Every hatch mark on a champion's health bar is exactly 100 health, gaining maximum health gives you the current health for free, and losing it never takes any back. The free lunch in it is the part nobody notices.
League of Legends Guide
Health
Reading the Green BarHealth is the simplest stat in League and the one carrying the most readable information on screen. Almost nobody uses either fact.
Every hatch mark is 100 health
Champions are the only units in the game whose bars carry a scale. Each small mark is exactly 100 health (with a heavier segment every 1,000), so you can read enemy health to within a hundred at a glance, from any distance, without hovering anything.
Weirdly, it's the most underused information on the screen. Everything else gives you nothing to count: minions and small monsters get a plain bar, most structures get a big plain one, and wards get a tiny bar marked per single point. Outer turrets are the exception (a useful one): while their plating is still up their bar is segmented every thousand, and it turns into a plain bar the moment the plating is gone. Large and epic monsters go a step further and print their exact number above the bar, segmented every thousand, with four camps that don't get the segments.
Base and bonus are separate numbers
Base health grows every level. Everything from items, runes, buffs and abilities counts as bonus health, and the two together make your maximum.
A real number of effects read only bonus health, so a level 18 champion with no items has none of what those effects are looking for. It's a common reason a scaling item feels dead on a build that skipped the components.
The rule that only runs one way
When something raises your maximum health, your current health rises by the same amount immediately. You don't have to heal into the new space, so a health item bought mid-fight is a partial heal and backing to buy one is worth a bit more than the tooltip suggests.
It turns out losing maximum health doesn't reverse it. When a temporary maximum health buff expires your maximum drops but your current health stays exactly where it is (as long as it still fits under the new maximum).
A temporary health buff plus any healing during it leaves you permanently better off than you started. It's small, it's free, and it fires every single time.
Health never diminishes, and that's not the same as being best
Every point of health adds directly to the number with no scaling and no cap. Unlike most defensive stats there's no point where more of it is worth less, so health is the safest defensive purchase in the game.
It's also rarely the strongest one, because what actually keeps you alive is effective health: your health multiplied by what your resistances do to incoming damage. Health and resistances multiply each other, so the cheap gains are always on whichever side you've neglected. A champion with 4,000 health and no armor is just a large target.
Frequently asked questions
How much health is one bar segment?
Each small hatch mark is 100 health, and each heavier line is 1,000.
Does buying health heal you?
Effectively, yes. Gaining maximum health raises your current health by the same amount instantly.
What happens when a health buff expires?
Your maximum drops and your current health stays where it is, so anything you healed during the buff is kept.
Does health have diminishing returns?
No. It stacks 1:1 forever, which is exactly why it pairs so well with resistances.
Is health or armor the better buy?
Whichever you have less of. They multiply, so the neglected side is always the cheaper gain.
The short version
Count the hatch marks before you commit to a trade, buy health together with resistances rather than instead of them, and remember that any temporary maximum health you heal into is yours to keep.
For the stat that multiplies it, our resistances guide covers effective health properly, and our shields guide covers the health that isn't health.







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