Percent Max Health Damage

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. Set 17 has two flavors: the Burn keyword (a percent of max Health as true damage every second) and burst hits like Deathfire Grasp, Semiconductor, Deep Freeze, and The Tower's dummy. Because the number is a percent, extra max Health buys no extra effective Health against it.

What enables Percent Max Health Damage (13)

Completed items (3)

    • +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

    Needlessly Large RodGiant's Belt
    • +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

    Recurve BowRecurve Bow
    • +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

    Chain VestGiant's Belt

Radiant items (3)

    • +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

    • +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

    • +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)

    • +30 AP
    • +25% Damage Amp
    • +2 Mana Regen

    Combat start: Blast the current target for 40% of their max Health as magic damage. Repeat this every 13 seconds.

Anima items (3)

    • +550 HP
    • +30 Armor
    • +30 MR

    The first time you fall below 90%, 60%, 40%, and 20% health, gain a 20% max health shield for 4 seconds. When this happens, release a frost nova that stuns enemies within 2 hexes for 2 seconds and deals magic damage equal to 15% of their max Health. The radius increases by 1 each nova. Recommended Roles: Attack or Magic Tank

    • +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

    • +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

Psionic items (2)

    • +300 HP
    • +30% Durability

    Every 4 attacks and every 12 times being attacked, zap the 3 nearest enemies, dealing 7.5% of enemy Health as magic damage. Recommended users: Gragas and Master Yi.

    • +200 HP
    • +10% Durability

    Every 4 attacks and every 8 times being attacked, zap the 3 nearest enemies, dealing 7% of enemy Health as magic damage. Recommended users: Gragas and Master Yi.

Augments (1)

Silver (1)

  • Gain a giant Training Dummy with increased Health (increases with Stage). 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