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'''Healing''' is the act of recovering a unit's current [[health]], which includes various methods such as | '''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 | 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 | 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 == | ||
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 | <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 = ( | ''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 === | ||
{{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 === | ||
{{AbilityTable|healreduce}} | |||
=== Items === | === Items === | ||
{{Item stat table|Healing Reduction}} | {{Item stat table|Healing Reduction}} | ||
* {{ItemIcon| | * {{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:
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
[edit | edit source]
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 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]| 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]| Name | Category | Healing amount | |
|---|---|---|---|
| Restorative Shot | 800 | Weapon | 50 Healing From Heroes 20 Healing From NPCs |
| Headhunter | 3,200 | Weapon | 4% x0.06 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 x0.5 Heal Per Stack |
| Healing Nova | 3,200 | Vitality | 325 x6 Total HP Regen |
| Lifestrike | 3,200 | Vitality | 100 x1.5 Heal on Melee Hit, plus 30% x0.5 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 x2 Heal on Ability Cast |
Sources of healing reduction
[edit | edit source]Heroes
[edit | edit source]| Hero | Ability | Heal Reduction | Notes |
|---|---|---|---|
| Drifter | Stalker's Mark | 40% (T3) | — |
| Infernus | Napalm | 33% (T3) | — |
| 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]| Name | Category | Stat change | |
|---|---|---|---|
| Toxic Bullets | 3,200 | -35% Healing Reduction | |
| Crippling Headshot | 6,400 | -35% Healing Reduction | |
| Haunting Shot | Legendary | -40% Healing Reduction | |
| Healbane | 1,600 | -35% Healing Reduction | |
| Cheat Death | 6,400 | -60% Healing Reduction | |
| Inhibitor | 6,400 | -40% Healing Reduction | |
| Decay | 3,200 | -50% Healing Reduction | |
| Spirit Burn | 6,400 | -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]
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