Description
The tactician's life total — distinct from unit max-Health on the board. Augments scale comeback bonuses from missing player Health, grant current+max player Health directly, or trade player Health for gold.
Listed in: Economy
Items (1)
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- +100 HP
The first 2 times the holder drops below 50% Health, a Miracle occurs, healing them for 20% of their max Health. If the holder survives player combat, gain 1 player Health for each Miracle this combat.
Augments (5)
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Comeback Story Prismatic Your team gains 4 Health and 0.4% Attack Speed per missing player Health.
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Anima Commander Gold Gain a Briar, a Jinx, and an Illaoi. Increase your current and max player Health by 5.
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Blood Price Gold Gain 25 Tactician Health. Your rightmost shop slot costs Tactician Health instead of gold.
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Evelynn's Boon Gold Your team gains 10% Durability. Lose an additional 1 Tactician Health when you lose combat.
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Soraka's Boon Gold Your team gains 2.5 Health for each missing player health. At the start of each player combat, gain an additional 1 player health.
Traits (1)
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Your Tactician heals for 15% of player damage dealt from winning. Fiora always wins a one on one duel.
Frequently asked questions
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What is player Health and how is it different from unit max Health?
Player Health (also called tactician HP or lobby HP) is your life total in the lobby — the resource that decides when you're knocked out and what you finish. In standard mode you start at 100, and you lose chunks of it whenever you lose a combat round. Unit max Health is a separate per-unit pool that resets to full at the start of every round; it never drains the lobby total directly. The player-HP buffs and unit-HP buffs live in completely separate stat pools — see the unit-side rules on the max-Health page.
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How is the damage I take when I lose a round actually calculated?
Total damage = a stage-based base value + 1 damage per surviving enemy unit. The base scales by stage (roughly 0/2/5/7/9/11/17 going from stage 2 through stage 7, then a finisher value at stage 8). Star level and unit cost no longer affect the per-unit component — every survivor is worth exactly 1, regardless of whether it's a 1-cost 1-star or a 5-cost 3-star. A losing player always takes a minimum of 1 damage.
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Does the star level or cost of surviving enemy units make me take more damage?
No — not since patch 14.8. The old formula had the first three survivors deal 2 each and later ones deal 1, but the current system collapses that to a flat 1 per surviving enemy unit. A 3-star 5-cost left standing hits you for the same 1 damage as a 1-star 1-cost. This is one of the most common stale-knowledge questions in the community: pre-14.8 guides still describe the old per-tier table, but it has not been the live rule for several sets.
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What happens the moment my Health hits 0 — am I out immediately or do I finish the round?
Damage is applied at the end of combat, not mid-fight, so you only check for elimination once the round resolves. If two or more players hit 0 (or below) on the same round, they're all eliminated together and the lobby ranks them by who ended deepest in negative HP — the player who fell to -8 places below the player who fell to -2. If that's tied, the next tiebreaker is who entered the round with more HP, and after that, the tie is decided randomly.
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Do PvE rounds (monsters, minions) and the carousel deal player damage too?
PvE / monster rounds do — losing a creep round damages you using the same stage-based formula a PvP loss would, although surviving-unit counts can vary depending on what the monster wave deploys. Carousel rounds do not deal damage; the carousel is a pure pick phase, not a combat. Any unclaimed loot from a lost PvE round is also carried forward, so you don't permanently miss the items, just the HP.
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Can I heal player Health back, or trade it for gold or items?
Yes, but almost exclusively through augments and charms — there is no passive between-rounds player-HP regen in standard mode. Some augments grant flat player Health on activation, some heal a chunk if you lose the next combat, and others go the other direction by trading 1 HP for 2 gold or trading a larger chunk of HP for a delayed gold payout. Treat player HP as a spendable resource that augments can convert into economy, not as something that ticks back up on its own.
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How is player Health different in Hyper Roll mode?
Hyper Roll uses a much smaller HP pool and a flat, much smaller per-loss damage curve. Players start at 20 Health (not 100). Each loss costs 2 Health for stages 1-4, 4 Health for stages 5-7, and 6 Health from stage 8 onward — there's no per-surviving-unit component or stage-base table the way standard mode has. The mode is built around that compressed HP economy and skips standard mode's interest-based gold rules in favour of flat 2-gold-per-loss.
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Are tied combat rounds counted as losses, and does both players' HP go down?
Yes. A combat that ends in a tie is treated as a loss for both sides — both players take damage based on the same formula, and any active win-streak or loss-streak resets to zero for both. This matters most in lobbies with mirrored boards in stage 2-3, where a draw can quietly cost two players a few HP plus their economy streak at the same time. Carousel and shop phases don't have win/loss outcomes, so they can't cause a draw.