What is Heartsteel? ❤️
Heartsteel is the infinite HP-scaling tank item — a legendary that turns every close-range engagement into a permanent health gain through the COLOSSAL CONSUMPTION passive. Unlike fixed-stat tank items (Warmog’s Armor, Spirit Visage), Heartsteel grows unboundedly throughout a game: every COLOSSAL CONSUMPTION proc against any enemy champion adds permanent bonus health to the holder’s maximum HP pool, with no cap on accumulation. A Heartsteel tank who has been in extended combat across 30 minutes can have 500-1,500+ bonus HP from COLOSSAL CONSUMPTION stacks alone, far exceeding the HP contribution of any static item.
The COLOSSAL CONSUMPTION mechanic rewards a specific playstyle: staying within 700 units of enemy champions for 3+ consecutive seconds to build stacks, then landing the empowered basic attack to consume them. For melee tanks who engage into the enemy team and stay in melee range throughout fights — Cho’Gath, Sion, Malphite, Mundo, Nasus — the 700-unit range is their natural operating distance, and 3 seconds of proximity is a single ability combo sequence. The 30-second cooldown per target creates a rotation pattern: proc COLOSSAL CONSUMPTION on one target, shift to the next target, proc on them after 3 stacks, return to the first target after 30 seconds.
GOLIATH scales the champion’s visual size by 0%–30% based on maximum health — a mechanic that directly rewards Heartsteel’s HP-stacking design. As COLOSSAL CONSUMPTION permanent HP accumulates and maximum health increases, GOLIATH’s size scaling increases proportionally. Champions who combine Heartsteel with other HP items (Warmog’s Armor, Protoplasm Harness, Overlord’s Bloodmail) reach the 30% size increase threshold, visually and mechanically differentiating the champion in teamfights. Sell: 2,100 Gold, ID: 3084.
📊 Base Statistics
| Statistic | Value |
| Total Cost | 3,000 Gold |
| Combine Cost | 400 Gold |
| Sell Price | 2,100 Gold |
| Health | +900 HP |
| Base Health Regeneration | +100% base health regeneration |
| COLOSSAL CONSUMPTION: Range | 700 units proximity to enemy champion |
| COLOSSAL CONSUMPTION: Stack rate | 1 stack per second, maximum 3 stacks |
| COLOSSAL CONSUMPTION: Stack linger | 3 seconds after leaving 700-unit range |
| COLOSSAL CONSUMPTION: Trigger | Basic attack against a target with 3 stacks |
| COLOSSAL CONSUMPTION: Damage | 70 (+6% maximum health) bonus physical damage on-hit |
| COLOSSAL CONSUMPTION: Damage type | Proc damage AND basic damage — does NOT trigger spell effects |
| COLOSSAL CONSUMPTION: Targeting | Auto-targeted effect |
| COLOSSAL CONSUMPTION: Life steal | Applies life steal |
| COLOSSAL CONSUMPTION: Clones | Activates on champion clones — grants bonuses from them |
| COLOSSAL CONSUMPTION: Permanent HP | Permanent bonus health = 8% of damage dealt (SR/Nexus Blitz) |
| COLOSSAL CONSUMPTION: Cooldown | 30 seconds per target |
| GOLIATH: Size scaling | 0%–30% increased size based on maximum health |
| Item limit | Limited to 1 Heartsteel |
| Item ID | 3084 |
| Availability | SR 5v5, ARAM, Nexus Blitz, Arena |
| 📊 COLOSSAL CONSUMPTION — Permanent HP Gain Per ProcCOLOSSAL CONSUMPTION damage formula: 70 + (6% × maximum health). Permanent HP bonus per proc: 8% of that damage amount.HP gained per proc at key maximum health values: 2,000 max HP (early game): 70 + (6% × 2000) = 70 + 120 = 190 damage. 8% × 190 = 15.2 HP gained permanently. 3,000 max HP (mid game, typical first item): 70 + (6% × 3000) = 70 + 180 = 250 damage. 8% × 250 = 20 HP permanently. 4,000 max HP (mid/late game, multiple HP items): 70 + (6% × 4000) = 70 + 240 = 310 damage. 8% × 310 = 24.8 HP permanently. 5,000 max HP (full tank build): 70 + (6% × 5000) = 70 + 300 = 370 damage. 8% × 370 = 29.6 HP permanently. 6,000 max HP (Heartsteel + multiple HP items + stacks): 70 + (6% × 6000) = 70 + 360 = 430 damage. 8% × 430 = 34.4 HP permanently.Cumulative growth: 30-second CD per target. Against 2 different targets alternating: approximately 2 procs per 30 seconds in sustained fights = 30-70 HP per 30 seconds at mid-game HP values = 60-140 HP per minute from Heartsteel stacking alone. Over 20 minutes of active teamfight engagement: 1,200-2,800 bonus HP from COLOSSAL CONSUMPTION stacks.The HP gain scales with CURRENT maximum health — meaning later procs are worth more than earlier procs as the champion’s HP pool grows from previous stacks and other HP items. Heartsteel accelerates its own efficiency as the game progresses. |
🔨 Recipe & Components
Heartsteel builds from Giant’s Belt × 2 + Crystalline Bracer with a 400g combine:
| Component | Cost | Notes |
| Giant’s Belt | 900 Gold (+500) | Ruby Crystal + 500 combine; +350 HP at component level; primary HP input ×2 in recipe; also builds into Warmog’s, Heartsteel, Overlord’s Bloodmail, and many HP legendaries |
| Ruby Crystal | 400 Gold | Part of Giant’s Belt — +150 HP input |
| Crystalline Bracer | 800 Gold (+100) | Ruby Crystal + Rejuvenation Bead + 100 combine; +150 HP + 50% base health regen at component level; the regen component of the recipe; also builds into Warmog’s, Spirit Visage |
| Ruby Crystal | 400 Gold | Part of Crystalline Bracer — HP input |
| Rejuvenation Bead | 300 Gold | Part of Crystalline Bracer — health regen input |
| Giant’s Belt | 900 Gold (+500) | Second Giant’s Belt — identical to first; provides additional +350 HP pre-completion |
| Ruby Crystal | 400 Gold | Part of second Giant’s Belt |
| Combine Cost | 400 Gold | |
| Total | 3,000 Gold | Complete Heartsteel — 900 HP + 100% base health regen; pre-completion stats from two Giant’s Belts + Crystalline Bracer = ~700 HP equivalent before combine |
| 💡 Giant’s Belt × 2 — Double HP Component Build PathGiant’s Belt (900g each): +350 HP at component level. Two Giant’s Belts provide +700 HP before the Crystalline Bracer and combine are added. Giant’s Belt is one of the highest HP-per-gold components in the game (350 HP for 900g = 389 HP per 1,000g).Crystalline Bracer (800g): +150 HP + 50% base health regen. The regen component — the regeneration contribution becomes +100% base health regen at full Heartsteel completion.Optimal purchase order for tank builds: First Giant’s Belt (900g) on first back: +350 HP immediately; substantial HP cushion for early trading and objective fighting. Crystalline Bracer (800g): HP + regen — base health regeneration begins before full completion. Second Giant’s Belt (900g) + 400g combine: completes Heartsteel at 3,000g total with COLOSSAL CONSUMPTION and GOLIATH live.Giant’s Belt also builds into Warmog’s Armor, Overlord’s Bloodmail, Protoplasm Harness, Winter’s Approach, and others — giving flexibility to redirect the first Giant’s Belt into a different HP legendary if the build plan changes before Heartsteel completion. |
❤️ COLOSSAL CONSUMPTION — Complete Mechanics Reference
700-Unit Range Stacking — 3 Seconds to Empower
COLOSSAL CONSUMPTION’s 3-stack buildup requires 3 consecutive seconds within 700 units of the same enemy champion. The 700-unit range covers most melee ability ranges (most melee abilities have 200-400 unit cast ranges) and the standard engagement distance for melee champions approaching their target. For tanks who walk into the enemy front line, staying within 700 units of a target for 3 seconds is the natural duration of a single ability rotation — 3 seconds is roughly one full ability cast sequence (Q → W → E → auto) at a standing melee target.
The stacks linger for 3 seconds after the champion moves beyond 700 units from the target. This linger means a tank who dashes in, stacks to 3, then is knocked back slightly doesn’t immediately lose the stacks — there’s a 3-second window to return within 700 units and consume the stacks with an empowered basic attack. The linger is particularly relevant for tanks who use displacement abilities (Malphite R Unstoppable Force, Sion Mega Adhesive/Unstoppable Onslaught) that briefly reposition them before landing on the target.
Proc Damage + Basic Damage — NO Spell Effects
COLOSSAL CONSUMPTION deals both proc damage AND basic damage — but this combination means it will NOT trigger spell effects. Spell effects (triggered by ability damage hits, such as Liandry’s TORMENT burn or Rylai’s Crystal Scepter slow) require ability/spell damage to activate. Since COLOSSAL CONSUMPTION is classified as proc damage + basic damage (not spell damage), these spell-effect-triggering items do not proc from the COLOSSAL CONSUMPTION hit. This is an important item interaction limitation: Heartsteel tank builds cannot use COLOSSAL CONSUMPTION to stack Liandry’s TORMENT or apply Rylai’s slows.
However, COLOSSAL CONSUMPTION applies life steal — the empowered on-hit damage heals the tank through life steal from any life steal source in the build. The proc damage + basic damage classification also means it applies on-hit effects that trigger from basic attacks and proc damage — items like Titanic Hydra (TIDAL WAVE: proc damage from max HP on basic attacks) interact with the Heartsteel proc in specific ways depending on how each item’s proc classification stacks.
Auto-Targeted Effect + Clone Interaction
COLOSSAL CONSUMPTION is an auto-targeted effect — it applies automatically to whichever champion target is hit by the empowered basic attack. There is no manual targeting required beyond directing the basic attack at the 3-stack target. The auto-targeting means the champion simply attacks normally; COLOSSAL CONSUMPTION fires automatically when a 3-stack target is hit.
Crucially, COLOSSAL CONSUMPTION will activate on champion clones and grant its bonuses from them. This means attacks against Shaco clones, LeBlanc Mirror Images, Wukong decoys, and other champion clone types that exist as targetable units can trigger COLOSSAL CONSUMPTION — and the permanent HP bonus is granted from the clone proc. The 30-second CD per target applies to the clone as a separate target. This clone interaction is generally beneficial: in matchups with clone-heavy champions, the Heartsteel holder can farm additional permanent HP from the clones alongside the real champion.
COLOSSAL CONSUMPTION — Full Mechanics Table
| Mechanic | Detail |
| Proximity range | 700 units to enemy champion |
| Stack rate | 1 stack per second |
| Maximum stacks | 3 stacks |
| Stack linger after leaving range | 3 seconds |
| Trigger | Basic attack against target with 3 stacks |
| Targeting | Auto-targeted — fires automatically on the 3-stack target |
| Damage | 70 (+6% maximum health) bonus physical on-hit |
| Damage type | Proc damage AND basic damage — does NOT trigger spell effects |
| Life steal | APPLIES life steal on the proc |
| Permanent HP | 8% of damage dealt, permanently added to max HP (SR/NB) |
| Cooldown | 30 seconds per target |
| Clones | Activates on champion clones AND grants permanent HP bonus from clone procs |
| Multiple targets | Independent 3-stack + 30s CD per each separate target |
| ⚠️ COLOSSAL CONSUMPTION — Critical Rules3 seconds proximity = 3 stacks: must remain within 700 units of the same target for 3 consecutive seconds to reach maximum stacks. Moving in and out of 700-unit range resets the stack rate — maintain continuous proximity for the fastest stack buildup.Stacks linger 3 seconds after leaving range: if knocked back or displaced beyond 700 units, there is a 3-second window to return and consume the 3 stacks. After 3 seconds outside range, stacks begin decaying.Proc damage + basic damage = NO spell effects: COLOSSAL CONSUMPTION does NOT trigger Liandry’s TORMENT, Rylai’s Crystal Scepter slows, or any other spell-effect-requiring item/rune. Tank builds cannot layer these spell-trigger items on top of Heartsteel procs.Applies life steal: the proc heals via life steal from any life steal source in the build. Combining Heartsteel with lifesteal items amplifies healing from COLOSSAL CONSUMPTION procs.Clones count as valid targets AND grant permanent HP: champion clones (Shaco, LeBlanc, Wukong) generate stacks independently and grant permanent HP on proc — farming clone targets is a bonus permanent HP source.Independent 30-second CD per target: COLOSSAL CONSUMPTION can be active on multiple targets simultaneously (stacking on target A and B in parallel); the 30-second CD only prevents re-proccing the SAME target within 30 seconds, not preventing concurrent stacking on different targets.GOLIATH size scales with current maximum HP: as COLOSSAL CONSUMPTION adds permanent HP and HP items stack, GOLIATH’s size increase grows toward the 30% maximum — maximum HP is the scaling factor, not a fixed threshold. |
| 📊 GOLIATH — 0%–30% Size Scaling Based on Maximum HealthGOLIATH scales the champion’s size (model scale) from 0% additional size at minimum HP thresholds to 30% increased size at maximum HP thresholds. The exact HP breakpoints for the 0%–30% scale are not explicitly listed in the wiki, but the scaling is based on MAXIMUM HEALTH — meaning every point of maximum health from COLOSSAL CONSUMPTION permanent stacks, HP items, and base HP growth contributes to the GOLIATH size calculation.Approximate size scaling by HP milestones: ~2,000-2,500 max HP: minimal GOLIATH effect (~0-5% size increase). Standard early-game HP without HP itemization. ~3,000-3,500 max HP: early GOLIATH scaling (~5-10% size). Heartsteel first item + base HP growth. ~4,000-5,000 max HP: mid GOLIATH scaling (~15-20% size). Heartsteel + one HP legendary + COLOSSAL CONSUMPTION stacks. ~6,000+ max HP: near-maximum GOLIATH (~25-30% size). Full HP tank build with significant COLOSSAL CONSUMPTION accumulation.Practical impact: 30% increased size affects the champion’s visual presence and hitbox (slightly larger collision radius), but the primary in-game mechanical effect is intimidation factor and the visual indicator to opponents that this champion has built substantial HP. At maximum GOLIATH scaling, champions like Cho’Gath, Sion, and Malphite become significantly larger on screen — potentially affecting skillshot targeting psychology for opponents attempting to avoid the tank.Champions with size-scaling synergy: Cho’Gath (Feast R already scales size and HP — GOLIATH stacks on top of Feast stacks for potentially enormous size); Sion (natural large hitbox + Heartsteel HP stacking = maximum GOLIATH quickly); Warwick (GOLIATH size increase on a moving attack-speed melee hunter changes the visual impact of close-range pursuit). |
🗺️ Map-Specific Differences
| Stat / Effect | SR 5v5 / Nexus Blitz | ARAM | URF | Arena |
| Health | +900 HP | +900 HP | +900 HP | +700 HP (-200 HP) |
| Base health regen | +100% | +100% | +100% | +0% (removed) |
| COLOSSAL CONSUMPTION base damage | 70 | 70 | 70 | 125 (+55 bonus) |
| COLOSSAL CONSUMPTION health ratio | +6% maximum health | +6% maximum health | +5% (reduced by 1%) | +12% BONUS health (changed) |
| COLOSSAL CONSUMPTION permanent HP | 8% of damage | 5% of damage (reduced) | 8% of damage | 12% of damage (increased) |
| COLOSSAL CONSUMPTION CD per target | 30 seconds | 30 seconds | 30 seconds | 30 seconds |
| GOLIATH | 0%–30% max HP scaling | 0%–30% max HP scaling | 0%–30% max HP scaling | 0%–30% max HP scaling |
| 💡 Arena Heartsteel — 125 Base Damage, 12% Bonus Health Ratio, 12% HP GainArena changes fundamentally restructure COLOSSAL CONSUMPTION’s damage formula and HP gain:HP 900→700 (-200 HP): base stat reduced, partially offset by the stronger COLOSSAL CONSUMPTION permanent HP stacking in Arena.Base health regen 100%→0%: the regeneration stat is completely removed in Arena. The +100% base health regen value is lost — compensated by Arena’s between-round HP recovery mechanic rather than in-combat regeneration.COLOSSAL CONSUMPTION base damage 70→125 (+55): higher flat base damage at all HP levels.Health ratio change — 6% MAXIMUM health → 12% BONUS health: the scaling formula changes target stat from total max HP to BONUS health only (HP above base HP). In Arena where champions stack HP items heavily, bonus health is typically 2,000-4,000+ by mid-rounds. At 3,000 bonus health: 12% × 3,000 = 360 (vs SR 6% × 4,000 max HP = 240). Arena COLOSSAL CONSUMPTION deals more damage per proc in HP-heavy builds.Permanent HP gain 8%→12% of damage: each COLOSSAL CONSUMPTION proc grants 12% of the damage as permanent HP in Arena. At 125 + (12% × 3,000 bonus) = 125 + 360 = 485 Arena damage per proc: 12% × 485 = 58.2 HP permanently per proc. vs SR at 5,000 max HP: 70 + (6% × 5,000) = 370 damage; 8% × 370 = 29.6 HP per proc. Arena permanent HP gain per proc is approximately 2× the SR value in comparable HP builds.Augmented Power Arena augment: the wiki specifically notes Augmented Power also modifies health gained by COLOSSAL CONSUMPTION — the Arena augment stacks with the 12% HP gain for additional permanent HP accumulation per proc. |
| 💡 ARAM Heartsteel — 5% Permanent HP ReductionARAM Heartsteel: Permanent bonus health reduced from 8% to 5% of damage amount. All other mechanics unchanged.The ARAM reduction reflects the faster-paced, constant-combat ARAM environment where COLOSSAL CONSUMPTION procs more frequently (enemies are always nearby in the single-lane map). Without the reduction, Heartsteel tanks in ARAM would stack HP faster than the game’s healing/damage output balances. At 5%: a 250 damage proc grants 12.5 HP vs SR’s 20 HP from the same proc — meaningfully slower accumulation in ARAM’s high-frequency engagement environment. |
🎯 When to Build Heartsteel
Heartsteel is the correct item when the champion is a melee tank or HP-scaling fighter who engages into the enemy team and stays in sustained melee range throughout fights. The item’s value is entirely built over time — COLOSSAL CONSUMPTION’s permanent HP gain is negligible at 10 minutes and potentially game-defining at 35 minutes. Heartsteel requires building it early for maximum stacking time.
✅ Build Heartsteel When:
- Playing a melee frontline tank who naturally stays within 700 units of enemies: Malphite, Cho’Gath, Sion, Ornn, Mundo, Nasus, Warwick — champions who walk into the enemy team and stay there; 700-unit proximity is their natural operating range during every teamfight; COLOSSAL CONSUMPTION stacks accumulate automatically from normal play
- Planning a full HP-stacking build: Heartsteel’s COLOSSAL CONSUMPTION permanent HP scales with maximum health; pairing with Warmog’s Armor, Protoplasm Harness, Overlord’s Bloodmail, and Winter’s Approach creates a compounding HP loop where each additional HP item increases COLOSSAL CONSUMPTION proc damage, which increases permanent HP gain per proc, which increases all subsequent HP item scaling
- Games expected to go 30+ minutes: Heartsteel’s value grows with time; against opponents who can end the game before 20 minutes, the permanent HP accumulation may not reach critical mass; games expected to last 30-40 minutes allow 20-30 COLOSSAL CONSUMPTION procs per target, creating hundreds to over a thousand bonus HP from stacking alone
- Champions with HP-scaling abilities: Cho’Gath (Rupture Q damage + Vorpal Spikes E AP scaling, but also Feast R HP stacking synergy — GOLIATH on max Feast Cho’Gath = enormous size), Sion (Decimating Smash Q damage scales with bonus HP beyond a threshold; Heartsteel adds to bonus HP), Mundo (Sadism R healing scales with max HP — more max HP from Heartsteel = more healing from R), Nasus (Siphoning Strike Q scales with attack damage, but HP-tank Nasus using Heartsteel for durability while stacking AD)
- Jungle tanks who repeatedly gank the same enemies: each gank creates 3+ seconds of proximity for COLOSSAL CONSUMPTION stacking; ganking the same lanes repeatedly means the jungler procs the same enemy champion targets on a 30-second CD rotation; Warwick and Sejuani jungle naturally stay within 700 units of targets during ganks and fights
❌ Do NOT Build Heartsteel When:
- Playing a ranged champion: COLOSSAL CONSUMPTION requires 700-unit proximity for 3 seconds; ranged champions who attack at 500-650 units can’t maintain consistent 700-unit proximity to enemy champions during fights; the stack buildup is interrupted by repositioning; Heartsteel’s entire passive value is lost on champions who naturally maintain range
- Playing a tank who relies on early item spike (Laning-phase focused): Heartsteel provides minimal immediate value — 900 HP and COLOSSAL CONSUMPTION dealing moderate damage at early-game HP values; if the tank needs a strong item power spike at 2-3 items (Malphite into specific AD matchups needing Sunfire Aegis burn, Leona needing Locket of the Iron Solari for team protection), Heartsteel’s gradual scaling may not serve the early-game win condition
- Short games or burst-composition environments: games decided within 20 minutes or compositions built around explosive burst (not sustained trades) don’t provide enough time for COLOSSAL CONSUMPTION HP stacking to matter; Kaenic Rookern or Hollow Radiance provide immediate defensive value regardless of game length
👥 Best Champions for Heartsteel
✅ Optimal — HP-Scaling Melee Tanks
- Cho’Gath — Rupture (Q) 800-unit displacement area, Vorpal Spikes (E) on-hit HP scaling AP builds, Feast (R) +HP per stack. Cho’Gath is arguably the single best Heartsteel champion: Feast (R) stacks permanently increase maximum HP (up to 350 bonus HP from full stacks), which directly increases COLOSSAL CONSUMPTION’s damage formula (+6% maximum health per proc) — every Feast stack increases the next COLOSSAL CONSUMPTION proc’s damage and permanent HP grant. GOLIATH’s size scaling on a fully-stacked Cho’Gath with Heartsteel HP accumulation + Feast stacks creates one of the largest champion models in the game. COLOSSAL CONSUMPTION’s 700-unit range is covered by Cho’Gath’s natural melee-to-short-range kit, and the 30-second CD rotation aligns with the CD windows of his abilities.
- Sion — Decimating Smash (Q) bonus HP-scaling AD damage beyond 100 bonus HP, Sion’s Shield of Glory (W) HP-based shield, Onslaught of Shadows (R) global charge. Sion’s passive Glory in Death (P) keeps him fighting after death — even post-death Sion basic attacks can trigger COLOSSAL CONSUMPTION for permanent HP (grants HP that applies when Sion revives next, noting that permanent HP changes persist across the death-revival mechanic in the passive). Sion’s W shield scales with bonus HP — Heartsteel’s permanent HP accumulation directly increases the W shield value over time, making Sion progressively more durable through the shield strength as well as raw HP.
- Mundo (Dr. Mundo) — Infected Bonesaw (Q) % max HP slow projectile, Sadism (R) % max HP regeneration heal. Mundo’s R Sadism heals for a % of maximum health over 8 seconds — as Heartsteel’s permanent HP accumulation increases maximum health, Sadism’s absolute healing amount increases proportionally. A Mundo who has accumulated 1,000 bonus HP from COLOSSAL CONSUMPTION stacks regenerates meaningfully more HP from R than at game start. COLOSSAL CONSUMPTION’s 700-unit range aligns with Mundo’s preferred close-range sustained fighting at targets he’s slowed with Q.
- Malphite — Seismic Shard (Q) % max HP slow projectile, Brutal Strikes (W) armor-based AoE, Ground Slam (E) armor-to-AP, Unstoppable Force (R) AOE knockup engage. Malphite naturally stacks armor-based defenses, but Heartsteel adds HP for a hybrid tank profile. R Unstoppable Force lands Malphite in melee range — perfect COLOSSAL CONSUMPTION stacking position post-R landing. The 700-unit proximity during and after the Unstoppable Force (R) engage guarantees 3-second stack accumulation in a standard teamfight sequence.
- Warwick — Jaws of the Beast (Q) % max HP bite attack, Blood Hunt (W) hunting vision, Primal Howl (E) slow, Infinite Duress (R) suppression leap. Warwick’s Q Jaws of the Beast deals bonus % max HP magic damage — higher maximum HP from Heartsteel stacks increases Q’s absolute bonus damage. Warwick maintains melee contact during Blood Hunt pursuit and Infinite Duress suppression, naturally staying within 700 units of targets during ganks. COLOSSAL CONSUMPTION’s life steal interaction combines with Warwick’s innate lifesteal from P and Q for massive healing per COLOSSAL CONSUMPTION empowered attack.
Situational Picks
- Nasus: Siphoning Strike (Q) AD scaling from kills provides primary damage; Heartsteel’s HP profile provides durability for the champion who needs to survive to late game. Heartsteel stacks supplement Nasus’s passive Q farming — HP tank Nasus who stacks COLOSSAL CONSUMPTION HP becomes an unkillable frontline by the 30-minute mark while the Q damage independently climbs.
- Zac (tank jungle): Cell Division (P) bloblet chunk size scales with max HP; higher max HP from Heartsteel increases chunk HP amounts. Zac’s E Elastic Slingshot repositions him within 700-unit proximity; during ganks and fights, Zac stays in close-range contact with targets during Stretching Strikes (Q) and the teamfight period after E landing.
❌ Not Recommended
- Ranged tanks (Kalista tank, Gangplank tank): inability to maintain 700-unit proximity consistently; COLOSSAL CONSUMPTION stacks don’t accumulate reliably during ranged attack patterns
- AP tanks who need specific defensive stats (Amumu, Galio): these champions often need MR, AH, or specific utility from tank items; Heartsteel’s pure HP profile may not provide the defensive stat profile needed; Spirit Visage (MR + health regen) or Kaenic Rookern (MR + MANAWALL passive) provide targeted defensive value
⚙️ Recommended Build Paths
Cho’Gath — Maximum HP Stack Synergy with Feast
- Giant’s Belt — First back (900g) — +350 HP; HP for early survival and first COLOSSAL CONSUMPTION procs at Heartsteel completion
- Heartsteel — First full item (3,000g) — COLOSSAL CONSUMPTION live; 900 HP base + 100% regen; GOLIATH begins scaling with Feast R stacks + Heartsteel HP
- Warmog’s Armor — Second item — +800 HP; Warmog’s HEART passive: regenerate to full HP over 4 seconds if above 3,000 HP and out of combat for 6 seconds; Cho’Gath with Heartsteel (900) + Warmog’s (800) + Feast stacks (350 max) exceeds 3,000 HP threshold early; COLOSSAL CONSUMPTION procs at 4,000+ max HP deal 70 + 240 = 310 damage, granting 24.8 HP permanently per proc
- Sunfire Aegis — Third item — IMMOLATE: HP-scaling AoE burn on proximity; +HP + armor + AH; IMMOLATE burn in the COLOSSAL CONSUMPTION stacking range applies sustained AoE damage during the 3-second stack buildup window
- Overlord’s Bloodmail — Fourth item situational — RETRIBUTION: kill nearby enemy unit → gain temporary bonus HP; +HP + AD; HP-stacking items compound; COLOSSAL CONSUMPTION at 6,000+ max HP deals 70 + 360 = 430 damage, 34.4 HP permanently per proc
- Kaenic Rookern — Fifth item vs AP — MANAWALL: blocks one magic ability damage instance; +HP + MR; magic resistance layer on a champion otherwise building pure HP
Sion — HP-Battle Building + COLOSSAL CONSUMPTION Permanent HP
- Heartsteel — First full item — COLOSSAL CONSUMPTION live; W Shield of Glory HP-based shield begins scaling with permanent HP accumulation from first procs
- Warmog’s Armor — Second item — HEART passive enables full HP regeneration between fights; Sion’s inherent tankiness means surviving to trigger HEART’s out-of-combat window; permanent HP accumulation continues between fights while regen applies
- Overlord’s Bloodmail — Third item — HP + AD; RETRIBUTION temporary HP on nearby kill synergizes with Sion’s frontline presence in teamfights where minions and champions die nearby; AD from Bloodmail slightly amplifies Q scaling
- Sterak’s Gage — Fourth item — LIFELINE: HP shield when below 30% HP (scales with bonus HP); PRIMAL STRENGTH: AD scaling with base AD; the LIFELINE shield’s value scales with bonus HP — Sion’s Heartsteel-accumulated permanent bonus HP increases the LIFELINE shield proportionally
- Spirit Visage — Fifth item vs AP — SANCTIFY: increases healing and regeneration by 25%; +MR + HP + health regen; Spirit Visage amplifies the Warmog’s HEART regeneration AND the life steal from COLOSSAL CONSUMPTION procs
| 💡 Heartsteel + Warmog’s Armor — Infinite HP Regeneration Across FightsHeartsteel: +900 HP + 100% base health regen. COLOSSAL CONSUMPTION permanent HP stacking. GOLIATH size scaling.Warmog’s Armor: +800 HP + 200% base health regen. HEART passive: if above 3,000 HP after being out of combat for 6 seconds, regenerate to full HP over 4 seconds.Combined: Heartsteel (900) + Warmog’s (800) + typical champion base HP (500-600) = 2,200-2,300 HP from items + base alone before COLOSSAL CONSUMPTION stacks. Tank champions with HP-growth levels typically exceed 3,000 HP by level 11-13 with these two items.HEART passive synergy with COLOSSAL CONSUMPTION: after each fight where COLOSSAL CONSUMPTION procs fired, the permanent HP additions increase max HP. On the next regeneration cycle (6 seconds out of combat → HEART activates), Warmog’s fills to the NEW higher maximum HP — meaning COLOSSAL CONSUMPTION stack gains translate directly into more HP restored each Warmog’s regeneration cycle.Effective regen: Heartsteel +100% base health regen + Warmog’s +200% base health regen = +300% total base health regen from both items. For Cho’Gath or Sion with high base HP regen, this translates into substantial per-second regeneration during the in-combat regen window, supplementing the HEART full-regen passive between fights.Timeline: by 25 minutes with 15-20 COLOSSAL CONSUMPTION procs at 4,000-5,000 max HP, the permanent HP gain is 400-600 HP. Every Warmog’s HEART cycle now restores 400-600 more HP than it did at item completion — the compounding between the two items creates a regenerative tank profile that scales exponentially with game time. |
🔄 Similar Items — Tank HP and Health Family
| Item | HP | Other Stats | Unique | vs. Heartsteel |
| Warmog’s Armor | +800 | +200% base health regen | HEART: full HP regen after 6s out of combat if 3,000+ HP | Static HP + regen vs infinite stacking HP; best paired together |
| Protoplasm Harness | +400 | +25 AD, +150% base regen | NOURISHMENT: HP stacking per second near enemies | HP + AD scaling vs pure tank HP stacking; niche bruiser item |
| Hollow Radiance | +400 | +60 armor, +20 AH | SMOLDERING: magic damage AoE near enemies; SCORCHED: fire immunity | AoE tank damage vs HP stacking; different defensive profile |
| Kaenic Rookern | +450 | +80 MR | MANAWALL: blocks one ability damage instance per 40s | Magic damage blocking vs HP accumulation; MR profile vs HP profile |
| Spirit Visage | +450 | +60 MR, +150% health regen, +10 AH | SANCTIFY: +25% healing/shielding/regen received | MR + regen amplification vs raw HP stacking; pairs well with Heartsteel |
| Winter’s Approach | +400 | +400 mana, +15 AH | AWE: bonus HP = 8% max mana; ICEBORN: mana-to-HP conversion | Mana-to-HP scaling vs attack-based HP stacking; mana-dependent champions |
❌ Common Mistakes & How to Avoid Them
- Building Heartsteel too late in the game: Heartsteel’s primary value is the permanent HP accumulation from COLOSSAL CONSUMPTION procs over time. Building it as a third or fourth item at 20+ minutes severely limits how many procs can fire before the game ends. The correct timing is first item or second item at the latest — maximizing the number of procs across the full game duration. A Heartsteel completed at 8 minutes generates vastly more permanent HP than the same item completed at 18 minutes
- Playing away from enemies and losing COLOSSAL CONSUMPTION stack uptime: a Heartsteel tank who plays safely behind their team, fighting at 800+ unit distance, never stacks COLOSSAL CONSUMPTION. The passive requires deliberately staying within 700 units of enemy champions — for 3 seconds per target per proc cycle. Tanks who play too passively or position in the backline convert Heartsteel into a 3,000g item that provides only 900 HP and regen, with no stacking benefit. Force fights proactively
- Expecting COLOSSAL CONSUMPTION to trigger spell effects: proc damage + basic damage classification means COLOSSAL CONSUMPTION will NOT activate Liandry’s Torment TORMENT burn, Rylai’s Crystal Scepter slows, or other spell-effect-requiring interactions. Building Liandry’s expecting COLOSSAL CONSUMPTION to apply the burn is incorrect — the two items do not synergize through spell effects. Heartsteel tank builds should not include spell-effect-dependent items as the primary synergy target
- Forgetting the 30-second per-target CD rotation: COLOSSAL CONSUMPTION has a 30-second CD per target, but is independent across multiple targets. A tank who procs COLOSSAL CONSUMPTION on the enemy ADC, then immediately tries to proc it again on the same ADC within 30 seconds wastes the stack-building proximity time. Rotate between targets: proc ADC (0s) → shift to support for 30 seconds → proc support (30s) → ADC CD expired, return → proc ADC again (30s)
- Not accounting for the 3-second linger window after leaving range: if a tank with 3 stacks is knocked back or displaced beyond 700 units from the target, the 3 stacks remain for 3 seconds. Many tanks immediately give up proximity and lose the proc opportunity when displaced. Use Flash, dash abilities, or movement speed items to return within 700 units within the 3-second linger window and consume the stacks that are already built up
✅ Best Practices
- Build Heartsteel as first item for maximum stacking time: complete Heartsteel at 3,000g before any other legendary; the permanent HP from COLOSSAL CONSUMPTION compounds with the game’s full remaining duration; each minute of additional stacking time at higher HP values (generated by earlier procs) multiplies the total HP accumulation at game end
- Maintain 700-unit proximity during entire teamfight duration: after landing engagement (Malphite R, Sion R), stay within melee range of priority targets throughout the fight; stack COLOSSAL CONSUMPTION on the primary target, consume the empowered attack, immediately shift to the secondary target and begin 3-second proximity stacking on them; alternate targets every 30 seconds to maximize procs per fight
- Pair with Warmog’s Armor second for regeneration synergy: Warmog’s HEART passive fills to current maximum HP after 6 seconds out of combat; COLOSSAL CONSUMPTION’s permanent HP additions increase current maximum HP, making each Warmog’s regeneration cycle restore more HP than the previous one; the combination creates a compounding regeneration model that makes the tank increasingly unkillable as the game progresses
- Build Spirit Visage as a complement item when healing amplification is needed: Spirit Visage SANCTIFY (+25% healing/shielding/regen received) amplifies Warmog’s HEART regeneration, the 100% base health regen from Heartsteel, AND the life steal from COLOSSAL CONSUMPTION procs; all three healing sources receive the 25% amplification simultaneously — Spirit Visage’s value multiplies when paired with Heartsteel + Warmog’s
- In Arena: treat COLOSSAL CONSUMPTION as a primary damage tool at 125 + 12% bonus health: Arena’s higher base damage (125 vs 70) and 12% bonus health ratio makes COLOSSAL CONSUMPTION deal substantially more damage per proc; at 3,000 bonus health in Arena: 125 + 360 = 485 damage per proc; this is not just HP gain farming — it’s a genuine damage source that can significantly pressure non-tank targets during the 3-stack empowered attack
FAQ
Q: Does COLOSSAL CONSUMPTION grant permanent HP from clone targets?
A: A: Yes — COLOSSAL CONSUMPTION explicitly activates on champion clones (Shaco, LeBlanc, Wukong) AND grants its bonuses from them, including the permanent HP gain. Each clone proc grants permanent HP as if it were a real champion target. The 30-second CD applies to the clone as a separate target independently from the real champion’s CD. In matchups with clone-generating champions, the Heartsteel holder can farm additional permanent HP from clone targets on top of the real champion’s 30-second rotation.
Q: Does COLOSSAL CONSUMPTION stack build up if I’m dead or out of the game?
A: A: No — COLOSSAL CONSUMPTION stacks require active 700-unit proximity to enemy champions while alive and in-game. Stacks do not generate during death timers or while in fountain. The item’s permanent HP is only accumulated during active in-game combat phases where the Heartsteel champion is alive and within 700 units of enemies for the 3-second buildup duration.
Q: Can COLOSSAL CONSUMPTION proc trigger Titanic Hydra or other on-hit items?
A: COLOSSAL CONSUMPTION deals proc damage AND basic damage. Titanic Hydra (TIDAL WAVE passive: basic attack deals AoE damage behind the target based on max HP) triggers from basic attacks — since COLOSSAL CONSUMPTION fires on a basic attack against the 3-stack target, the TIDAL WAVE proc from Titanic Hydra fires simultaneously with the COLOSSAL CONSUMPTION empowered hit. This is a meaningful synergy: at high max HP, Titanic Hydra’s TIDAL WAVE behind the target fires at full HP-scaling value on the same attack as the COLOSSAL CONSUMPTION HP-scaling on-hit proc. HP tanks building both items get a double HP-scaling damage spike from a single basic attack every 30 seconds.
Q: Does Heartsteel work on jungle camps and objectives?
A: A: COLOSSAL CONSUMPTION requires ENEMY CHAMPION proximity — it does not stack against jungle monsters, epic objectives (Baron, Dragon, Rift Herald), or minions. The passive is exclusively champion-vs-champion. Heartsteel provides no COLOSSAL CONSUMPTION stacking benefit during jungle farming phases or objective fighting. The 900 HP and 100% base health regen function normally in all combat contexts, but the stacking mechanic is human-target-only.
Q: How does Heartsteel scale into the very late game at 40+ minutes?
A: A: Heartsteel’s late-game scaling is its defining characteristic. By 40 minutes with continuous fights, a Heartsteel tank can accumulate 800-2,000+ permanent HP from COLOSSAL CONSUMPTION stacks depending on engagement frequency and number of targets available. At 6,000+ max HP: each COLOSSAL CONSUMPTION proc deals 70 + 360 = 430 bonus physical damage and grants 34.4 HP permanently. GOLIATH at 6,000+ max HP approaches the 30% maximum size increase. Combined with Warmog’s HEART regeneration filling to the ever-increasing maximum HP after each fight, the Heartsteel tank becomes progressively harder to kill as the game extends — a compounding advantage that no single large HP item provides without the permanent stacking mechanic.