The fountain heals 2.6% of your maximum health every quarter second, Homeguard adds 12% of what you're missing on top once the clock passes 14:00, and the thing that keeps you safe is the obelisk rather than the tiles. Here's what your own base actually does.
League of Legends Guide
The Fountain
Your Own BaseThe game calls it the spawn. Everybody else calls it the fountain, a name carried over from the custom map League grew out of, where champions really did rise out of one.
It's the piece of the map you stand in most often and think about least, and there are a few numbers in it worth knowing before your next recall.
Standing in it is slower than it feels
Base regeneration is 2.6% of your maximum health and 3.1% of your maximum mana every quarter second, so it arrives in four chunks a second rather than smoothly. That works out to 10.4% health and 12.4% mana a second.
From nearly dead that's about ten seconds to full, which is a long time to stand still while your lane pushes without you. Most of the time the correct move is to leave before the bar fills, and that decision is easier once you know the number.
Homeguard is front-loaded, in both halves
Homeguard isn't there from the start. Before 14:00 you only get the respawn version, which is pure movement speed. After 14:00 the fountain hands it to anyone standing in it, and that's the version that heals: an extra 12% of your missing health and mana every half second on top of the base rate. Missing rather than maximum is the important word, so coming home at 5% health is much less punishing than it feels.
The speed half decays over seven seconds whether you're moving or not, and dealing or taking damage strips it and locks you out for another eight. So its value is spent early. Every second you spend browsing the shop after you've already bought what you came for is speed you paid for and threw away.
The level 1 sprint is a different buff again. Homestart gives 175% bonus movement speed and keeps refreshing for the first 55 seconds you stay in the fountain, which is why the walk to lane feels quicker than any later trip. Step off the platform and you never get it back that game.
The obelisk keeps you safe, not the fountain
The healing platform doesn't defend anybody. The structure standing over it does, and it's what deletes anyone who chases you all the way home.
Which matters most when you're the one chasing. The line where you're safe and the line where they're safe are the same line, and it's drawn by the obelisk's range rather than by the tiles you can see.
It works differently on the Abyss
The Howling Abyss fountain grants no regeneration at all, which is the entire reason ARAM builds and ARAM sustain items look nothing like Rift ones. You cannot go home to heal, so healing has to come from the map or the shop.
The two Rift fountains also sit diagonally opposite each other, blue side in the bottom left and red side in the top right, tucked behind their own Nexus. That diagonal is why the walks to each objective aren't symmetrical, and why the same recall costs the two teams slightly different amounts of time.
Frequently asked questions
How fast does the fountain heal?
2.6% of maximum health and 3.1% of maximum mana every quarter second, which comes to 10.4% health and 12.4% mana a second.
What does Homeguard actually do?
After 14:00, it restores an extra 12% of your missing health and mana every half second while you're in the fountain, and grants a burst of movement speed that decays over seven seconds. Before 14:00 you only get the speed, and only on respawn.
Why does the fountain not heal me in ARAM?
The Howling Abyss fountain has no regeneration by design.
What kills you if you dive someone's base?
The obelisk. The fountain tiles themselves do nothing.
Should you always heal to full before leaving?
Usually not. Ten seconds is a long time, and Homeguard's speed bonus is decaying while you stand there.
The short version
Buy, leave, and let Homeguard do the healing on the way. The regeneration is percentage-based so it works hardest when you're lowest, and standing around for the last third of the bar costs more tempo than it returns.
For the trip itself, our recall guide covers what interrupts it, and our back timings guide covers when to go at all.







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