The MathLoL EHP Explorer · reference

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1Armor, MR & effective HP

Armor and magic resistance reduce incoming physical / magic damage by a percentage. For resist R ≥ 0, pre-mitigation ("raw") damage dr becomes post-mitigation damage dm (the actual health deducted):

dₘ = dᵣ × 100 / (100 + R) equivalently dᵣ = dₘ × (1 + R/100)

The second form is the useful one: resists effectively inflate your health against that damage type. Every 1 point of armor adds exactly 1% of your health as physical effective HP:

Physical EHP = Health × (1 + Armor/100) Magical EHP = Health × (1 + MR/100)
25 armor 1000 HP → 1250 EHP
1000 raw → 800 taken (−20%)
100 armor 1000 HP → 2000 EHP
1000 raw → 500 taken (−50%)
200 armor 1000 HP → 3000 EHP
1000 raw → 333 taken (−66.7%)

Negative resists (possible only via reductions past zero) use 2 − 100/(100 − R) instead, and can never push effective HP below 50% of nominal — rare in practice, since pen/shred seldom go below zero.

2Stacking resists

Armor stacks additively and, by the formula above, has no diminishing returns of effective HP: the 300th point of armor adds the same +1% of max HP as the 1st. What does diminish is the visible "% damage reduction" number — that's an artifact of the percentage, not of the protection.

Health vs. resists: EHP is the product HP × (1 + R/100), so it grows fastest when both factors grow — which is why item comparisons (Warmog's vs Kaenic vs Force of Nature) hinge on the damage mix, and why 1 armor is valued at 20g vs 2.67g per HP.

3Mixed damage & the mix multiplier

Real fights deal both damage types. With p = the physical share of incoming damage, and armor A / MR M taken after enemy pen & shred:

taken(1 raw) = p × critFactor × 100/(100+A) + (1−p) × magicFactor × 100/(100+M) mix = 1 / taken(1 raw) EHP = current HP × mix (+ flat shield pools)

This is the wiki's mixed effective health formula, rearranged to compute how much 1 point of raw mixed damage actually takes, then invert it.

4Break-even lines

Each champion is a line over base healing received h:

y(h) = EHP₀ + (healAmp × mix × grievousFactor) × h

Where two lines cross, that amount of healing makes the two builds equally durable — the numbered chips under the chart. Hollow diamonds mark where healing lifts a champion past a missing-HP threshold its build cares about: Chemtech soul (50%), Revitalize / Shadowflame (40%), the Force of Nature ramp.

5Healing & shielding modifiers

Heal & shield power (hsp) applies to what you cast; Spirit Visage amps what you receive. Each kind of sustain therefore carries a different chain:

self heal → raw × hsp × SV × Revit × GW × mix self shield → raw × shield-power × SV × Serpent's × mix incoming → raw × ally-hsp × SV × Revit(<40%) × GW/Serpent's × mix regen → raw × SV × GW × mix bonus HP → raw × mix

6Revitalize

Revitalize grants 5% heal & shield power flat, plus +10% to outgoing heals/shields on targets below 40% HP, and to everything you receive or self-cast while you are below 40%.

Counter-intuitively, that +10% is not worth the same for healing and shielding. It multiplies cleanly into heal power, but a live-game recursion bug stacks it into shield power one extra time. With total shield-power product p, below 40% HP:

healing: × p × 1.10 → Revitalize alone: +15.5% shielding: × p × (1 + 0.1·p) → Revitalize alone: +16.025%

Modeled as the live game behaves. It also amps magic shields (Maw, Kaenic).

7Grievous Wounds & Serpent's Fang

8The effects engine

EHP gained = raw amount × amp (§5) × mix

9Simulations

When healing scales off missing HP, one multiply is wrong: the healing itself refills HP, shrinking what the rest scales from. Two cases have to be stepped through:

Single-cast missing-HP heals like Vladimir's empowered Q don't need this — they fire once, so a single multiply is already exact.

10Data sources & gold values

Champion stats, items and ability numbers come from Meraki Analytics / CommunityDragon game-file data for the current patch; ability heal/shield/DR specs are machine-generated from it. Rune, drake-stack and summoner values are curated from the wiki. Every value in the explorer shows its term-by-term breakdown on hover.

statgold / pointstatgold / point
Armor20Health2.67
Magic resist18HP regen (base %)3