Refillable Potion
Consumable · Patch 26.21 · numbers from Riot's Data Dragon files, refreshed every patch
Passive and active effects
- Active: Active
- (2 charges) Restores 100 Health over 12 seconds. Refills upon visiting the shop.
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.
Refillable Potion patch history
| Patch | Change |
|---|---|
| 14.12 | Effect text changed |
| 12.14 | Effect text changed |
| 5.23 | Effect text changed |
| 5.22 | Added to the game data |
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.
Refillable Potion is the reusable healing item in League of Legends: 150 gold in patch 26.21 for 2 charges that each restore 100 Health over 12 seconds, and the charges come back every time you visit the shop. It gives no stats, costs the same as three Health Potions, and after the second recall it is usually the only potion left in the inventory.
How does the Refillable Potion work?
You get 2 charges. Using one heals 100 Health across 12 seconds, the same steady tick as an ordinary potion, and when you walk into the shop on a recall the shop restores both charges for free.
That last part is the whole item. A Health Potion is 50 gold every time you want to heal; the Refillable is 150 gold once, and after three recalls with both charges used it has already paid for itself and started saving you money. Each charge heals a little less than a single potion (100 against 120) over a slightly shorter window, so the trade is a bit of healing per use for an unlimited number of uses. Is that a good deal? Almost always: a jungler who recalls every four or five minutes refills it a dozen times a game, while a split pusher who stays out for ten minutes at a stretch gets far less from it.
Is the Refillable Potion worth 150 gold?
The efficiency table says 0%, because there are no stats to price, so that number tells you nothing. The useful comparison is with potions: three Health Potions cost the same as one Refillable, heal more in total, and then they are gone.
So the question is whether you will drink more than three potions’ worth before the game ends. Fewer than three, buy potions. More, buy the Refillable, and put simply, in a normal game almost everyone needs more. The sell value is 60 gold, which is why experienced players sell it only when a sixth finished item needs the slot and not a moment before (an empty slot heals nobody).
Who buys it, and when?
Junglers nearly always, on the first recall, because a full clear ends low on Health and the two charges cover the next one without spending gold every back. Laners in a long trading lane (Darius into Garen, Lux into Xerath) buy it on the first or second recall, usually alongside a Long Sword or an Amplifying Tome. Supports and scaling mages often skip it.
Honestly, the people who get the least from it buy it at twenty minutes, with two items already finished. By then items decide fights, not 100 Health of slow regen, and the 150 gold buys a component sooner instead. Early buy, long use. That is the pattern.
Refillable Potion or Health Potion?
Single Health Potions at the very start, when you have 500 gold and need every bit of it in a starting item. The Refillable from the first recall on, if you will be trading or clearing for the next fifteen minutes. For what it’s worth, carrying both for the first ten minutes is normal: drink the single potions first, since they vanish when used, and keep the two refillable charges as the reserve. A lane you have already won needs neither after the first back; a lane you are losing needs both, and the Refillable is the one that keeps paying out.
How has it changed over the patches?
The item appeared in patch 5.22, and the data since then shows three entries, in patches 5.23, 12.14 and 14.12, all of them changes to the effect text rather than to the numbers. Price, charges and healing are the same today as in Riot’s earliest record of the item. Funny enough, a decade of patches has changed its tooltip three times and its numbers zero times. The LoL items database has the matching history for the other consumables.
Does it stack with other healing?
Can you drink both charges at once to heal faster? No. The regen ticks alongside any other healing you have, but using the second charge while the first is running simply queues it, so a double drink takes twice as long. The same goes for using a charge while a Health Potion is active. If you are working out which positions burn through heals fastest, the guide to LoL roles covers the early game of each, and the Refillable Potion is standard in the jungle and top lane sections of all of them.
FAQ
How much does the Refillable Potion cost?
150 gold in patch 26.21. It sells for 60 gold.
How much does it heal?
100 Health over 12 seconds per charge, with 2 charges.
How do the charges refill?
By visiting the shop. Every recall restores both charges at no cost.
Is it better than a Health Potion?
Per use it heals a little less, but it refills for free, so over a full game it is far cheaper than buying potions repeatedly.
Does it build into anything?
No. It is a standalone consumable with no upgrades.
When should you sell it?
Only at full build, when you need the sixth slot for a finished item.