health buys no extra effective Health against it.
What enables Percent Max Health Damage (14)
Champions (5)
Refine champions…
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Razor Leaves Summon five razor-sharp leaves that converge on the current target, dealing a total of 370 / 555 / 835 physical damage and applying 20% Wound and 1% Burn for 4 seconds. Scarlet Buff: Cinderling gains 22% Attack Damage each cast. Wound: Reduces healing received. Burn: Deals a percent of the target's max Health as true damage every second. -
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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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.
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Spirit Rift Fire an arrow through the most enemies in a line that deals 440 / 660 / 1000 physical damage, reduced by 80 / 80 / 40% per enemy hit (minimum 20%). The arrow leaves a trail for 4 / 4 / 20 seconds that deals 7 / 11 / 220 + 2 / 3 / 10% max Health physical damage per second to enemies within and 20% Slows them. Slow: Reduce Attack Speed
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Heat Without Equal Passive: Attacks deal 75 / 75 / 100% damage to enemies adjacent to the target. Active: Become invulnerable and fly into the air. On return, stun all enemies for 1.25 / 1.25 / 99 seconds, gain 15 / 15 / 100% Omnivamp, and Ignite them for 3 / 3 / 99 seconds. Ignited enemies take 2 / 2 / 20% max Health physical damage per second. Replace this ability with Flame Breath and immediately cast it. Flame Breath: Spew fire at the most enemies in a line through the target, dealing 305 / 465 / 7200 physical damage, reduced by 20% for each enemy it passes through (minimum 20%.) Ignite those enemies for 3 / 3 / 99 seconds. Elder Dragon Buff: Damaging an enemy below 12% Health executes them.
Completed items (3)
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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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- +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.
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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.
Emblems (1)
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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 (3)
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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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- +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.
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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.
Artifacts (1)
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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.
Augments (1)
Silver (1)
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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.
See also
What Percent Max Health Damage counters
Frequently asked questions
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Does stacking more Health make my units tankier against percent max Health damage?
No — beating Health stacking is the entire point of this damage. The number is computed from the target's own maximum Health, so doubling a unit's max Health also doubles the raw damage each hit removes. The share of the bar taken is identical and the unit survives the same number of hits. Contrast that with resistances, where effective Health is Health × (1 + 0.01 × Armor) for physical damage and the same shape for magic: every point of Armor or Magic Resist makes every point of Health worth more. Percent max Health damage never touches that multiplier. Stacking Health is still correct against ordinary flat damage — it just buys nothing against the percentage portion.
Sources
- Health — League of Legends Wiki ("Physical effective health = Health × (1 + 0.01 × Armor)") (opens in new tab)
- Burn (TFT) — League of Legends Wiki (per-second true damage as a percentage of the target's maximum Health) (opens in new tab)
- Item and keyword reference — tactics.tools ("Burn: Deals a percent of the target's max Health as true damage every second") (opens in new tab)
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Do Armor and Magic Resist reduce percent max Health damage?
It depends on the flavor, because two separate things are being stated at once: "a percent of max Health" describes how the number is calculated, while physical, magic, or true is declared independently in the same text. The damage-over-time keyword flavor, Burn, is true damage, which the TFT wiki defines as ignoring "resistances (armor and magic resistance), damage reduction, and damage amplification" — so no amount of either resistance changes a tick. The item-based burst hits in the current set are typed magic damage instead, and magic damage is mitigated by Magic Resist like any other magic hit: the pre-mitigation number came off the target's Health bar, but the mitigation step still runs afterwards. So the answer is per source — find the damage word in the text before deciding whether your resistances participate at all.
Sources
- True damage (TFT) — League of Legends Wiki ("ignores resistances (armor and magic resistance), damage reduction, and damage amplification") (opens in new tab)
- Damage — League of Legends Wiki (magic damage "Mitigated by magic resistance"; true damage "Not reduced by resistances") (opens in new tab)
- Deep Freeze (TFT) — League of Legends Wiki (a burst percent-Health hit typed magic: "deals magic damage equal to 15% of their max Health") (opens in new tab)
- Item and keyword reference — tactics.tools (the Burn keyword is typed "true damage every second") (opens in new tab)
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If Health does not help, what actually reduces percent max Health damage?
Four levers, and which ones apply depends on the flavor. A shield is the reliable one — normal shields absorb every damage type, and the wiki states plainly that "Normal shields can absorb true damage at any amount", so both flavors are soaked before Health is touched. Percent damage reduction (Durability) and the matching resistance cut the magic-typed burst hits, but the TFT wiki lists damage reduction among the things true damage ignores, so neither covers the per-second true-damage tick. Healing and sustain undo the damage after the fact rather than preventing it, which is exactly why sources that apply the per-second flavor almost always bundle healing reduction into the same package. And the unglamorous fourth: fight length, since the per-second flavor is a duration effect that stops when the fight does.
Sources
- True damage — League of Legends Wiki ("Normal shields can absorb true damage at any amount") (opens in new tab)
- True damage (TFT) — League of Legends Wiki (true damage ignores resistances, damage reduction, and damage amplification) (opens in new tab)
- Item and keyword reference — tactics.tools ("Wound: Reduces healing received"; durability items read "Gain 5% Durability") (opens in new tab)
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Is it a percent of max Health or of current Health?
Maximum Health — the ceiling, not the bar as it currently stands. The tooltips spell it out ("deals magic damage equal to 15% of their max Health"), and the wiki treats scaling off current, missing, maximum, and bonus Health as four distinct classes of effect. The practical consequence is that the number does not shrink as the target does: the fifth tick removes exactly as much as the first, even against a unit down to a sliver. That is the mirror image of an execute threshold, which reads the target's current Health and only fires once the bar has dropped past the cut-off. One follow-on worth knowing: a mid-combat max-Health gain raises the damage this mechanic deals to that unit, because raising the ceiling raises the base the percentage reads from.
Sources
- Health — League of Legends Wiki ("Effects may benefit from (scale off of) a percentage/ratio, of current HP, missing HP, maximum HP, or bonus HP") (opens in new tab)
- Deep Freeze (TFT) — League of Legends Wiki ("magic damage equal to 15% of their max Health") (opens in new tab)
- Item and keyword reference — tactics.tools ("a percent of the target's max Health as true damage every second") (opens in new tab)
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Does percent max Health damage scale with the holder's Ability Power or Attack Damage?
No. The percentage is a flat number printed by the source, with no Ability Power or Attack Damage ratio attached to it — a combat-start blast that reads 40% of the target's max Health deals 40% whether the holder sits at 30 Ability Power or 300, and a 1%-per-second tick is 1% on any holder. The confusion is understandable, because the sources carrying these effects frequently grant Ability Power as a stat line; that stat feeds the holder's ability and the source's other damage, not the percentage. Two things do change the number: the printed percent itself, since upgraded versions of a source list a higher one (7% becoming 7.5% on one current-set source), and the target you land it on, because the same percent against a bigger Health pool is simply a bigger number.
Sources
- Deathfire Grasp (TFT) — League of Legends Wiki ("Blast the current target for 40% of their max Health as magic damage" — the +30 Ability power sits in the stat block, not on the percent) (opens in new tab)
- Semiconductor (TFT) — League of Legends Wiki ("dealing 7% of enemy Health as magic damage"; the upgraded row prints 7.5%, with no scaling term either way) (opens in new tab)
- Item and keyword reference — tactics.tools (burn sources print a bare "1% Burn" with no Ability Power ratio) (opens in new tab)