Health Potion
Consumable · Patch 26.21 · numbers from Riot's Data Dragon files, refreshed every patch
Passive and active effects
- Active: Consume
- Restores 120 Health over 15 seconds.
Effect text as written in Riot's game data; for scaling effects, the in-game shop tooltip shows the exact numbers that match your current stats and level.
Health Potion patch history
| Patch | Change |
|---|---|
| 14.12 | Effect text changed |
| 12.14 | Effect text changed |
| 5.23 | Effect text changed |
| 5.22 | Cost: 35 → 50 gold |
| 3.6 | Effect text changed |
| 2013 | Earliest record in Riot's Data Dragon (2013); the item is older |
We compare cost and stats patch by patch in Riot's Data Dragon files. "Effect text changed" means the passive or active wording changed in that patch.
Health Potion is the cheapest item in League of Legends: 50 gold in patch 26.21 for a consumable that restores 120 Health over 15 seconds when you drink it. Several stack in a single inventory slot, it gives no stats, and almost every champion buys at least a couple in the first minute of the game.
What does a Health Potion actually do?
Drink it and you heal 120 Health spread across 15 seconds. Nothing more. (Not every consumable heals: the tooltip of Cappa Juice says it “does nothing.”) The heal is a steady tick rather than a burst, so taking damage while it runs does not cancel it, but it also means a potion cannot save you mid-combo; it is for the minute after the trade, not the trade itself.
That timing shapes how good players use it. Drink too early, at nearly full Health, and part of the heal is wasted on a full bar; drink too late, in the middle of an all-in, and the enemy has already decided whether you live. The sweet spot is right after a trade ends, when you are missing more than 120 Health and the enemy has backed off to farm (which is also when they are most likely to drink theirs). Timing is everything here. Is one potion a lot of Health? At level one, where champions have 600 or so, yes; by level nine it is a small top-up, and that is why potion purchases fade out after the first few recalls.
Is it worth 50 gold?
Our efficiency table shows 0% because the potion has no stats to price, and that number says nothing about its value. The honest comparison is with the gold itself: 50 gold is roughly two and a half minion kills, and 120 Health in lane is often worth more than that, since staying for one extra wave earns the gold back and then some.
The sell price is 20 gold, which nobody ever collects, because an unused potion is simply drunk before the next recall. Thing is, the real cost of potions is not the gold but the habit: players who buy two every recall at twenty minutes are spending on a heal that no longer matters, and the Refillable Potion exists precisely to make that habit cheaper.
Who buys it, and how many?
Everyone, early. The classic starts are a Doran’s item plus one or two potions, Long Sword plus three, or a support item plus two, and the right number depends on how rough the first levels will be. A melee top laner into a ranged bully takes the maximum they can afford; a safe scaling mage takes one and spends the rest on a ward later (a control ward costs more than a potion and wins more games).
After the first recall the numbers drop fast. One potion on the second back is normal, none on the third is common, and buying any after fifteen minutes is usually a sign that something else went wrong. Who keeps buying past twenty minutes? Honestly, junglers who got invaded and need to finish a clear at low Health, and even they tend to switch to a Refillable. Old habits die hard.
How has Health Potion changed over the patches?
Five entries in Riot’s data and only one real change: the price went from 35 to 50 gold in patch 5.22 (yes, it used to be cheaper), alongside the wording update that set the heal to its current shape. The other entries (3.6, 5.23, 12.14 and 14.12) are effect text changes. Put simply, the potion you drink today is the one players drank a decade ago, just a little more expensive, and the LoL items database has the same quiet record for the other consumables.
Health Potion or Refillable Potion?
Single potions at the start, when you need the most healing for the least gold and have no idea how the lane will go. A Refillable on the first or second recall, if you expect to keep needing heals, because it refills on every back and pays for itself after a few uses. For what it’s worth, most players end up with both for a while, drinking the single potions first and keeping the Refillable charges for later. If you are new to the game and want to know which lanes burn through potions fastest, our guide to LoL roles covers the early game of each position, and the Health Potion count is one of the first things that differs between them.
FAQ
How much does a Health Potion cost?
50 gold in patch 26.21, with a sell value of 20 gold.
How much does it heal?
120 Health over 15 seconds.
Can you drink two at once?
No. Drinking a second potion while the first is active queues it rather than stacking the heal, so the total healing takes twice as long.
Does taking damage cancel the heal?
No. The heal keeps ticking through damage, unlike some regeneration effects.
How many can you carry?
They stack in one slot up to a limit of five, so you never need more than one inventory space for them.
Does it build into anything?
No. It is a consumable with no upgrades; the Refillable Potion is a separate item, not an upgrade of this one.