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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.


== Math ==
== Overview ==
The formula for healing is:
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.
<math>\text{healing}_f = \text{healing}_i \cdot \prod(1 - \text{healing}_{red} \cdot b) \cdot (1 + \text{healing}_{amp})</math><br/>
 
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.
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 [[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 {{ItemIcon|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 ==
Health reduction is a negative effect which reduces the effectiveness of healing on the unit it is applied to.
Healing 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 ==
 
=== Calculating Healing Reduction ===
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 ===


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.
<math>\text{Final Healing} = \text{Initial Healing} \times (1 - \text{Total Reduction}) \times (1 + \text{Healing Amp})</math>


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.
'''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 = (16% of hero's missing [[Health|HP]] + 150 HP + 4 HP per minute) / Number of nearby heroes''
''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''
 
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"
|+ 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|Watcher's Covenant}} || {{#invoke:Abilities|get_ability_prop|Watcher's Covenant|TetherSharedHealPct}}% Replicated Healing (scales with boons) || {{#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
|-
|{{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
|| -
|}


{{AbilityTable|heal}}


=== Items ===
=== Items ===
{| class="wikitable sortable"
{| class="wikitable sortable"
|+ List of items
|+ List of items
Line 106: Line 86:


== Sources of healing reduction ==
== Sources of healing reduction ==
=== Heroes ===
=== Heroes ===
{| class="wikitable sortable"
 
|+ List of heroes
{{AbilityTable|healreduce}}
! 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|Blood Tribute}} and {{ItemIcon|Cheat Death}} apply healing reduction to their user.
* {{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).


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

Latest revision as of 12:46, 19 July 2026

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

Overview

[edit | edit source]

The most reliable way for a player to heal themselves is by killing a 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

[edit | edit source]

Healing Amp, also known as Healing Effectiveness, is a 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 stat is represented as a percentage. For example, a 25% gain would increase a heal of 100 to 125.

Healing Reduction

[edit | edit source]

Healing 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 Healbane), only the first source is applied.

Calculation

[edit | edit source]

Calculating Healing Reduction

[edit | edit source]

Multiple sources of Healing Reduction stack multiplicatively:

Total Reduction=1(1R1)×(1R2)

Example: If two sources of Healing Reduction are applied, one providing 40% and another providing 40%:

  1. Convert percentages to decimals: 0.40 and 0.40.
  2. Subtract from 1: (1 - 0.40) = 0.60 and (1 - 0.40) = 0.60.
  3. Multiply the remainders: 0.60 × 0.60 = 0.36.
  4. Subtract from 1: 1 - 0.36 = 0.64.
  5. Total Healing Reduction is 64%, not 80%.

Calculating Final Healing

[edit | edit source]

Final Healing=Initial Healing×(1Total Reduction)×(1+Healing Amp)

Example: A heal of 200 HP is applied to a target with 64% Total Healing Reduction. The healer has 25% Healing Amp.

  1. Apply Reduction: 200 × (1 - 0.64) = 200 × 0.36 = 72 HP.
  2. Apply Amp: 72 × (1 + 0.25) = 72 × 1.25 = 90 HP.
  3. Final Healing received is 90 HP.

Note: Healing from self-damage sources such as Victor's Pain Battery and 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

[edit | edit source]

Killing a Medic Trooper drops a Medic Pack that heals nearby players based on the following formula:

Heal = (13% of hero's missing HP + 150 HP + 2 HP per minute) / Number of nearby heroes

The team's base heals players by increasing their Health Regen to 6% of their maximum health per second plus 60 health per second.

Heroes

[edit | edit source]
This is a dynamic list "heal". Edit contents · Edit notes.
Hero Ability Notes
Abrams Siphon Life Lifesteals off damage dealt while active.
Infernal Resilience Passively restores health for a percentage of all incoming damage. T2 upgrade also grants passive melee lifesteal.
Apollo Flawless Advance Heals a flat amount per hit. Unlocked by T1 upgrade.
Bebop Exploding Uppercut Restores a portion of missing health on use. Unlocked by T3 upgrade.
Calico Leaping Slash Heals a flat amount on hero hit. Unlocked by T1 upgrade.
Return to Shadows Heals a flat amount on use. Unlocked by T3 upgrade.
Celeste Light Eater Grants a buff that gives spirit lifesteal while active.
Drifter Bloodscent Restores a portion of missing health on kill.
Dynamo Rejuvenating Aurora Heals per second while channeling. T3 upgrade also adds passive max health regen.
Grey Talon Rain of Arrows Grants bullet and spirit lifesteal while active. Unlocked by T3 upgrade.
Infernus Napalm Lifesteals off all damage dealt to napalmed targets. Unlocked by T2 upgrade.
Concussive Combustion Lifesteals off damage dealt. Unlocked by T2 upgrade.
Ivy Kudzu Connection Grants bullet lifesteal. Also replicates a portion of healing.
Stone Form Heals a percentage of max HP on cast.
Kelvin Frost Grenade Heals Kelvin and nearby allies for a flat amount.
Frozen Shelter Regenerates health for all allies inside the dome.
Lady Geist Life Drain Lifesteals off damage dealt. Alternate cast heals an allied hero by the same amount.
Soul Exchange Swaps health levels with an enemy hero by healing Geist then dealing pure damage to the enemy by the equivalent amount.
Lash Flog Heals Lash for a percentage of damage dealt to heroes.
McGinnis Medicinal Specter Heals nearby allies per second.
Mina Rake Heals a flat amount on kill.
Mo & Krill Scorn Heals for a percentage of damage dealt.
Combo Lifesteals off damage dealt. Unlocked by T1 upgrade.
Paige Rallying Charge Heal affected allies and Paige for a flat amount.
Rem Tag Along Restores a portion of target's missing health on attachment, then heals per second for a short duration.
Lil Helpers Regenerates health for any trooper the helpers are attached to.
Silver Lycan Curse Restores a percentage of missing health on activation.
Silver (Transformed) Go For The Throat Lifesteals off melee damage dealt.
Victor Pain Battery Restores a portion of missing health on hero hit. Unlocked by T3 upgrade.
Jumpstart Grants a flat health regen buff on use.
Viscous The Cube Regenerates health for the target.
Puddle Punch
Warden Last Stand Lifesteals off all damage dealt while active.
Wraith Card Trick Heals Wraith for a flat amount when a Heart or Joker card hits.
Yamato Crimson Slash Heals a flat amount on hero hit.
Shadow Transformation Restores a percentage of max health per hero kill.

Items

[edit | edit source]
List of items
Name Souls Cost Category Healing amount
Restorative Shot 800 Weapon 50 Healing From Heroes
20 Healing From NPCs
Headhunter 3,200 Weapon 4% Boonx0.06 Heal Per Headshot
Healing Rite 800 Vitality 300 x1.1 Total HP Regen
Melee Lifesteal 800 Vitality 100 Heal on Melee Hit (30% on NPCs)
Healbane 1,600 Vitality 275 Heal On Hero Kill
Restorative Locket 1,600 Vitality 16 Boonx0.5 Heal Per Stack
Healing Nova 3,200 Vitality 325 Boonx6 Total HP Regen
Lifestrike 3,200 Vitality 100 Boonx1.5 Heal on Melee Hit, plus 30% Boonx0.5 Lifesteal (40% on NPCs)
Rescue Beam 3,200 Vitality 20% Heal Amount
Siphon Bullets 6,400 Vitality Max HP Steal Per Bullet
Radiant Regeneration 3,200 Spirit 65 Boonx2 Heal on Ability Cast

Sources of healing reduction

[edit | edit source]

Heroes

[edit | edit source]
This is a dynamic list "healreduce". Edit contents · Edit notes.
Hero Ability Heal Reduction Notes
Drifter Stalker's Mark 40% (T3)
Infernus Napalm 33% (T3)
Pocket Affliction 100% (T3)
Venator Consecrating Grenade 30% T3 upgrade increases heal reduction by 20% (total 50%).
Vindicta Crow Familiar 35% (T1)
Vyper Lethal Venom 40% (T2)

Items

[edit | edit source]
This is a dynamic list "Healing Reduction". Edit contents.
NameSoulsCostCategoryStat change
Toxic Bullets3,200 Weapon-35% Healing Reduction
Crippling Headshot6,400 Weapon-35% Healing Reduction
Haunting ShotLegendary Weapon-40% Healing Reduction
Healbane1,600 Vitality-35% Healing Reduction
Cheat Death6,400 Vitality-60% Healing Reduction
Inhibitor6,400 Vitality-40% Healing Reduction
Decay3,200 Spirit-50% Healing Reduction
Spirit Burn6,400 Spirit-70% Healing Reduction
  • Cheat Death applies -60% healing reduction to its user for 4.5 seconds (the same duration as the invulnerability).

See also

[edit | edit source]