Description
Restores Health to a unit, capped at maximum HP.
Listed in: Buffs
Items (23)
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- +60 MR
Gain 6% max health. Every 2 seconds, heal 2.5% max Health.
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- +20 Armor
- +10% AD
- +15% AS
- +10 AP
At 60% Health, briefly become untargetable, shed negative effects, and heal 20% missing health.
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- +20% AD
- +20 AP
- +15% Omnivamp
- +1 Mana Regen
Heal the lowest percent Health ally for 20% of damage dealt.
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- +300 HP
- +2 Mana Regen
Regenerate 2% of missing Health each second.
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- +120 MR
Gain 28% max health. Every 2 seconds, heal 5% max Health.
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- +40 Armor
- +30% AD
- +30% AS
- +30 AP
At 60% Health, briefly become untargetable, shed negative effects, and heal all missing health.
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- +40% AD
- +40 AP
- +30% Omnivamp
- +2 Mana Regen
Heal the lowest percent Health ally for 40% of damage dealt.
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- +700 HP
- +4 Mana Regen
Regenerate 4% of missing Health each second.
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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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- +60% AS
Attacks deal an additional 60% Attack Damage as physical damage and heal the holder for the damage dealt. The holder cannot cast their Ability or gain Mana.
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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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- +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
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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Combat Start: Your strongest Tank becomes the Soulmate. For each second they are alive, the holder gains 3% stacking Attack Damage and Ability Power. The Soulmate heals for 20% of damage the holder deals.
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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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- +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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- +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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- +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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- +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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- +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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Restore 3% max Health each second.
Augments (4)
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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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Soraka's Boon Gold Your team gains 2.5 Health for each missing player health. At the start of each player combat, gain an additional 1 player health.
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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.
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Vampiric Vitality I Gold You heal for 12% of the damage you deal to enemy Tacticians. Your team gains 10% Omnivamp.
Champions (10)
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Stellar Slash Heal 325 / 400 / 650 , then deal 80 / 120 / 180 physical damage to the current target. N.O.V.A. Strike: Cleave the battlefield, briefly knocking up all enemies and dealing physical damage.
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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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Indestructible Gain 350 / 450 / 625 Shield. Each second for the next 4 seconds, gain 75 / 100 / 115 more Shield and deal 45 / 70 / 100 magic damage to adjacent enemies. When this ability ends, consume the remaining Shield and heal for 40% of its value.
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Divine Scythe Gain 20% Durability for 2 seconds, healing over the duration. Afterwards, slash forward in a line, dealing 120 / 180 / 300 physical damage to enemies hit and knocking them up for 1 second. -
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. -
Gravity Matrix Enter a defensive stance for 4 seconds gaining 20 / 20 / 60% Durability. While in the defensive stance, attract nearby enemy projectiles and heal 900 / 1300 / 3000 over the duration. When this ends, release a shockwave that deals as physical damage in a 2-hex range. -
Perfect Bladework Passive: Every 2 attacks, reveal a Vital on the target. If a Vital exists, dash to attack it dealing 37 / 56 bonus true damage and heal for 15% of the damage dealt. Active: Reveal 6 Vitals on the target and quickly attack them all. If the target dies, remaining Vitals transfer to the nearest enemy. Upon striking the final Vital, create a two hex aura that heals allies within for over 5 seconds.
Traits (5)
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Your Tactician heals for 15% of player damage dealt from winning. Fiora always wins a one on one duel.
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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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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 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
Frequently asked questions
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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.
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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 Set 17's anti-heal items (Morellonomicon, Sunfire Cape, Red Buff) 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.
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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.
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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.
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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.
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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.
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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. Notably, the previous overheal-to-shield rider on lifesteal-style items was removed back in patch 11.22 and has not returned.
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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.