Description
Passive Health restoration per second, typically as a percentage of max Health. Independent of healing procs (Heal) and damage-scaled sustain (Omnivamp); the wearer just regenerates over time.
Listed in: Buffs
Items (3)
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- +60 MR
Gain 6% max health. Every 2 seconds, heal 2.5% max Health.
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- +120 MR
Gain 28% max health. Every 2 seconds, heal 5% max Health.
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Restore 3% max Health each second.
Traits (2)
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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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Frequently asked questions
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What exactly is Health Regen in TFT, and how is it different from a heal, omnivamp, or lifesteal?
Health Regen passively ticks Health back over time, independent of casting or dealing damage — reliable but slow. A heal is a discrete restore from an ability or item proc; omnivamp and lifesteal convert a slice of damage dealt into Health. Riot's own wiki lists regen as a restoration form distinct from healing, life steal and omnivamp, but counts it as healing 'only for the purposes of healing modifiers' — so anti-heal still reduces it. All restore current Health and cannot exceed max Health.
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Does Health Regen restore a percentage of max Health or of missing Health each second?
It depends on the source — TFT prints both shapes. Some regen restores a percent of max Health per interval (a flat fraction every tick regardless of how hurt the unit is); others restore a percent of missing Health per second, which heals more the lower the unit drops and tapers toward zero as it tops off. Max-Health regen rewards stacking raw HP; missing-Health regen rewards staying at low HP. Read the actual tooltip — never assume one model.
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How often does Health Regen tick, and does it stop when a unit is at full Health?
Regeneration ticks every 0.5 seconds and is disabled whenever current Health equals maximum Health, so a full-HP unit regenerates nothing and only resumes after taking damage or gaining max Health mid-combat. This makes regen weak on a frontliner that never dips and strong on one hovering low. Note: the 0.5s cadence and disabled-at-full-HP rule are documented on the general engine wiki; no TFT-specific page restates them, though TFT inherits the same engine.
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Does Health Regen stack if I have multiple regen sources, and is there a cap?
Different regen sources add their per-second restores together (regeneration stacks additively, 1:1). Don't assume two copies of one effect always double, though - check the tooltip, since some sustain sources are unique or have their own cap. There is no game-wide regen cap in current TFT: an old 'per-tick' regenerated-HP ceiling was a single item's limit that was later removed, not a global rule. Any cap today is printed on the specific source applying it.
Sources
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Does anti-heal (Wound / Grievous Wounds) reduce Health Regen?
Yes. The TFT Grievous Wounds tooltip itself only names 'self-healing and incoming healing,' but the engine-side definition explicitly states the debuff reduces health regeneration too, so regen-based sustain is shaved like any other heal. In TFT the default reduction is 50%, and the exact percentage depends on the source applying it. Multiple anti-heal applications refresh the duration rather than adding their percentages, so a regen-reliant frontline is fully exposed to a single anti-heal source.
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Does Health Regen work between rounds, or only during combat?
Effectively only during combat. Units start each fight fresh and slain units respawn the next round, so there is no carried-over damage for regen to repair during the planning phase, and regen is disabled at full Health anyway. TFT units have no innate out-of-combat regeneration stat the way League champions do. Regen's value is realized inside the current fight, and current-set sustain augments all trigger on seconds of combat, not the planning phase.
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Why does Health Regen often feel like a trap on tanks - when is it actually good?
Regen restores raw Health, not effective Health. Armor and Magic Resist multiply each point of Health into more effective Health against the matching damage type, so restored Health is re-protected by resists, making regen worth most on durable, high-resist units. Against burst that deletes a unit faster than it can tick, slow regen never catches up; in long fights against lower-spike damage it compounds. So it underperforms on squishy low-resist units and rewards durable frontliners.
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League has a base Health-regen stat - does TFT work the same way?
No. In League every champion has a base Health-regen stat that grows with level. TFT units have no inherent per-unit regen stat; regeneration exists only when an item, trait, or augment grants it, and it matters only in combat because units start each fight at full Health. The shared 'disabled at full Health' rule carries over, but the passive baseline regen League players expect does not exist in TFT.
Sources
- LoL Wiki - Health regeneration: 'Every champion has a certain amount of base health regeneration... that increases through growth per level' (disabled at full health) (opens in new tab)
- LoL Wiki - TFT:Health: sustain framed as item/trait/augment-granted; no per-unit base regen stat listed (opens in new tab)