Description
Player Health is the tactician's own life total.
Read moreShow less about Player Health
It is not the same as a unit's max-Health on the board.
Augments use player Health in three ways:
- Scale a comeback bonus from your missing player Health.
- Grant current and max player Health directly.
- Trade player Health for gold.
Listed in: Economy
Items that affect Player Health (1)
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- +25 Armor
- +25 MR
The holder gains the Vanguard trait. If the holder survives 22 seconds in player combat, gain 1 player health.
At Combat Start and after dropping below 50% Health, Vanguards gain a max Health Shield for 10 seconds.
- 2
- 18% max Health
- 4
- 30% max Health
- 6
- 40% max Health. Gain 5% Durability while Shielded.
Champions that affect Player Health (1)
1 champion · paste in the game's Team Planner
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Fungus Among Us Throw 2 clusters of mushrooms that deal 55 / 82 / 155 magic damage to the 3 nearest enemies. Then hurl a giant mushroom that deals 135 / 200 / 310 magic damage to the target. Each cast has a 10 / 12 / 15% chance to forage an extra mushroom that can be collected for bonus effects. Red: 1 Reroll Green: 1 Tactician Health Yellow: 2 XP
Augments that affect or scale with Player Health (6)
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Comeback Story Prismatic Your team gains 4 Health and 0.3% Attack Speed per missing player Health.
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Forged in Strength Prismatic Gain 1 random Artifact. When you drop below 35 Health, gain 1 more random Artifact, 1 random completed item, and 2 random components. Remix Rumble Championship, 2023
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Upward Mobility Prismatic Buying XP costs 1 less. Gain 2 Health and 2 Shop rerolls whenever you level up.
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Coven Acolyte Gold When you choose to continue gathering Coven essence, heal 2 Tactician health. Gain a Camille, an Elise, and a Caitlyn.
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Hard Bargain Gold You cannot choose your Carousel rewards. Gain an additional 6 player health and 8 gold each carousel round. When you do not pick a Carousel Reward, you are given an unpicked champion and the item it carries.
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Future Focused Silver Your Tactician loses 20 Health, but after 5 player combats, gain 3 4-cost champions and 5 gold.
Wisps that affect Player Health (1)
What enables Player Health (1)
- Life Debt Gold & XP
Gain 1 gold for every 12 missing Player Health.
See also
Frequently asked questions
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What is player Health and how is it different from unit max Health?
Player Health is your life total in the lobby. It is also called tactician HP or lobby HP. It decides when you are knocked out and what place you finish.
- In standard mode you start at 100.
- You lose a chunk of it whenever you lose a combat round.
Unit max Health is a separate pool for each unit. It resets to full at the start of every round. It never drains the lobby total directly.
Note: 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 is a base value set by the stage, plus 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.
- At stage 8 the base is a finisher value.
- Every survivor is worth exactly 1.
- Star level and unit cost no longer affect the per-unit part.
- A 1-cost 1-star and a 5-cost 3-star each add the same 1.
Note: 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. Every surviving enemy unit deals a flat 1 damage, whatever its star level or cost.
- The old formula had the first three survivors deal 2 each, and later ones deal 1.
- The current system collapses that to 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.
Note: This is one of the most common stale-knowledge questions in the community. Older guides still describe the old per-tier table. 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?
You 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 are all eliminated together. The lobby then ranks them:
- Deepest in negative HP places lowest. The player who fell to -8 places below the player who fell to -2.
- If that is tied, the next tiebreaker is who entered the round with more HP.
- After that, the tie is decided randomly.
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Do PvE rounds (monsters, minions) and the carousel deal player damage too?
PvE rounds do. Carousel rounds do not.
- Losing a creep round (a monster round) damages you with the same stage-based formula a PvP loss would.
- Surviving-unit counts can vary, depending on what the monster wave deploys.
- The carousel is a pure pick phase, not a combat, so it deals no damage.
Note: Any unclaimed loot from a lost PvE round is also carried forward. You do not 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 player-HP regeneration between rounds in standard mode.
- Some augments grant flat player Health on activation.
- Some heal a chunk if you lose the next combat.
- Others go the other way and trade 1 HP for 2 gold.
- Others trade a larger chunk of HP for a delayed gold payout.
Note: Treat player HP as a spendable resource that augments can convert into economy. It does not tick 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 damage curve per loss.
- Players start at 20 Health, not 100.
- Each loss costs 2 Health for stages 1-4.
- Each loss costs 4 Health for stages 5-7.
- Each loss costs 6 Health from stage 8 onward.
- There is no per-surviving-unit part and no stage-base table the way standard mode has.
Note: The mode is built around that compressed HP economy. It skips standard mode's interest-based gold rules in favour of a 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.
- Any active win-streak or loss-streak resets to zero for both.
This matters most in lobbies with mirrored boards in stage 2-3. There a draw can quietly cost two players a few HP plus their economy streak at the same time.
Note: Carousel and shop phases do not have win/loss outcomes, so they can't cause a draw.