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[[File:Vitality Icon.png|right|frameless]]
[[File:Vitality Icon.png|right|frameless]]
'''Health''' measures the amount of [[damage]] you can take before you die, and is fundamental to all [[heroes]] and units. Units and players with health are allowed to interact with the game, and consequently when your health drops to zero you're disabled from playing until you respawn.
'''Health''' measures the amount of [[damage]] that can be taken before [[Death|dying]], and is fundamental to all [[heroes]] and units. Units and players with health are allowed to interact with the game, and consequently when your health drops to zero you are disabled from playing until respawning.


== Starting Health ==
== Maximum Health ==
[[File:Captura de pantalla 2024-10-03 115540.png|thumb|263x263px|Kelvin's Starting Health, at 600 HP and {{Souls|0}}]]
[[File:Kelvin base health 1.png|thumb|263x263px|A healthbar on [[Kelvin]].]]
'''Starting Health''' is an amount of health that a specific hero is spawned with at the beginning of the match. It is a predefined amount that remains constant within a match, and differs between heroes. It must not be confused with '''Base Health''', which can change throughout the match.


== Base Health ==
Max health is calculated as follows:
[[File:Captura de pantalla 2024-10-03 115848.png|thumb|247x247px|Kelvin's Base Health at {{Souls|20.0k}}]]
'''Base Health''' includes your starting health plus health gained through [[Level#Power Increases|power increases]]. Once Base Health is increased, it can't be given away, it's a permanent stat increase that will affect and modify multiplicative bonus health buffs and debuffs.


Base HP can be calculated using this formula:
<math>\text{Max HP} = (\text{Base HP} + \text{Boons Earned} \times \text{HP per Boon}) \times (1 + \text{Vitality Bonuses}) + \text{Bonus HP}</math>


<math>
Where:
BaseHP = StartingHP + \overbrace{Level * PowerIncrease}^{Power-Increase-HP}</math>
* '''Base HP''' is the hero's starting health value.
* '''Boons Earned''' is the number of [[Boons]] the hero has earned, multiplied by the hero's hero-specific HP gained per Boon.
* '''Vitality Bonuses''' are the percentage-based health increases from [[Vitality]] items, starting at 8% and increasing with further Vitality investment.
* '''Bonus HP''' is flat health added from items, map pickups, and other sources, applied after the Vitality multiplier.


== Bonus Health ==
Note that the max health presented in-game is rounded up to the nearest integer.
Bonus health can be obtained through Items, Gold Urns, and Survival power-ups.  


There are two types of bonus health: additive, and multiplicative
=== Base Health ===
Base health is the sum of starting base health and added base health from boons. It is scaled by the inherent increased base health stats of Vitality items. Different heroes have different amounts of starting base health and added base health from boons.


=== Additive Bonus Health ===
=== Health scaling ===
'''Additive Bonus Health''' refers to any bonus health that is stacked over the hero's '''Base Health.''' It does not alter any other health status that requires multiplication such as '''vitality items' bonus health.'''
To see all [[Heroes]] health scaling by [[Boon]] please visit the [[Hero Comparison Table]].


An example of this would be:
{{#invoke:HeroDataArrays|heroHealthTable}}


<math>
TotalHP = BaseHP + \overbrace{20 HP}^{Gold-urn-buff} + \overbrace{400 HP}^{Survival-Power-Buff}</math>


==== Gold Urn Health ====
=== Bonus Health ===
[[File:Urns 15 20.png|thumb|181x181px|Gold urns Additive Bonus Health. Notice how after the 15 minute mark the healing goes from +15 HP to +20 HP]]
Gold Urns will begin to spawn after 3 minutes has elapsed in the match. When destroyed, they have a 50% chance to drop a small stat buff. All buffs obtained are permanent when picked up. The urn will respawn 3 minutes after being broken.
{| class="wikitable"
|+
!Time Elapsed
!Bonus
!Chance of getting health bonus
|-
|0-3 minutes
|non existant
|0%
|-
|3-15 minutes
| +15 HP
|8,4%
|-
|15+ minutes
| +20 HP
|8,4%
|}
Because of their additive nature, Golden Urn buffs don't alter a hero's base health, but instead stack over it.
 
==== Survival Power-Up Health ====
[[File:Survival Power buff.png|thumb|179x179px|Survival power-up located in the training map]]
[[File:Survival Power buff.png|thumb|179x179px|Survival power-up located in the training map]]
[[File:Timer survival power buff.png|thumb|250x250px|Survival power-up timer]]
Bonus health comes from a variety of sources:
Power-ups spawn after the 10 minute mark and subsequently after 5 minutes intervals. There's a 1/4 chance of the Survival power-up spawning in one of the two off-lane bridges.
 
The Survival power-up will grant you an additive +400 HP Bonus Health on pickup, and a multiplicative 1% [[Health Regen|health regeneration]]
 
The effect will last a total of 160 seconds. Picking more than one Survival power-up will reset the timer, meaning that you cannot stack multiple instances of it.
 
Because of their additive nature, Survival power-ups don't alter a hero's base health, but instead stack over it.


=== Multiplicative Bonus Health ===
* Items are the most common source of added bonus health. Bonus health can be found on all three item types, but Vitality items tend to provide the largest amounts.
'''Multiplicative Bonus Health''' refers to any bonus health that works by multiplying a hero's base health, meaning that it takes into consideration both the hero's Starting Health plus their Power Increase's Health 
* [[Golden Statue|Golden statues]] occasionally drop small but permanent added bonus health buffs: '''+{{MiscData|hp_permanent_pickup|Modifer|ScriptValues|1|value}}''' before 10 minutes, '''+{{MiscData|hp_permanent_pickup_lv2|Modifer|ScriptValues|1|value}}''' between 10 and 30 minutes, or '''+{{MiscData|hp_permanent_pickup_lv3|Modifer|ScriptValues|1|value}}''' after 30 minutes.
* The [[Powerup|Survival Powerup]] immediately grants '''+{{MiscData|survival_powerup_pickup|Modifer|ModifierValues|1|valueMin}}''' to '''+{{MiscData|survival_powerup_pickup|Modifer|ModifierValues|1|valueMax}}''' bonus health (scales as game goes on), but only for 160 seconds or until death.


An example of this would be: 
Bonus Health is not scaled by increased base health. Bonus health is added after the increased base health multiplier has been applied to base health.


'''<math>
=== Example ===
TotalHealth= \underbrace {StartingHP + \overbrace{(1level * 50 hp/level)}^{Powe-Increase-HP}}_{BaseHP}+ \overbrace{(Base HP * 0.11) + 160HP}^{extra-health} + \overbrace{(Base HP * 0.11)}^{extra-stamina}</math>''' 
[[Kelvin]] begins the game with 600 Base HP. If Kelvin purchases two tier 1 vitality items, one of which grants 100 bonus health, his max health becomes:


Multiplicative Bonus Health is calculated based on your current '''Base Health'''. This kind of bonus health will increase until you get to your 14th power increase, where you will no longer be able to increase your base health.
<math>\text{Max HP} = 600 \times (1 + 0.10 + 0.10) + 100 = 820</math>


==== Vitality Items Bonus Health ====
If Kelvin then earns a power increase, his base health increases by 50, and his max health becomes:
Vitality Items have an intrinsic multiplicative bonus health buff that increases according to item's tier. It can be seen in the top-right quadrant of each item's description. The Vitality Item Intrinsic bonus health is independent from the additive bonus health of the item itself, and only applies to the hero's base health:  
{| class="wikitable"
!Vitality Item Tier
!% Increased Base Health
|-
|1
|11%
|-
|2
|14%
|-
|3
|17%
|-
|4
|20%
|}


== Example Formula ==
<math>\text{Max HP} = (600 + 50) \times (1 + 0.10 + 0.10) + 100 = 880</math>
[[Kelvin]] begins the game with 600 Base HP. If Kelvin picks up [[Extra Health]] and [[Extra Stamina]], and then earns a [[Level#Power Increases|power increase]], the HP increase may be broken down the following way: 


600 Base HP, 600 Max HP + (Extra Health: (600 * 0.11) + 160) =
== Regaining Health ==
 
{{Main|Healing|Health Regen}}
600 Base HP, 826 Max HP + (Extra Stamina: (600 * 0.11)) = 
From the start of the match, heroes will regenerate health slowly over time, typically 2 HP per second. This rate can be increased by purchasing items such as {{ItemIcon|Extra Regen}} and {{ItemIcon|Fortitude}}. Health can be regained quickly by returning to the spawn room of the team's base. Various hero abilities can heal, such as {{HeroIcon|Dynamo}}'s {{AbilityIcon|Rejuvenating Aurora}}. Sources of [[Spirit Lifesteal|spirit]] and [[Bullet Lifesteal|bullet lifesteal]] grant heroes the opportunity to regain health by dealing the respective damage type.
 
600 Base HP, 892 Max HP 
 
If we add to the 600 Base HP another 50 Base HP from the first power increase and recalculate the item formulas: 
 
(Extra Health: (650 * 0.11) + 160) = 
 
650 Base HP, 881.5 Max HP + (Extra Stamina: (650 * 0.11)) = 
 
650 Base HP, 953 Max HP


== Health Bars ==
== Health Bars ==
'''Health Bars''' are located above each hero. They act as a visual representation of how much health the hero has left, with each square unit on the health bar representing 100 HP.
[[File:600 vs 1300.png|thumb|A 600 HP Kelvin right next to a 1300 HP Kelvin]]
[[File:600 vs 1300.png|thumb|A 600 HP Kelvin right next to a 1300 HP Kelvin]]
<!--[[File:New healthbar.png|thumb|Examples of how health and shields are displayed in the alternate health bar]]-->
'''Health Bars''' are visual indicators of a hero's current health, located just above each hero. Health bars consist of filled rectangles, arranged in rows of up to ten. Enemy heroes are displayed with orange rectangles, while allied heroes use an off-white color. As the hero loses health, the rectangles deplete horizontally. Each full rectangle represents 100 health, and each full row represents 1000 health.
The small yellow and blue bars above the health bar represent bullet [[Damage Shield|shields]] and spirit shields, respectively.


When the player goes below 50% health, their health bar will enlarge, begin pulsating, and the text will turn sickly green until their health is restored above 50%.


=== Command Line Alternate health bar ===
The alternate health bar is an experimental bar that can be tested by players. This bar always has the same size, and the health count is displayed as markings instead of rectangles. One marking represents 100 health, and a line represents 500 health (from left to right).
This health bar also indicates when other players have ultimates ready, represented by an eye icon that fills up when the ultimate is recharged. Shields are represented by a purple bar.[[File:Small healthbars.png|thumb|227x227px|enabled healthbars from gameinfo.gi]]The alternate health bar can be enabled with the console command <code>citadel_unit_status_use_new true</code>. The command can be added with a <code>+</code> to the game launch options on Steam to be enabled on startup.


=== Gameinfo.gi Alternate health Bar ===
There is another experimental health bar accessible to players. Inside the <code>gameinfo.gi</code> in the game's files, under the ConVars block, adding the 2 lines <code>"citadel_unit_status_use_v2" "true"</code> and <code>"citadel_unit_status_use_v2_for_nonplayers" "true"</code> applies this health bar. When at critical health, the 'critical' text will appear above the hero.


The healthbar scales on the heroes maximum health, with 1 segment for every 1000 health points. A segment that does not represent 1000 health will be shorter than other segments. If a hero uses stamina bar, a stamina pool appears over their head, represented by dots. A filled dot is stamina the hero can use, and an empty dot is stamina that has to be regenerated.


If this health bar is enabled, the health bar given by <code>citadel_unit_status_use_new true will</code> be overridden.


== Sources ==
All [[Vitality|vitality items]] provide bonus health based on the player's total investment in the category.


{{#invoke:ItemInvestmentTable|write_vitality}}


The following items explicitly grant increased bonus health:
{{Item stat table|Bonus Health}}
* {{ItemIcon|Golden Goose Egg}} grants random [[Permanent Buffs]], including Max Health.


== Base health based on Power Increase ==
The following items increase or decrease base health based on percentage:
{| class="wikitable sortable"
{{Item stat table|Bonus Base Health}}
! rowspan="2" |Hero
=== Map spawns ===
! rowspan="2" |Starting Health
* [[Golden Statue]]s can provide a permanent increase: +<b>{{MiscData|hp_permanent_pickup|Modifer|ScriptValues|1|value}}</b> Health before 10 minutes, +<b>{{MiscData|hp_permanent_pickup_lv2|Modifer|ScriptValues|1|value}}</b> Health before 30 minutes, or +<b>{{MiscData|hp_permanent_pickup_lv3|Modifer|ScriptValues|1|value}}</b> Health after 30 minutes.
! rowspan="2" |Power Increase
* [[Powerup]] runes can provide a temporary Survival buff that provides +'''{{MiscData|survival_powerup_pickup|Modifer|ModifierValues|1|valueMin}}''' to +'''{{MiscData|survival_powerup_pickup|Modifer|ModifierValues|1|valueMax}}''' Bonus Health for 160 seconds (scaling with game time from 5 to 40 minutes).
! colspan="14" |Souls collected
|-
!{{souls|1.2K}}
!{{souls|2.2K}}
!{{souls|4.5K}}
!{{souls|6K}}
!{{souls|7.5K}}
!{{souls|9K}}
!{{souls|10.5K}}
!{{souls|12K}}
!{{souls|13K}}
!{{souls|14K}}
!{{souls|15K}}
!{{souls|16K}}
!{{souls|18K}}
!{{souls|20K}}
|-
|Abrams
|600 HP
| +32 HP
|632
|664
|696
|728
|760
|792
|824
|856
|888
|920
|952
|984
|1016
|1048
|-
|Bebop
|650 HP
| +41 HP
|691
|732
|773
|814
|855
|896
|937
|978
|1019
|1060
|1101
|1142
|1183
|1224
|-
|Dynamo
|650 HP
| +44 HP
|694
|738
|782
|826
|870
|914
|958
|1002
|1046
|1090
|1134
|1178
|1222
|1266
|-
|Grey Talon
|550 HP
| +27 HP
|577
|604
|631
|658
|685
|712
|739
|766
|793
|820
|847
|874
|901
|928
|-
|Haze
|500 HP
| +27 HP
|527
|554
|581
|608
|635
|662
|689
|716
|743
|770
|797
|824
|851
|878
|-
|Infernus
|600 HP
| +33 HP
|633
|666
|699
|732
|765
|798
|831
|864
|897
|930
|963
|996
|1029
|1062
|-
|Ivy
|550 HP
| +35 HP
|585
|620
|655
|690
|725
|760
|795
|830
|865
|900
|935
|970
|1005
|1040
|-
|Kelvin
|600 HP
| +50 HP
|650
|700
|750
|800
|850
|900
|950
|1000
|1050
|1100
|1150
|1200
|1250
|1300
|-
|Lady Geist
|650 HP
| +41 HP
|691
|732
|773
|814
|855
|896
|937
|978
|1019
|1060
|1101
|1142
|1183
|1224
|-
|Lash
|550 HP
| +42 HP
|592
|634
|676
|718
|760
|802
|844
|886
|928
|970
|1012
|1054
|1096
|1138
|-
|McGinnis
|550 HP
| +41 HP
|592
|634
|676
|718
|760
|802
|844
|886
|928
|970
|1012
|1054
|1096
|1138
|-
|Mo & Krill
|700 HP
| +44 HP
|744
|788
|832
|876
|920
|964
|1008
|1052
|1096
|1140
|1184
|1228
|1272
|1316
|-
|Paradox
|550 HP
| +40 HP
|590
|630
|670
|710
|750
|790
|830
|870
|910
|950
|990
|1030
|1070
|1110
|-
|Pocket
|550 HP
| +31 HP
|581
|612
|643
|674
|705
|736
|767
|798
|829
|860
|891
|922
|953
|984
|-
|Seven
|550 HP
| +31 HP
|581
|612
|643
|674
|705
|736
|767
|798
|829
|860
|891
|922
|953
|984
|-
|Shiv
|600 HP
| +35 HP
|635
|670
|705
|740
|775
|810
|845
|880
|915
|950
|985
|1020
|1055
|1090
|-
|Vindicta
|550 HP
| +20 HP
|570
|590
|610
|630
|650
|670
|690
|710
|730
|750
|770
|790
|810
|830
|-
|Viscous
|550 HP
| +38 HP
|588
|626
|664
|702
|740
|778
|816
|854
|892
|930
|968
|1006
|1044
|1082
|-
|Warden
|550 HP
| +45 HP
|595
|640
|685
|730
|775
|820
|865
|910
|955
|1000
|1045
|1090
|1135
|1180
|-
|Wraith
|550 HP
| +31 HP
|581
|612
|643
|674
|705
|736
|767
|798
|829
|860
|891
|922
|953
|984
|-
|Yamato
|500 HP
| +31 HP
|531
|562
|593
|624
|655
|686
|717
|748
|779
|810
|841
|872
|903
|934
|}


== Bonus Health Items ==
{{Stat navbox}}
{{Navbox|title=Items|titlestyle=background-color:#ffefd7;text-align:center;|list1={{ItemBox|item_name = Monster Rounds}}
{{Navbox gameplay}}
{{ItemBox|item_name = Kinetic Dash}}
{{ItemBox|item_name = Melee Charge}}
{{ItemBox|item_name = Fleetfoot}}
{{ItemBox|item_name = Burst Fire}}
{{ItemBox|item_name = Hunter's Aura}}
{{ItemBox|item_name = Toxic Bullets}}
{{ItemBox|item_name = Heroic Aura}}
{{ItemBox|item_name = Frenzy}}
{{ItemBox|item_name = Ricochet}}
{{ItemBox|item_name = Vampiric Burst}}|list2={{ItemBox|item_name = Enduring Spirit}}
{{ItemBox|item_name = Extra Health}}
{{ItemBox|item_name = Extra Regen}}
{{ItemBox|item_name = Melee Lifesteal}}
{{ItemBox|item_name = Healing Rite}}
{{ItemBox|item_name = Bullet Lifesteal}}
{{ItemBox|item_name = Debuff Reducer}}
{{ItemBox|item_name = Enduring Speed}}
{{ItemBox|item_name = Healbane}}
{{ItemBox|item_name = Reactive Barrier}}
{{ItemBox|item_name = Spirit Lifesteal}}
{{ItemBox|item_name = Divine Barrier}}
{{ItemBox|item_name = Health Nova}}
{{ItemBox|item_name = Return Fire}}
{{ItemBox|item_name = Fortitude}}
{{ItemBox|item_name = Lifestrike}}
{{ItemBox|item_name = Debuff Remover}}
{{ItemBox|item_name = Majestic Leap}}
{{ItemBox|item_name = Metal Skin}}
{{ItemBox|item_name = Rescue Beam}}
{{ItemBox|item_name = Inhibitor}}
{{ItemBox|item_name = Leech}}
{{ItemBox|item_name = Colossus}}
{{ItemBox|item_name = Unstoppable}}|list3={{ItemBox|item_name = Ammo Scavenger}}
{{ItemBox|item_name = Extra Spirit}}
{{ItemBox|item_name = Infuser}}
{{ItemBox|item_name = Bullet Resist Shredder}}
{{ItemBox|item_name = Duration Extender}}
{{ItemBox|item_name = Suppressor}}
{{ItemBox|item_name = Withering Whip}}
{{ItemBox|item_name = Improved Spirit}}
{{ItemBox|item_name = Mystic Slow}}
{{ItemBox|item_name = Superior Duration}}
{{ItemBox|item_name = Surge of Power}}
{{ItemBox|item_name = Torment Pulse}}
{{ItemBox|item_name = Boundless Spirit}}
{{ItemBox|item_name = Escalating Exposure}}
{{ItemBox|item_name = Magic Carpet}}}}{{Stats}}