Healing: Difference between revisionsGive feedback
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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. | ||
== Healing Amp == | == Healing Amp == | ||
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== 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 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'''. | |||
== Sources of direct healing == | == Sources of direct healing == | ||
Revision as of 16:33, 6 March 2026
Healing is the act of recovering a unit's current health, which includes various methods such as lifesteal, health regen, and item effects.
Healing Amp
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
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
Calculating Healing Reduction
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
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.
Sources of direct healing
Killing a Medic Trooper drops a Medic Pack that heals nearby players based on the following formula:
Heal = (16% of hero's missing HP + 150 HP + 4 HP per minute) / Number of nearby heroes
Heroes
| Name | Ability | Healing amount | Duration |
|---|---|---|---|
| Dynamo | Rejuvenating Aurora | 30/s health restored (scales with Spirit) | 5s |
| Ivy | Watcher's Covenant | Ability Not Found% Replicated Healing (scales with boons) | Ability Not Founds |
| Kelvin | Frost Grenade (T2) | HP (scales with Spirit) | - |
| McGinnis | Medicinal Specter | 25/s health restored (scales with Spirit) | 6.5s |
| Mina | Rake (per kill) | 25 HP restored (scales with Spirit) | - |
| Rem | Tag Along | 15% of target's missing health restored (scales with Spirit) | - |
| Rem | Tag Along | 42/s health restored (scales with Spirit) | 2s |
| Silver | Lycan Curse | 30% of max health restored | - |
| Viscous | The Cube | 40/s health restored (scales with Spirit) | 3s |
| Yamato | Crimson Slash (on hero hit) | 55 HP (scales with Spirit) | - |
| Yamato | Shadow Transformation (on hero kill) | 15% of max health restored | - |
Items
| 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
Heroes
| Name | Ability | Healing reduction | Duration |
|---|---|---|---|
| Infernus | Napalm (T3) | -33% Healing Reduction | 8s* |
| Affliction (T2) | '% Healing Reduction | 16s | |
| Vyper | Lethal Venom (T2) | -40% Healing Reduction | 3s |
| Venator | Consecrating Grenade (T3) | -50% Healing Reduction | 4.5s (T2) |
Items
| 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 |
- Blood Tribute and Cheat Death apply healing reduction to their user.
See also
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