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'''Lifesteal''' is a mechanic which heals a player by a portion of the damage they deal to an opponent. There are two main types of lifesteal, each with an associated [[stats|stat]]: {{plink|Bullet Lifesteal|pic=AttributeIconBulletLifesteal}}, which returns a portion of the [[Bullet Damage|bullet damage]] dealt, and {{plink|Spirit Lifesteal|pic=AttributeIconSpiritLifesteal}}, which returns a portion of the [[Spirit Damage|spirit damage]] dealt. Bullet and Spirit Lifesteal are calculated identically, but are affected by different [[item|items]].
'''Lifesteal''' is a mechanic which heals a player by a portion of the damage they deal to an opponent. There are two main types of lifesteal, each with an associated [[stats|stat]]: {{plink|Bullet Lifesteal|pic=AttributeIconBulletLifesteal}}, which returns a portion of the [[Bullet Damage|bullet damage]] dealt, and {{plink|Spirit Lifesteal|pic=AttributeIconSpiritLifesteal}}, which returns a portion of the [[Spirit Damage|spirit damage]] dealt. Bullet and Spirit Lifesteal are calculated independently, but use the same formula.


== Formula ==
== Calculation ==
Despite being presented in-game as +X% Bullet/Spirit Lifesteal, different sources of lifesteal stack multiplicatively, not additively. With <math>n</math> different sources of the same category of lifesteal, final lifesteal <math>L_F</math> is given by:
While lifesteal is shown as a percentage (like +20%), different sources of lifesteal do not simply add together. Instead, they stack '''multiplicatively'''. This means that as you gain more sources of lifesteal, each new item is slightly less effective than the last.


<math>L_F = 1 - \prod_{i=1}^n (1 - L_i)</math><br/><!--this is rounded, but the game displays two different calculations where one is rounded up, and the other is rounded down-->
To calculate your final lifesteal, you can use the following formula:


where <math>L_i</math> is the lifesteal provided by the <math>i</math>th source. Bullet and Spirit Lifesteal are calculated independently of each other, but both use the same formula.
<math>\text{Total Lifesteal} = 1 - (1 - L_1) \times (1 - L_2) \times (1 - L_3) \dots</math>


=== Lifesteal vs. Creeps ===
(Where <math>L</math> is the lifesteal value of each source expressed as a decimal, e.g., 0.20 for 20%).
Lifesteal against creeps (non-hero units) is reduced compared to heroes:
* Bullet Lifesteal vs. creeps: 60% of the calculated value
* Spirit Lifesteal vs. creeps: 40% of the calculated value


=== Example ===
=== Example ===
With 22% Bullet Lifesteal from {{item|Fury Trance}} and 30% Bullet Lifesteal from {{item|Leech}}, the player's final bullet lifesteal is:
If you have 22% Bullet Lifesteal from {{item|Fury Trance}} and 30% Bullet Lifesteal from {{item|Leech}}, your lifesteal is calculated as follows:
# Convert the percentages to decimals: '''0.22''' and '''0.30'''.
# Subtract each from 1: (1 - 0.22) = '''0.78''' and (1 - 0.30) = '''0.70'''.
# Multiply those results together: 0.78 × 0.70 = '''0.546'''.
# Subtract that result from 1: 1 - 0.546 = '''0.454'''.
# Your final Bullet Lifesteal is '''45.4%'''.


<math>L_F = 1 - (1 - 0.22) \times (1 - 0.30) = 45.4%</math><!--the stat ingame says 45%-->
Note: The in-game user interface is inconsistent with rounding, so it may display as 45% or 46%.


This means that any time the player deals bullet damage to any opponent, they will immediately be healed by 45.4% of the damage dealt. Note that the in-game user interface is inconsistent in how it rounds the final lifesteal percentage.
=== Lifesteal vs. Creeps ===
Lifesteal against creeps (non-hero units) is reduced compared to heroes:
* '''Bullet Lifesteal vs. creeps:''' 60% effectiveness (e.g., 10% lifesteal becomes 6%).
* '''Spirit Lifesteal vs. creeps:''' 40% effectiveness (e.g., 10% lifesteal becomes 4%).


== Bullet Lifesteal ==
== Bullet Lifesteal ==
Bullet Lifesteal returns a percentage of all outgoing [[Bullet Damage|bullet damage]] to the player as health.
Bullet Lifesteal returns a percentage of all outgoing [[Bullet Damage|bullet damage]] to the player as health.
{{HeroIcon|Graves}} has {{#invoke:HeroData|get_hero_var|hero_necro|BulletLifesteal|3}}% innate Bullet Lifesteal.


=== Sources ===
=== Sources ===
{{Item stat table|Bullet Lifesteal}}
{{Item stat table|Bullet Lifesteal}}
=== Hero Abilities ===
The following abilities provide Lifesteal:
{{AbilityTable|lifesteal}}
Abilities that deal weapon damage also provide heal from Bullet Lifesteal. Here are all of the relevant abilities:
{{AbilityTable|weapondamage}}


== Spirit Lifesteal ==
== Spirit Lifesteal ==
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{{Item stat table|Spirit Lifesteal}}
{{Item stat table|Spirit Lifesteal}}


=== Soul Shredder Bullets ===
== Melee Lifesteal ==
The debuff applied to opponents by {{item|Spirit Shredder Bullets}} behaves differently from all other lifesteal items. It does not affect the user's Spirit Lifesteal stat, nor is it factored into the formula above; instead, it ''adds'' a flat +8% spirit lifesteal against an affected target while the debuff is active. For example, if a player has Spirit Shredder Bullets, {{item|Spirit Lifesteal}} (+16%), and {{item|Leech}} (+30%), their spirit lifesteal against a target affected by Soul Shredder Bullets would be:
{{main|Melee Lifesteal|Lifestrike}}


<math>L_F = [1 - (1 - 0.16) \times (1 - 0.30)] + 0.08 = 49.2%</math>
Melee Lifesteal is provided by abilities such as {{AbilityIcon|Abrams}}' {{AbilityIcon|Infernal Resilience}} and {{AbilityIcon|Apollo}}'s {{AbilityIcon|Riposte}}, and heals for a percentage of melee damage dealt. It functions the same as other Lifesteal effects and has 40% effectiveness against creeps.


Their spirit lifesteal against a target not affected by Soul Shredder Bullets would instead be 41.2% (equal to their Spirit Lifesteal stat).
The item {{item|Melee Lifesteal}} and its upgrade {{item|Lifestrike}} both provide a passive ability which heals the user by a percentage of their [[Melee Damage|melee damage]] dealt, but they behave differently from Lifesteal.
 
== Melee Lifesteal ==
{{main|Melee Lifesteal|Lifestrike}}


Melee Lifesteal is not a stat. The item {{item|Melee Lifesteal}} and its upgrade {{item|Lifestrike}} both provide a passive ability which heals the user by a percentage of their [[Melee Damage|melee damage]] dealt, but they behave differently from Bullet and Spirit Lifesteal. These abilities activate for one melee attack, then go on cooldown for several seconds, during which no further health can be regained from melee attacks; Bullet and Spirit Lifesteal are always active and have no associated cooldowns. These items also grant a flat healing bonus on activation, and are less effective against non-[[hero|heroes]], neither of which is true of Bullet and Spirit Lifesteal.
These abilities activate for one melee attack, then go on cooldown for several seconds, during which no further health can be regained from melee attacks. In contrast, Bullet and Spirit Lifesteal are always active and have no cooldowns. These items also grant a flat healing bonus on activation, and are less effective against non-[[hero|heroes]].


{{Stats}}
{{Stats}}
[[Category:Stats]]
[[Category:Stats]]

Latest revision as of 23:21, 10 September 2026

Lifesteal is a mechanic which heals a player by a portion of the damage they deal to an opponent. There are two main types of lifesteal, each with an associated stat: Bullet Lifesteal icon Bullet Lifesteal, which returns a portion of the bullet damage dealt, and Spirit Lifesteal icon Spirit Lifesteal, which returns a portion of the spirit damage dealt. Bullet and Spirit Lifesteal are calculated independently, but use the same formula.

Calculation

[edit | edit source]

While lifesteal is shown as a percentage (like +20%), different sources of lifesteal do not simply add together. Instead, they stack multiplicatively. This means that as you gain more sources of lifesteal, each new item is slightly less effective than the last.

To calculate your final lifesteal, you can use the following formula:

Total Lifesteal=1(1L1)×(1L2)×(1L3)

(Where L is the lifesteal value of each source expressed as a decimal, e.g., 0.20 for 20%).

Example

[edit | edit source]

If you have 22% Bullet Lifesteal from Fury Trance and 30% Bullet Lifesteal from Leech, your lifesteal is calculated as follows:

  1. Convert the percentages to decimals: 0.22 and 0.30.
  2. Subtract each from 1: (1 - 0.22) = 0.78 and (1 - 0.30) = 0.70.
  3. Multiply those results together: 0.78 × 0.70 = 0.546.
  4. Subtract that result from 1: 1 - 0.546 = 0.454.
  5. Your final Bullet Lifesteal is 45.4%.

Note: The in-game user interface is inconsistent with rounding, so it may display as 45% or 46%.

Lifesteal vs. Creeps

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Lifesteal against creeps (non-hero units) is reduced compared to heroes:

  • Bullet Lifesteal vs. creeps: 60% effectiveness (e.g., 10% lifesteal becomes 6%).
  • Spirit Lifesteal vs. creeps: 40% effectiveness (e.g., 10% lifesteal becomes 4%).

Bullet Lifesteal

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Bullet Lifesteal returns a percentage of all outgoing bullet damage to the player as health.

Graves has 8% innate Bullet Lifesteal.

Sources

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This is a dynamic list "Bullet Lifesteal". Edit contents.
NameSoulsCostCategoryStat change
Active Reload1,600 Weapon+16% Bullet Lifesteal
Frenzy6,400 Weapon+10% Bullet Lifesteal
Bullet Lifesteal1,600 Vitality+13% Bullet Lifesteal
Fury Trance3,200 Vitality+14% Bullet Lifesteal
Leech6,400 Vitality+25% Bullet Lifesteal
Vampiric Burst6,400 Vitality+13% Bullet Lifesteal
+70% Bullet Lifesteal

Hero Abilities

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The following abilities provide Lifesteal:

This is a dynamic list "lifesteal". Edit contents · Edit notes.
Hero Ability Notes
Abrams Infernal Resilience T2 melee lifesteal.
Apollo Riposte T3 bullet, spirit, and melee lifesteal.
Bebop Hyper Beam T3 lifesteal for the ability itself (spirit).
Celeste Light Eater T1 spirit lifesteal.
Grey Talon Rain of Arrows T3 bullet and spirit lifesteal.
Haze Smoke Bomb T3 bullet lifesteal.
Infernus Napalm T2 bullet, spirit, and melee lifesteal.
Concussive Combustion T2 lifesteal for the ability itself (spirit).
Ivy Kudzu Connection T2 bullet lifesteal.
Mo & Krill Combo T1 lifesteal for the ability itself (spirit).
Silver (Transformed) Go For The Throat T2 lifesteal for the ability itself (melee).
Viscous Puddle Punch T2 lifesteal for the ability itself (melee).

Abilities that deal weapon damage also provide heal from Bullet Lifesteal. Here are all of the relevant abilities:

This is a dynamic list "weapondamage". Edit contents · Edit notes.
Hero Ability Notes
Haze Fixation
Holliday Crackshot Scales with Spirit Power.
Venator Consecrating Grenade
Gutshot
Ira Domini

Spirit Lifesteal

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Spirit Lifesteal returns a percentage of all outgoing spirit damage to the player as health.

Sources

[edit | edit source]
This is a dynamic list "Spirit Lifesteal". Edit contents.
NameSoulsCostCategoryStat change
Spirit Shredder Bullets1,600 Weapon+10% Spirit Lifesteal
Spirit Rend3,200 Weapon+10% Spirit Lifesteal
Spiritual Overflow6,400 Weapon+13% Spirit Lifesteal
Spirit Lifesteal1,600 Vitality+13% Spirit Lifesteal
Infuser6,400 Vitality+70% Spirit Lifesteal
Leech6,400 Vitality+25% Spirit Lifesteal
Mystic Reverb6,400 Spirit+8% Spirit Lifesteal

Melee Lifesteal

[edit | edit source]
Main articles: Melee Lifesteal, Lifestrike

Melee Lifesteal is provided by abilities such as Abrams' Infernal Resilience and Apollo's Riposte, and heals for a percentage of melee damage dealt. It functions the same as other Lifesteal effects and has 40% effectiveness against creeps.

The item Melee Lifesteal and its upgrade Lifestrike both provide a passive ability which heals the user by a percentage of their melee damage dealt, but they behave differently from Lifesteal.

These abilities activate for one melee attack, then go on cooldown for several seconds, during which no further health can be regained from melee attacks. In contrast, Bullet and Spirit Lifesteal are always active and have no cooldowns. These items also grant a flat healing bonus on activation, and are less effective against non-heroes.