Second Wind
Regenerate Health after taking damage
Effect
Analysis
Gold equivalentGold equivalent is 269G per match (est.), #2 of 3 in this Resolve row.
In this row
3 Resolve rowBy level
- Gold eq.
- Match average 269
| Lv1 | Lv5 | Lv10 | Lv15 | |
|---|---|---|---|---|
| Gold eq. | 328 | 281 | 256 | 237 |
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Melee/ranged average
Effects that differ for melee and ranged champions use the average of the two, since no specific champion is assumed.
Full Calculation
BasisIn-game text (captured 2026-09-23): +5 health every 5s, always on; a timer, so the 8s minimum for attack-triggered effects doesn't apply; converted against the median base regen
- 15 ÷ 5s interval × 5 = 5 per 5s. 5 ÷ median base regen 8–19 = 63–26%. 63–26 × 3G= 188–79G
BasisIn-game text (captured 2026-09-23): 3 + 1.5% of missing health over 5s after taking champion damage, doubled for melee; the ranged/melee average is 4.5 + 2.25%. Missing health assumed to be half the median max HP. 50% for combat only
- 112–32 ÷ 8s interval × 5 × 50% uptime = 3.75–10 per 5s. 3.75–10 ÷ median base regen 8–19 = 47–53%. 47–53 × 3G= 141–158G
- Total 237–328G (level 1–15)
- Match average: mean of levels 1–15 = 269G