Description
Health Regen is a Passive effect that restores Health every second.
Read moreShow less about Health Regen
It is usually a percentage of max Health.
It is separate from two other kinds of sustain:
- Healing procs (Heal).
- Sustain that scales with damage dealt (Omnivamp).
The wearer simply regenerates over time.
Listed in: Buffs
Items that grant Health Regen (4)
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- +60 MR
Gain 6% max Health. Every 2 seconds, heal 2.5% max Health.
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- +300 HP
- +10% Durability
- +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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- +700 HP
- +18% Durability
- +4 Mana Regen
Regenerate 4% of missing Health each second.
Champions that benefit from Health Regen (2)
What benefits from Health Regen (2)
2 champions · paste in the game's Team Planner
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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. -
Tantrum Passive: Every second, restore 33 / 59 / 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.
Augments that grant Health Regen (1)
What enables Health Regen (1)
Gold (1)
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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.
Wisps that benefit from Health Regen (1)
What benefits from Health Regen (1)
- Regeneration Combat
Your team heals 1% max Health per second.
What counters Health Regen
See also
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 ticks Health back over time on its own. It does not need a cast or damage dealt. It is reliable but slow.
The other ways to get Health back work differently:
- A heal is one discrete restore from an ability or an item proc.
- Both omnivamp and lifesteal convert a slice of the damage you deal into Health.
All of them restore current Health. None can push it past max Health.
Note: Riot's own wiki lists regen as a restoration form distinct from healing, life steal and omnivamp. It still counts regen as healing 'only for the purposes of healing modifiers'. So anti-heal still reduces it.
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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. That is a flat fraction every tick, no matter how hurt the unit is.
- Other regen restores a percent of missing Health per second. It 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.
Note: 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?
There is no single tick rate. Every regen source prints its own interval. The current sources run either once per second or once every two seconds.
A unit already at full Health gains nothing either way:
- A missing-Health source has nothing left to restore.
- A max-Health source cannot push current Health past the maximum.
So regen is weak on a frontliner that never dips, and strong on one hovering low.
Note: Regen only starts paying out again once the unit takes damage or gains max Health mid-combat.
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Does Health Regen stack if I have multiple regen sources, and is there a cap?
Yes, they stack. And there is no game-wide regen cap in current TFT.
Different regen sources add their per-second restores together:
- Each source ticks on its own printed interval.
- The restored amounts simply sum.
The wiki 1:1 additivity rule cited here describes the League health-regeneration stat. TFT units do not have that stat. In TFT it is the individual sources that add, not a shared stat.
An old 'per-tick' regenerated-HP ceiling was a single item's limit, later removed. It was never a global rule. Any cap today is printed on the specific source applying it.
Note: Do not assume two copies of one effect always double. Check the tooltip, since some sustain sources are unique or have their own cap.
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Does anti-heal (Wound / Grievous Wounds) reduce Health Regen?
Yes. Anti-heal reduces Health Regen too, so regen-based sustain is shaved like any other heal.
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.
How much it cuts:
- The generic wiki default is 50%.
- Every current anti-heal source applies 33%.
- The exact percentage is always printed on the source applying it.
Note: Multiple anti-heal applications refresh the duration. They do not add 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. 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.
Note: 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. That makes regen worth most on durable, high-resist units.
When it pays and when it does not:
- 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 regen underperforms on squishy low-resist units and rewards durable frontliners.
Sources
- Boosteria: 'EH = HP x (1 + Resist/100)' and 'Fights are long: HP + resist + sustain/regen usually outperforms one-time defenses' (opens in new tab)
- LoL Wiki - Armor: every 1 point of armor adds 1% to the effective health pool; armor does not give diminishing returns of effective health (opens in new tab)
- LoL Wiki - Magic resistance: every 1 point of magic resist adds 1% to the effective health pool; no diminishing returns (opens in new tab)
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League has a base Health-regen stat - does TFT work the same way?
No. TFT units have no inherent per-unit regen stat.
In League every champion has a base Health-regen stat that grows with level. In TFT, regeneration exists only when an item, trait, or augment grants it. It matters only in combat, because units start each fight at full Health.
Note: 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)