Health regeneration (Hp5) is one of the best ways champions have available to increase their sustainability. A good amount of health regeneration can allow a tank to stay in lane and continue taking damage for the team. Even when switching lanes, escaping or chasing, Hp5 is always active increasing the champion’s survivability.
Hp5 is a statistic that is best used by tanks, in no small part because items that raise it tend to favour defensive stats. Regardless, not only tanks can benefit from Hp5 and items that boost it. The following table shows those items and their cost effectiveness: gold cost per unit of Hp5. Let’s click on the last header to sort the table and analyse the items.
|Doran’s Shield||8||+120 Health, +10 Armor||475||59|
|Eleisa’s Miracle||25||+20 Mp5, +25 Tenacity||1300||52|
|Emblem of Valor||10||+17% LS, UNIQUE Aura: nearby allied champions gain 10 Hp5||800||80|
|Force of Nature||40||+76 MR, +8% MS, UNIQUE Passive: restores 0.35% of your champion’s health every second||2610||65|
|Philosopher’s Stone||18||+8 Mp5, UNIQUE Passive: 5Gp10||800||44|
|Randuin’s Omen||25||+350 Health, +75 Armor, UNIQUE Passive: 5% CDR and 20% chance on being hit to slow the attacker’s MS and AS by 35% for 3 sec., UNIQUE Active: slows MS and AS of surrounding units by 35% for 2 sec. + 0.5 sec. for each 100 Armor and Magic Resistance (60 sec. CD)||3075||123|
|Shurelya’s Reverie||30||+330 Health, +15 Mp5, UNIQUE Passive: 15% CDR, UNIQUE Active: nearby champions gain 40% MS for 3 sec. (60 sec. CD)||2200||73|
|Stark’s Fervor||30||+20% AS, UNIQUE Aura: gives nearby allied champions 20% LS, 20% AS, and 30 Hp5. Reduces the Armor of nearby enemy champions by 20||2550||85|
|Tiamat||15||+50 AD, +5 Mp5, Passive: your attacks splash, dealing 50% area of effect damage around the target (35% for ranged attacks)||2070||138|
|Warden’s Mail||20||+50 Armor, Passive: 20% chance on being hit to slow the attacker’s MS and AS by 35% for 3 sec.||1350||68|
|Warmog’s Armor||45||+920 Health, +30 Hp5, Passive: permanently gain 4.5 Health and 0.15 Hp5 per minion kill. Champion kills and assists grant 45 Health and 1.5 Hp5. Bonuses cap at +450 Health, and +15 Hp5||3000||67|
From a quick look at the cost effectiveness of items we can see that the price per unit increases quite fast. The basic items are the most effective but also provide the smallest bonus. Philosopher’s Stone and Eleisa’s Miracle are good items with powerful bonuses like Gp10 and Tenacity.
As we move through the table we see that Doran’s Shield doesn’t distinguish itself in terms of Hp5. Both basic items are a better alternative but they don’t provide any health. The same happens with Force of Nature. However it has the largest boost available in magic resistance. Moreover, the passive grants 3.5 Hp5 per 1000 health; which makes it a particularly good option for tanks.
Warmog’s Armor comes behind being the prime item in terms of health bonus and a reasonable investment for Hp5. Both Force of Nature and Warmog’s Armor are the pinnacle of Hp5, further items provide smaller bonuses and aren’t as cost effective.
In spite of that, Shurelya’s Reveries and Stark’s Fervor set themselves apart by having a big Hp5 boost plus several good bonuses. The former provides cooldown reduction and the best temporary movement boos while the latter is a good item for carries due to its armor penetration and life steal.
Closing the list are Randuin’s Omen and Tiamat. Randuin’s Omes is quite expensive but it does provide a good set of bonuses for a tank. Tiamat provides an acceptable boost to attack damage while adding splash to the auto-attack but isn’t often chosen by carries.
In conclusion, tanks and support may see the most benefit from building Hp5. Carries may be better off building life steal yet they still will find much use in Stark’s Fervor. Unfortunately, mages have no items available to add Hp5 to their repertoire. Hp5 is a stat to increase defenses; as such offensive champions will find it difficult to take advantage of it.
– Acronyms: AD: attack damage, AP: ability power, AS: attack speed, CD: cooldown, CDR: cooldown reduction, CS: critical strike chance, Gp10: gold per 10 sec., Hp5: health regen per 5 sec., LS: life steal, MD: magic damage, Mp5: mana regen per 5 sec., MR: magic resist, MS: movement speed, PD: physical damage, SV: spell vamp
– Warmog’s Armor bonus Hp5 corresponds to its maximum bonus