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'''Healing''' is the act of recovering a unit's current [[health]], which includes various methods such as [[Lifesteal]], [[Health Regen]], and [[Item]] effects.
'''Healing''' is the act of recovering a unit's current [[health]], which includes various methods such as lifesteal, health regen, and item effects.


== Overview ==
== Math ==
The most reliable way for a player to heal themselves is by killing a [[Trooper|Medic Trooper]] and picking up their Medic Pack, or by going back to their team's base, which has a constant source of healing. Alternatively, they can buy Healing or [[Lifesteal]] items. Some heroes also have healing abilities. See a full list of healing sources below.
The formula for healing is:
 
<math>\text{healing}_f = \text{healing}_i * \prod(1 - \text{healing}_{red} * b) * (1 + \text{healing}_{amp})</math><br/>
Besides direct healing, players passively recover health at all times through [[Health Regen]].
where <math>\text{healing}_f</math> is final healing, <math>\text{healing}_i</math> is initial healing, <math>\text{healing}_{red}</math> is healing reduction amount, <math>b</math> is (1 - healing reduction resistance), and <math>\text{healing}_{amp}</math> is healing amp.


== Healing Amp ==
== Healing Amp ==


Healing Amp, also known as Healing Effectiveness, is a [[Stats|stat]] which increases the amount of healing a hero does with their [[abilities]] and [[items]]. This affects both healing to themselves and to their allies. Healing Amp affects healing-over-time buffs, such as {{ItemIcon|Healing Rite}}'s active effect.
Healing Amp, also known as Healing Effectiveness, is a [[Stats|stat]] which increases the amount of healing a hero does with their [[abilities]] and [[items]]. This affects both healing to themselves and to their allies. Healing Amp affects healing-over-time buffs, such as [[Healing Rite]]'s active effect.


This [[Stats|stat]] is represented as a percentage. For example, a 25% gain would increase a heal of 100 to 125.
This [[Stats|stat]] is represented as a percentage. For example, a 25% gain would increase a heal of 100 to 125.


== Healing Reduction ==
== Healing Reduction ==
Healing Reduction is a negative effect which reduces the effectiveness of healing on the unit it is applied to.
Health reduction is a negative effect which reduces the effectiveness of healing on the unit it is applied to.
 
Healing Reduction is represented as a percentage and stacks multiplicatively, meaning each additional source has diminishing returns.
 
If a player is hit by the same source of Healing Reduction before its effect has worn off (e.g. two or more enemy players with {{ItemIcon|Healbane}}), only the first source is applied.


== Calculation ==
Healing reduction is represented as a percentage and stacks multiplicatively. For example, two different sources of 40% healing reduction would result in a total reduction of 64% to incoming heals.


=== Calculating Healing Reduction ===
If a player is hit by the same source of healing reduction before its effect has worn off (e.g. two or more enemy players with Healbane), only the first source is applied.
Multiple sources of Healing Reduction stack '''multiplicatively''':
 
<math>\text{Total Reduction} = 1 - (1 - R_1) \times (1 - R_2) \dots</math>
 
'''Example:'''
If two sources of Healing Reduction are applied, one providing '''40%''' and another providing '''40%''':
# Convert percentages to decimals: 0.40 and 0.40.
# Subtract from 1: (1 - 0.40) = '''0.60''' and (1 - 0.40) = '''0.60'''.
# Multiply the remainders: 0.60 × 0.60 = '''0.36'''.
# Subtract from 1: 1 - 0.36 = '''0.64'''.
# Total Healing Reduction is '''64%''', not 80%.
 
=== Calculating Final Healing ===
 
<math>\text{Final Healing} = \text{Initial Healing} \times (1 - \text{Total Reduction}) \times (1 + \text{Healing Amp})</math>
 
'''Example:'''
A heal of '''200 HP''' is applied to a target with '''64%''' Total Healing Reduction. The healer has '''25%''' Healing Amp.
# Apply Reduction: 200 × (1 - 0.64) = 200 × 0.36 = '''72 HP'''.
# Apply Amp: 72 × (1 + 0.25) = 72 × 1.25 = '''90 HP'''.
# Final Healing received is '''90 HP'''.
Note: Healing from self-damage sources such as {{HeroIcon|Victor}}'s {{AbilityIcon|Pain Battery}} and {{AbilityIcon|Aura of Suffering}} does not appear in the endgame hero stats screen, but it does appear in the healing sources graph.


== Sources of direct healing ==
== Sources of direct healing ==
Killing a [[Trooper|Medic Trooper]] drops a Medic Pack that heals nearby players based on the following formula:
Killing a [[Trooper|Medic Trooper]] drops a Medic Pack that heals nearby players based on the following formula:


''Heal = ({{MiscData|medic_trooper_aoe_health_pickup_amber|MissingPctRegen|Base}}% of hero's missing [[Health|HP]] + {{MiscData|medic_trooper_aoe_health_pickup_amber|RegenFixed|Base}} HP + {{MiscData|medic_trooper_aoe_health_pickup_amber|RegenFixed|PerMinuteAfterStart}} HP per minute) / Number of nearby heroes''
''Heal = (16% of hero's missing [[Health|HP]] + 150 HP + 4 HP per minute) / Number of nearby heroes''
 
The team's base heals players by increasing their [[Health Regen]] to {{DataProp|Convar|citadel_player_regen_zone_bonus_pct}}% of their maximum [[health]] per second plus {{DataProp|Convar|citadel_player_regen_zone_bonus_base}} health per second.


=== Heroes ===
=== Heroes ===
 
{| class="wikitable sortable"
{{AbilityTable|heal}}
|+ List of heroes
! Name !! Ability !! Healing amount !! Duration
|-
| {{HeroIcon|Dynamo}} || {{AbilityIcon|Rejuvenating Aurora}} || {{#invoke:Abilities|get_ability_prop|Rejuvenating Aurora|HealingPerSecond}}/s health restored || {{#invoke:Abilities|get_ability_prop|Rejuvenating Aurora|AbilityChannelTime}}s
|-
| {{HeroIcon|Ivy}} || {{AbilityIcon|Watcher's Covenant}} || {{#invoke:Abilities|get_ability_prop|Watcher's Covenant|TetherSharedHealPct}}% Replicated Healing || {{#invoke:Abilities|get_ability_prop|Watcher's Covenant|AbilityDuration}}s
|-
| {{HeroIcon|Kelvin}} || {{AbilityIcon|Frost Grenade}} (T2) || {{#invoke:Abilities|get_ability_upgrade_prop|Frost Grenade|2|HealAmount}} HP (scales with Spirit) || -
|-
|{{HeroIcon|McGinnis}}
|{{AbilityIcon|Medicinal Specter}}
|{{#invoke:Abilities|get_ability_prop|Medicinal Specter|ExternalBonusHealthRegen}}/s health restored (scales with Spirit)
|{{#invoke:Abilities|get_ability_prop|Medicinal Specter|AbilityDuration}}s
|}


=== Items ===
=== Items ===
{| class="wikitable sortable"
{| class="wikitable sortable"
|+ List of items
|+ List of items
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== Sources of healing reduction ==
== Sources of healing reduction ==
=== Heroes ===
=== Heroes ===
 
{| class="wikitable sortable"
{{AbilityTable|healreduce}}
|+ List of heroes
! Name !! Ability !! Healing reduction
|-
| {{HeroIcon|Infernus}} || {{AbilityIcon|Napalm}} (T3) || '''{{#invoke:Abilities|get_ability_upgrade_prop|Napalm|3|HealAmpReceivePenaltyPercent}}'''% Healing Reduction
|-
|{{HeroIcon|Pocket}}
|{{AbilityIcon|Affliction}} (T2)
| '''{{#invoke:Abilities|get_ability_upgrade_prop|Affliction|2|HealAmpReceivePenaltyPercent}}'''% Healing Reduction
|-
|{{HeroIcon|Vyper}}
|{{AbilityIcon|Lethal Venom}} (T2)
| '''{{#invoke:Abilities|get_ability_upgrade_prop|Lethal Venom|2|HealAmpReceivePenaltyPercent}}'''% Healing Reduction
|-
|{{HeroIcon|Venator}}
|[[Venator#(1) Consecrating Grenade|Consecrating Grenade]] (T3)
| -50% Healing Reduction
|}


=== Items ===
=== Items ===
{{Item stat table|Healing Reduction}}
{{Item stat table|Healing Reduction}}


* {{ItemIcon|Cheat Death}} applies '''{{#invoke:ItemData|get_prop|Cheat Death|HealAmpReceivePenaltyPercent}}''' healing reduction to its user for {{#invoke:ItemData|get_prop|Cheat Death|DeathImmunityDuration}} seconds (the same duration as the invulnerability).
* {{ItemIcon|Blood Tribute}} and {{ItemIcon|Cheat Death}} apply healing reduction to their user.


== See also ==
== See also ==
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