Description
Missing Health is the gap between a unit's max Health and the Health it has left.
Read moreShow less about Missing Health
An effect that reads that gap pays nothing at full Health. It pays most when the unit is nearly dead. This is the mirror image of scaling off max Health, which pays the same whatever shape the unit is in.
Three shapes use it.
- Sustain can restore a share of the gap. So one fixed percentage returns more the lower the unit drops.
- Damage can grow with the gap on the enemy being hit. So a wounded target takes more than a fresh one.
- A stat bonus can grow with the gap on the unit carrying the effect. It turns damage already taken into extra offence.
Note: None of this is an execute. An execute kills outright below a Health threshold. These only pay more as that threshold nears.
What scales with Missing Health (9)
Champions that scale with Missing Health (3)
Cost selected
Trait selected
Scaling selected
Role selected
3 champions · paste in the game's Team Planner
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Rending Claws Leap to the lowest Health enemy within 3 Hexes and deal 500 / 1050 / 2250 physical damage. The next 2 attacks gain 175% Attack Speed and deal 65 / 100 / 160 bonus physical damage. Grey Buff: Gain Precision and 25% Critical Strike Chance, increased up to 75% based on missing Health.
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Savagery Jump to the lowest percent Health enemy within 3 hexes and stab them, dealing 255 / 385 / 650 physical damage. Then heal for 60 / 90 / 90 , increased to up to 120 / 180 / 180 based on their missing Health.
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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.
Completed items that scale with Missing Health (2)
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- +20 Armor
- +10% AD
- +15% AS
- +10% AP
At 40% Health, briefly become untargetable, shed negative effects, and heal 15% missing health.
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- +300 HP
- +10% Durability
- +2 Mana Regen
Regenerate 2% of missing Health each second.
Radiant items that scale with Missing Health (2)
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- +40 Armor
- +30% AD
- +30% AS
- +30% AP
At 40% Health, briefly become untargetable, shed negative effects, and heal all missing health.
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- +700 HP
- +18% Durability
- +4 Mana Regen
Regenerate 4% of missing Health each second.
Artifacts that scale with Missing Health (1)
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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.
Augments that scale with Missing Health (1)
Gold (1)
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Spirit Of Redemption Gold Gain a Spirit Visage. Every 5 seconds, Spirit Visage heals allies within 1 hex for 9% of their missing Health.
See also
Frequently asked questions
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What does "missing Health" mean, and how is it different from scaling off max Health?
Missing Health is the gap between a unit's maximum Health and the Health it still has.
An effect that reads this gap pays by how hurt the unit is:
- It pays nothing at full Health.
- It pays most when the unit is nearly dead.
This is the mirror of max Health scaling. Max Health scaling pays the same whatever shape the unit is in.
Note: One tooltip can print both bases at once, so read the exact words. A bare "at X% Health" is a trigger threshold, not a scaling base.
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Whose missing Health does the effect read — the unit carrying it, or the enemy it hits?
It depends on the wording, and the wording is the only tell. Both shapes ship.
- "Regenerate a percent of missing Health" reads the holder's own gap.
- "Based on their missing Health" reads the target's gap instead.
Reading an enemy's gap pays the attacker a bigger heal, not bigger damage.
Note: The same phrase can point at two different Health bars. Check the pronoun before building around the effect.
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Is a missing-Health bonus the same as an execute?
No. They are two different things.
An execute ends the unit. It deals true damage equal to the whole of the target's current Health, and it ignores all mitigation.
Missing-Health scaling is a slope. It pays more as Health falls, and it never kills on its own.
Note: One caveat. A gap-sized payout can itself sit behind a Health threshold, firing when the holder drops below a printed percentage. That threshold only triggers the payout. It never ends the unit.
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Does gaining max Health mid-combat make missing-Health effects pay more?
Not the way you would hope.
A max Health gain mid-combat raises current Health by the same amount. So the gap in Health points does not move.
- A heal written as a percent of missing Health restores the same as before.
- A bonus written as "per one percent missing Health" gets weaker. That gap is now a smaller share of a bigger pool.
Note: Max Health added before the fight behaves differently. The unit starts full, so the same percent hurt is a bigger gap.
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Does a shield change what missing-Health effects pay?
No. A shield does not change what the effect pays.
A shield is extra hit points that absorb damage in place of Health. Health-based calculations skip it.
- Health never moves, so the gap never moves.
- Maximum Health excludes shields too.
- A shielded unit sitting at a sliver of Health still counts as almost entirely missing. Its gap-sized sustain and stat bonuses keep paying full size.
Note: Losing the shield changes nothing either. Only Health moves the gap.
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Do two missing-Health effects stack, or does the second one double the payout?
They add up, but they do not double.
Each source reads the gap at the moment it resolves. A per-second regeneration re-reads it every tick. So whichever pays first shrinks what the next one reads.
- Two effects that each restore a share of missing Health return less than the raw sum suggests.
- Returns flatten as the unit tops off.
Note: Some gap-sized payouts print a ceiling. That ceiling caps the bonus granted, not the share of the gap read.
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Does anti-heal reduce missing-Health effects?
Only the sustain half.
A heal or regeneration tick sized by the gap is still healing. And anti-heal makes self-healing and incoming healing that much less effective. So it cuts that payout by the printed percentage.
A stat bonus sized by the gap, attack speed for instance, is not healing. So anti-heal leaves it alone.
Note: The same debuff can gut one gap-reading effect and not touch another. Check what the effect pays out, not what it reads.
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Why does a missing-Health effect do nothing at the start of a round?
Because a unit at full Health has no gap, and anything reading the gap pays zero.
- Regeneration is switched off outright while current Health equals maximum Health.
- The effect only turns on once the unit takes damage.
What it earns is combat-scoped. Fallen units respawn for the next round, so nothing accumulates across rounds.
Note: Like in-combat stacking, you pay the slot every round and collect only in the ones that run long.
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When is missing-Health scaling a trap?
When the holder never spends time hurt, or dies before the gap can pay.
A gap-reading effect is worth nothing in two cases:
- It is worth nothing near full Health.
- It is worth nothing on a unit deleted in one burst.
But "needs a long fight" is not universal. Some gap-sized payouts fire the moment the holder crosses a Health threshold, paying at once.
Note: These effects are not front-line-only. Gap-sized attack speed rewards a damage dealer that keeps fighting while hurt. Match the effect's shape to its holder.