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)
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- +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
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- +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
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- +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
Radiant items (3)
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- +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
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- +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
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- +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)
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- +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)
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- +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
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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
Psionic items (2)
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- +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.
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- +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)
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The Tower Silver 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
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Does stacking more Health make my units tankier against percent max Health damage?
No — beating Health stacking is the entire point of this damage. The number is computed from the target's own maximum Health, so doubling a unit's max Health also doubles the raw damage each hit removes. The share of the bar taken is identical and the unit survives the same number of hits. Contrast that with resistances, where effective Health is Health × (1 + 0.01 × Armor) for physical damage and the same shape for magic: every point of Armor or Magic Resist makes every point of Health worth more. Percent max Health damage never touches that multiplier. Stacking Health is still correct against ordinary flat damage — it just buys nothing against the percentage portion.
Sources
- Health — League of Legends Wiki ("Physical effective health = Health × (1 + 0.01 × Armor)") (opens in new tab)
- Burn (TFT) — League of Legends Wiki (per-second true damage as a percentage of the target's maximum Health) (opens in new tab)
- Item and keyword reference (Set 17) — tactics.tools ("Burn: Deals a percent of the target's max Health as true damage every second") (opens in new tab)
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Do Armor and Magic Resist reduce percent max Health damage?
It depends on the flavor, because two separate things are being stated at once: "a percent of max Health" describes how the number is calculated, while physical, magic, or true is declared independently in the same text. The damage-over-time keyword flavor, Burn, is true damage, which the TFT wiki defines as ignoring "resistances (armor and magic resistance), damage reduction, and damage amplification" — so no amount of either resistance changes a tick. The item-based burst hits in the current set are typed magic damage instead, and magic damage is mitigated by Magic Resist like any other magic hit: the pre-mitigation number came off the target's Health bar, but the mitigation step still runs afterwards. So the answer is per source — find the damage word in the text before deciding whether your resistances participate at all.
Sources
- True damage (TFT) — League of Legends Wiki ("ignores resistances (armor and magic resistance), damage reduction, and damage amplification") (opens in new tab)
- Damage — League of Legends Wiki (magic damage "Mitigated by magic resistance"; true damage "Not reduced by resistances") (opens in new tab)
- Deep Freeze (TFT) — League of Legends Wiki (a burst percent-Health hit typed magic: "deals magic damage equal to 15% of their max Health") (opens in new tab)
- Item and keyword reference (Set 17) — tactics.tools (the Burn keyword is typed "true damage every second") (opens in new tab)
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If Health does not help, what actually reduces percent max Health damage?
Four levers, and which ones apply depends on the flavor. A shield is the reliable one — normal shields absorb every damage type, and the wiki states plainly that "Normal shields can absorb true damage at any amount", so both flavors are soaked before Health is touched. Percent damage reduction (Durability) and the matching resistance cut the magic-typed burst hits, but the TFT wiki lists damage reduction among the things true damage ignores, so neither covers the per-second true-damage tick. Healing and sustain undo the damage after the fact rather than preventing it, which is exactly why sources that apply the per-second flavor almost always bundle healing reduction into the same package. And the unglamorous fourth: fight length, since the per-second flavor is a duration effect that stops when the fight does.
Sources
- True damage — League of Legends Wiki ("Normal shields can absorb true damage at any amount") (opens in new tab)
- True damage (TFT) — League of Legends Wiki (true damage ignores resistances, damage reduction, and damage amplification) (opens in new tab)
- Item and keyword reference (Set 17) — tactics.tools ("Wound: Reduces healing received"; durability items read "Gain 5% Durability") (opens in new tab)
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Is it a percent of max Health or of current Health?
Maximum Health — the ceiling, not the bar as it currently stands. The tooltips spell it out ("deals magic damage equal to 15% of their max Health"), and the wiki treats scaling off current, missing, maximum, and bonus Health as four distinct classes of effect. The practical consequence is that the number does not shrink as the target does: the fifth tick removes exactly as much as the first, even against a unit down to a sliver. That is the mirror image of an execute threshold, which reads the target's current Health and only fires once the bar has dropped past the cut-off. One follow-on worth knowing: a mid-combat max-Health gain raises the damage this mechanic deals to that unit, because raising the ceiling raises the base the percentage reads from.
Sources
- Health — League of Legends Wiki ("Effects may benefit from (scale off of) a percentage/ratio, of current HP, missing HP, maximum HP, or bonus HP") (opens in new tab)
- Deep Freeze (TFT) — League of Legends Wiki ("magic damage equal to 15% of their max Health") (opens in new tab)
- Item and keyword reference (Set 17) — tactics.tools ("a percent of the target's max Health as true damage every second") (opens in new tab)
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Does percent max Health damage scale with the holder's Ability Power or Attack Damage?
No. The percentage is a flat number printed by the source, with no Ability Power or Attack Damage ratio attached to it — a combat-start blast that reads 40% of the target's max Health deals 40% whether the holder sits at 30 Ability Power or 300, and a 1%-per-second tick is 1% on any holder. The confusion is understandable, because the sources carrying these effects frequently grant Ability Power as a stat line; that stat feeds the holder's ability and the source's other damage, not the percentage. Two things do change the number: the printed percent itself, since upgraded versions of a source list a higher one (7% becoming 7.5% on one current-set source), and the target you land it on, because the same percent against a bigger Health pool is simply a bigger number.
Sources
- Deathfire Grasp (TFT) — League of Legends Wiki ("Blast the current target for 40% of their max Health as magic damage" — the +30 Ability power sits in the stat block, not on the percent) (opens in new tab)
- Semiconductor (TFT) — League of Legends Wiki ("dealing 7% of enemy Health as magic damage"; the upgraded row prints 7.5%, with no scaling term either way) (opens in new tab)
- Item and keyword reference (Set 17) — tactics.tools (burn sources print a bare "1% Burn" with no Ability Power ratio) (opens in new tab)