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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 ==
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.
 
Besides direct healing, players passively recover health at all times through [[Health Regen]].


== 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.
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Healing Reduction is represented as a percentage and stacks multiplicatively, meaning each additional source has diminishing returns.
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.
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.


== Calculation ==
== Calculation ==
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# Apply Amp: 72 × (1 + 0.25) = 72 × 1.25 = '''90 HP'''.
# Apply Amp: 72 × (1 + 0.25) = 72 × 1.25 = '''90 HP'''.
# Final Healing received is '''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 (scales with Spirit) || {{#invoke:Abilities|get_ability_prop|Rejuvenating Aurora|AbilityChannelTime}}s
|-
| {{HeroIcon|Ivy}} || {{AbilityIcon|Kudzu Connection}} || {{#invoke:Abilities|get_ability_prop|Kudzu Connection|TetherSharedHealPct}}% Replicated Healing (scales with boons) || {{#invoke:Abilities|get_ability_prop|Kudzu Connection|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
|-
|{{HeroIcon|Mina}}
|{{AbilityIcon|Rake}} (per kill)
|{{#invoke:Abilities|get_ability_prop|Rake|RakeHealPerKill}} HP restored (scales with Spirit)
|| -
|-
|{{HeroIcon|Rem}}
|{{AbilityIcon|Tag Along}}
|{{#invoke:Abilities|get_ability_prop|Tag Along|MissingHealthBurstPct}}% of target's missing health restored (scales with Spirit)
|| -
|-
|{{HeroIcon|Rem}}
|{{AbilityIcon|Tag Along}}
|{{#invoke:Abilities|get_ability_prop|Tag Along|HealingPerSecond}}/s health restored (scales with Spirit)
|{{#invoke:Abilities|get_ability_prop|Tag Along|HealthRegenDuration}}s
|-
|{{HeroIcon|Silver}}
|{{AbilityIcon|Lycan Curse}}
|{{#invoke:Abilities|get_ability_prop|Lycan Curse|MissingHealthPercentHeal}}% of max health restored
|| -
|-
|{{HeroIcon|Viscous}}
|{{AbilityIcon|The Cube}}
|{{#invoke:Abilities|get_ability_prop|The Cube|BonusHealthRegen}}/s health restored (scales with Spirit)
| {{#invoke:Abilities|get_ability_prop|The Cube|AbilityDuration}}s
|-
|{{HeroIcon|Yamato}}
|{{AbilityIcon|Crimson Slash}} (on hero hit)
|{{#invoke:Abilities|get_ability_prop|Crimson Slash|HealFixedHealth}} HP (scales with Spirit)
|| -
|-
|{{HeroIcon|Yamato}}
|{{AbilityIcon|Shadow Transformation}} (on hero kill)
|{{#invoke:Abilities|get_ability_prop|Shadow Transformation|MaxHealthRegen}}% of max health restored
|| -
|}


=== 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
!Duration
|-
| {{HeroIcon|Infernus}} || {{AbilityIcon|Napalm}} (T3) || '''{{#invoke:Abilities|get_ability_upgrade_prop|Napalm|3|HealAmpReceivePenaltyPercent}}'''% Healing Reduction
|8s*
|-
|{{HeroIcon|Pocket}}
|{{AbilityIcon|Affliction}} (T2)
| '''{{#invoke:Abilities|get_ability_upgrade_prop|Affliction|2|HealAmpReceivePenaltyPercent}}'''% Healing Reduction
|16s
|-
|{{HeroIcon|Vyper}}
|{{AbilityIcon|Lethal Venom}} (T2)
| '''{{#invoke:Abilities|get_ability_upgrade_prop|Lethal Venom|2|HealAmpReceivePenaltyPercent}}'''% Healing Reduction
|3s
|-
|{{HeroIcon|Venator}}
|{{AbilityIcon|Consecrating Grenade}} (T3)
| -50% Healing Reduction
|4.5s (T2)
|}


=== 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|Cheat Death}} applies healing reduction to its user.


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