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'''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.
'''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 cannot be given away, it is 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>BaseHP = StartingHP + \overbrace{Level * PowerIncrease}^{Power-Increase-HP}</math>
Where:
* '''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]]
* 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.
* [[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.


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.
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.


Because of their additive nature, Survival power-ups don't alter a hero's base health, but instead stack over it.
=== Example ===
[[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 ===
<math>\text{Max HP} = 600 \times (1 + 0.10 + 0.10) + 100 = 820</math>
'''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 


An example of this would be:
If Kelvin then earns a power increase, his base health increases by 50, and his max health becomes:


'''<math>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>''' 
<math>\text{Max HP} = (600 + 50) \times (1 + 0.10 + 0.10) + 100 = 880</math>


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.
== Regaining Health ==
{{Main|Healing|Health Regen}}
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.


==== Vitality Items Bonus Health ====
== Health Bars ==
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:
[[File:600 vs 1300.png|thumb|A 600 HP Kelvin right next to a 1300 HP Kelvin]]
{| class="wikitable"
<!--[[File:New healthbar.png|thumb|Examples of how health and shields are displayed in the alternate health bar]]-->
!Vitality Item Tier
'''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.
!% Increased Base Health
|-
|1
|11%
|-
|2
|14%
|-
|3
|17%
|-
|4
|20%
|}


== Math ==
The small yellow and blue bars above the health bar represent bullet [[Damage Shield|shields]] and spirit shields, respectively.
The formula for max health is: <math>HP_{max} = \left\lceil \left ( [(HP_{STARTING} + lvl * PI) * (1 + \sum_{i=1}^n \text{Shop Bonus})] + \sum_{i=1}^n \text{BonusHealth} + \sum_{i=1}^n \text{Golden Statues} + PUB + Rejuv \right ) * GC \right\rceil</math><br/>
where:<br/>
<math>
\begin{align}
  HP_{max} &= \text{Max Health,} \\
  HP_{STARTING} &= \text{Starting Health,} \\
  lvl &= \text{Level,} \\
  PI &= \text{Power Increase,} \\
  Shop Bonus &= \text{Percent increase based on the tier,} \\
  BonusHealth &= \text{Increase from item,} \\
  Golden Statues &= \text{Increase from Golden Statues,} \\
  PUB &= \text{400 Bonus Health from Powerup Buff,} \\
  Rejuv &= \text{200 Bonus Health from Rejuvenation Credit,} \\
  GC &=  -15% \text{Max Health from Glass Cannon} \\
\end{align}
</math>


=== Example ===
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%.
[[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) = 
=== 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.


600 Base HP, 826 Max HP + (Extra Stamina: (600 * 0.11)) = 
=== 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.  


600 Base HP, 892 Max HP 
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 we add to the 600 Base HP another 50 Base HP from the first power increase and recalculate the item formulas: 
If this health bar is enabled, the health bar given by <code>citadel_unit_status_use_new true will</code> be overridden.


(Extra Health: (650 * 0.11) + 160) =
== Sources ==
 
All [[Vitality|vitality items]] provide bonus health based on the player's total investment in the category.
650 Base HP, 881.5 Max HP + (Extra Stamina: (650 * 0.11)) = 
 
650 Base HP, 953 Max HP
 
== Health Bars ==
[[File:600 vs 1300.png|thumb|A 600 HP Kelvin right next to a 1300 HP Kelvin]]
'''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.


== Base health based on Power Increase ==
{{#invoke:ItemInvestmentTable|write_vitality}}
{| class="wikitable sortable"
! rowspan="2" |Hero
! rowspan="2" |Starting Health
! rowspan="2" |Power Increase
! 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
|}


== Sources ==
The following items explicitly grant increased bonus health:
All [[Vitality|vitality items]] implicitly provide base health based on tier, represented as "Shop Bonuses" in the ingame stats calculation. Tier 1 items provide +11%, Tier 2 items provide +14%, Tier 3 items provide +17%, and Tier 4 items provide +20%. The following items explicitly grant increased bonus health:
{{Item stat table|Bonus Health}}
{{Item stat table|Bonus Health}}
* {{ItemIcon|Golden Goose Egg}} grants random [[Permanent Buffs]], including Max Health.


The following items increase or decrease base health based on percentage:
{{Item stat table|Bonus Base Health}}
=== Map spawns ===
=== Map spawns ===
* [[Golden Statue]]s can provide a permanent increase: +<b>20</b> Health before 10 minutes, +<b>30</b> Health before 25 minutes, or +<b>40</b> Health after 25 minutes.
* [[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.
* Power up runes can provide a temporary Survival buff that provides +<b>400</b> Bonus Health for 160 seconds.
* [[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).
* [[Mid-Boss]] can provide a temporary Rejuvenator Credit buff that provides +200 Bonus Health for three minutes or until death, whichever comes first.


{{Stat navbox}}
{{Stat navbox}}
{{Navbox gameplay}}

Latest revision as of 19:10, 10 September 2026

Health measures the amount of damage that can be taken before 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.

Maximum Health

[edit | edit source]
A healthbar on Kelvin.

Max health is calculated as follows:

Max HP=(Base HP+Boons Earned×HP per Boon)×(1+Vitality Bonuses)+Bonus HP

Where:

  • 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.

Note that the max health presented in-game is rounded up to the nearest integer.

Base Health

[edit | edit source]

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.

Health scaling

[edit | edit source]

To see all Heroes health scaling by Boon please visit the Hero Comparison Table.

Base Health Stats
Hero Starting Added per Boon At Max Boon
Abrams 800 +49 2515
Apollo 770 +45 2345
Bebop 880 +52 2700
Billy 820 +53 2675
Calico 730 +37 2025
Celeste 690 +33 1845
The Doorman 755 +42 2225
Drifter 755 +41 2190
Dynamo 880 +61 3015
Graves 730 +33 1885
Grey Talon 780 +38 2110
Haze 730 +33 1885
Holliday 780 +41 2215
Infernus 830 +39 2195
Ivy 755 +45 2330
Kelvin 880 +60 2980
Lady Geist 880 +51 2665
Lash 780 +50 2530
McGinnis 780 +52 2600
Mina 660 +27 1605
Mirage 730 +45 2305
Mo & Krill 930 +65 3205
Paige 680 +31 1765
Paradox 730 +46 2340
Pocket 780 +36 2040
Rem 680 +28 1660
Seven 730 +41 2165
Shiv 830 +46 2440
Silver 830 +28 1810
Silver (Transformed) 830 +28 1810
Sinclair 730 +38 2060
Venator 820 +43 2325
Victor 800 +34 1990
Vindicta 755 +28 1735
Viscous 780 +45 2355
Vyper 780 +35 2005
Warden 805 +60 2905
Wraith 730 +35 1955
Yamato 730 +45 2305


Bonus Health

[edit | edit source]
Survival power-up located in the training map

Bonus health comes from a variety of sources:

  • 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.
  • Golden statues occasionally drop small but permanent added bonus health buffs: +15 before 10 minutes, +20 between 10 and 30 minutes, or +30 after 30 minutes.
  • The Survival Powerup immediately grants +200 to +750 bonus health (scales as game goes on), but only for 160 seconds or until death.

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.

Example

[edit | edit source]

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:

Max HP=600×(1+0.10+0.10)+100=820

If Kelvin then earns a power increase, his base health increases by 50, and his max health becomes:

Max HP=(600+50)×(1+0.10+0.10)+100=880

Regaining Health

[edit | edit source]
Main articles: Healing, Health Regen

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 Extra Regen and Fortitude. Health can be regained quickly by returning to the spawn room of the team's base. Various hero abilities can heal, such as Dynamo's Rejuvenating Aurora. Sources of spirit and bullet lifesteal grant heroes the opportunity to regain health by dealing the respective damage type.

Health Bars

[edit | edit source]
A 600 HP Kelvin right next to a 1300 HP Kelvin

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 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

[edit | edit source]

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.

enabled healthbars from gameinfo.gi

The alternate health bar can be enabled with the console command citadel_unit_status_use_new true. The command can be added with a + to the game launch options on Steam to be enabled on startup.

Gameinfo.gi Alternate health Bar

[edit | edit source]

There is another experimental health bar accessible to players. Inside the gameinfo.gi in the game's files, under the ConVars block, adding the 2 lines "citadel_unit_status_use_v2" "true" and "citadel_unit_status_use_v2_for_nonplayers" "true" 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 citadel_unit_status_use_new true will be overridden.

Sources

[edit | edit source]

All vitality items provide bonus health based on the player's total investment in the category.

Souls Vitality
Health icon Health (%)
Individual Accumulative
Souls800 +9 +9
Souls1600 +3 +12
Souls2400 +3 +15
Souls3200 +5 +20
Souls4800 +18 +38
Souls6400 +4 +42
Souls8000 +4 +46
Souls11200 +4 +50
Souls16000 +4 +54
Souls22400 +6 +60
Souls28800 +6 +66

The following items explicitly grant increased bonus health:

This is a dynamic list "Bonus Health". Edit contents.
NameSoulsCostCategoryStat change
Headshot Booster800 Weapon+30 Bonus Health
Stalker1,600 Weapon+50 Bonus Health
Weakening Headshot1,600 Weapon+60 Bonus Health
Cultist Sacrifice3,200 Weapon+50 Bonus Health
Escalating Resilience3,200 Weapon+75 Bonus Health
Headhunter3,200 Weapon+50 Bonus Health
Hollow Point3,200 Weapon+125 Bonus Health
Hunter's Aura3,200 Weapon+100 Bonus Health
Point Blank3,200 Weapon+75 Bonus Health
Spirit Rend3,200 Weapon+75 Bonus Health
Crippling Headshot6,400 Weapon+125 Bonus Health
Frenzy6,400 Weapon+160 Bonus Health
Spiritual Overflow6,400 Weapon+90 Bonus Health
Extra Health800 Vitality+210 Bonus Health
Rebuttal800 Vitality+75 Bonus Health
Bullet Lifesteal1,600 Vitality+90 Bonus Health
Debuff Reducer1,600 Vitality+90 Bonus Health
Spirit Lifesteal1,600 Vitality+90 Bonus Health
Counterspell3,200 Vitality+50 Bonus Health
Fortitude3,200 Vitality+375 Bonus Health
Fury Trance3,200 Vitality+100 Bonus Health
Lifestrike3,200 Vitality+125 Bonus Health
Veil Walker3,200 Vitality+125 Bonus Health
Cheat Death6,400 Vitality+200 Bonus Health
Infuser6,400 Vitality+100 Bonus Health
Inhibitor6,400 Vitality+150 Bonus Health
Leech6,400 Vitality+180 Bonus Health
Plated Armor6,400 Vitality+130 Bonus Health
Spellbreaker6,400 Vitality+90 Bonus Health
Unstoppable6,400 Vitality+125 Bonus Health
Vampiric Burst6,400 Vitality+100 Bonus Health
Nullification BurstLegendary Vitality+300 Bonus Health
Shadow StrikeLegendary Vitality+350 Bonus Health
Mystic Regeneration800 Spirit+50 Bonus Health
Rusted Barrel800 Spirit+60 Bonus Health
Improved Spirit1,600 Spirit+75 Bonus Health
Mystic Slow1,600 Spirit+50 Bonus Health
Spirit Sap1,600 Spirit+50 Bonus Health
Decay3,200 Spirit+65 Bonus Health
Disarming Hex3,200 Spirit+75 Bonus Health
Knockdown3,200 Spirit+75 Bonus Health
Radiant Regeneration3,200 Spirit+90 Bonus Health
Silence Wave3,200 Spirit+50 Bonus Health
Spirit Snatch3,200 Spirit+75 Bonus Health
Tankbuster3,200 Spirit+50 Bonus Health
Torment Pulse3,200 Spirit+100 Bonus Health
Boundless Spirit6,400 Spirit+75 Bonus Health
Lightning Scroll6,400 Spirit+50 Bonus Health
Magic Carpet6,400 Spirit+125 Bonus Health
Scourge6,400 Spirit+100 Bonus Health
Unstable ConcoctionLegendary Spirit+3000 Bonus Health

The following items increase or decrease base health based on percentage:

This is a dynamic list "Bonus Base Health". Edit contents.
NameSoulsCostCategoryStat change
Glass Cannon6,400 Weapon-13% Bonus Base Health
Colossus6,400 Vitality+25% Bonus Base Health

Map spawns

[edit | edit source]
  • Golden Statues can provide a permanent increase: +15 Health before 10 minutes, +20 Health before 30 minutes, or +30 Health after 30 minutes.
  • Powerup runes can provide a temporary Survival buff that provides +200 to +750 Bonus Health for 160 seconds (scaling with game time from 5 to 40 minutes).