Health regeneration

Template:TOCright**Health regeneration** (also known as **HP5**) is a stat similar to mana regeneration which determines the amount of health a champion regenerates over a five-second period. This happens in half-second intervals. **Health regeneration** is considered to be a form of healing for the purposes of healing increases or decreases, and for the sake of the "Healing Done" stat at the end of game screen.

Each champion starts with a certain base rate of **health regeneration**, which increases by a small amount at each level-up.

**Health regeneration** can be further increased by a variety of items, abilities, runes and neutral buffs. **Health regeneration** stacks additively, and each bonus point acquired directly affects its statistic. This is true whether the bonus is a flat value or percentage-based.

Template:Gold value​

* Flat **health regeneration** has a gold value of Template:G per point.
* Percentage **base health regeneration** has a gold value of Template:G per point.
* Health restored by potion has a gold value of Template:G per point.

## Restoring Health

Health can also be restored through others means than health regeneration: healing, life steal, and spell vamp.
## Increasing health regeneration

### Items

Template:Stat table headerTemplate:Do for every item
Template:Stat table footer

* Template:Ii
* Template:Ii
* Template:Ii
* Template:Ii
* Template:Ii
* Template:Ii
* Template:Ii

#### Consumables

* Template:Ii
* Template:Ii
* Template:Ii
* Template:Ii

### Champion abilities

* Template:Cai and Template:Ai
* Template:Cai
* Template:Cai
* Template:Cai
* Template:Cai
* Template:Cai

### Runes

* Template:Ri
* Template:Ri

### Neutral buffs

* Template:Bi
* Template:Ui

## Decreasing health regeneration

* Health regeneration can be reduced through healing reduction. *See healing reduction.*

## List of champions' health regeneration

Main article: List of champions' health regeneration
Template:Highest lowest stats

## Trivia

***Last updated:** December 21, 2017, patch V7.24b*

Without using Template:Ri or Template:Ri which potentially allows for infinite amounts of health, What may be the highest **health regeneration** attainable is **9619** HP per 5 seconds, with Template:Cis, thanks to his passive Template:Ai, and his ultimate Template:Ai, which both scale with Template:As.

* Base stats: Template:As and Template:As
* Runes:
	+ Template:Ri (File:Resolve icon.png Resolve as a secondary path)
	+ Template:Ri
	+ Template:Ri
	+ Template:Ri (can also be obtained with Template:Ri)
	+ Template:Ri
* Items:
	+ 4 Template:Ii
	+ 1 Template:Ii
	+ 1 Template:Ii
* Buffs:
	+ Template:Bi
	+ Template:Ui
		- **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).** is at Template:As
	+ Template:Cai
	+ Template:Cai
	+ Template:Cai (with the maximum amount of ability power)
	+ Template:Ii / Template:Ii Template:Nie
	+ Template:Ii (consumed)
	+ Template:Ii (consumed)
	+ Template:Ii (consumed)
	+ Template:Ii (consumed)
	+ *A Template:Ii **cannot** be consumed because **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).** will be full stuffed.*

* Template:Cis AP:
	+ **Items** = Template:Ii + Template:Ii + Template:Ii = Template:As
		- Template:Iis AP = 80 + (**Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).** + Template:Ii + Template:Ii)Template:TimesTemplate:Fd = Template:As
	+ **Runes** = Template:Ri + Template:Ri + Template:Ri + Template:Ri = Template:As
	+ **Buffs** = Template:Bi + Template:Ii = Template:As
	+ **AP Multiplier** = 1 + Template:Ii + Template:Bi = Template:Fd
		- Template:Cis AP = (Template:Fd + 120 + 90)Template:TimesTemplate:Fd = **Template:As**
		- Template:Ais bonus health = 600 + Template:FdTemplate:TimesTemplate:Fd = **Template:As**

* Template:Cis health:
	+ **Items:** = Template:Ii + Template:Ii + Template:Ii = Template:As
	+ **Runes:** = Template:Ri + Template:Ri = Template:As
	+ **Buffs** = Template:Ai + Template:Ii + Template:Ii = Template:As
	+ **Bonus Health Multiplier** = 1 + Template:Ii = **Template:Fd**
		- Template:Cis health = Template:Fd + (245 + 3950 + Template:Fd)Template:TimesTemplate:Fd = **Template:As**

* Template:Cis health regeneration:
	+ **Base** = Template:Fd
	+ **Items** = Template:Ii + Template:Ii = Template:As
	+ **Buffs** = Template:Ai + Template:Ii + Template:Ui + Template:Bi + Template:Ai + Template:Ii + Template:Ii = Template:As + Template:As
	+ **Health Regen Amplification** = Template:RiTemplate:TimesTemplate:Ii = Template:Fd
		- Template:Cis Health RegenerationTemplate:Equals(Template:FdTemplate:Times(1 + 9) + 80 + (Template:FdTemplate:TimesTemplate:Fd))Template:TimesTemplate:Fd = **Template:As**
			* Or Template:Fd health per second.

* In the same situation, **Lua error in Module:ImageLink at line 134: attempt to call field 'champion' (a nil value).** is at Template:As so he has currently about Template:As.
	+ It would take him Template:Fd seconds to recover all his Template:As.

Template:Stats

cs:Health regeneration
de:Lebensregeneration
es:Regeneración de vida
fr:Régénération de points de vie
pl:Regeneracja zdrowia
ru:Восстановление здоровья
zh:生命回复