Effective Hit Points
- EHP = hit points/
Reasons for EHP
There are several reasons for a difference in hit points and effective hit points.
- Main Article: Armor
The most obvious reason is the armor rating of a unit. Each point of armor increases the effective hit points of a unit by 6% of the unit's base hit points.
Most of the time when referring to effective hit points, the damage reduction due to the armor rating of the unit is meant.
- Increased effective hit points due to increased armor are only relevant against physical damage (damage type).
Armor and Attack types
- Main Article: Armor and Attack types
Armor and Attack types also modify the damage certain units deal and take and therefore also affect the effective hit points of a unit.
Abilities, Items and Status Effects
- Increased armor rating, for example Spiked Carapace, Ring of Protection or Inner Fire
- Miss chances, for example Drunken Brawler or Talisman of Evasion
- Damage reduction, for example Runed Bracers
- While technically negative status effects on attacking units also increase the effective hit points of the attacked unit, this is rather a question of the damage output of the attacking unit.
Heroes and Items
The following table illustrates the absolute (+) and relative (%) increase of effective hit points common items have on heroes at different hero levels. In can be sorted for each item to compare the effectiveness on different heroes.
- Only increased hit points and armor due to items are taken into account. Special items like Talisman of Evasion or Runed Bracers are not considered.
- Hero Level 1
- Hero Level 2
- Hero Level 3
- Hero Level 4
- Hero Level 5
- Hero Level 6
- Hero Level 7
- Hero Level 8
- Hero Level 9
- Hero Level 10