Health
![](/images/b/bf/Vitality_Icon.png)
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]
![](/images/thumb/8/81/Kelvin_base_health_1.png/177px-Kelvin_base_health_1.png)
![Souls](/images/thumb/4/45/Souls.png/14px-Souls.png)
The formula for maximum health is:
where is hero-specific starting base health, is the number of Power Increases earned, is hero-specific added base health from each power increase, are implicit base health percent increases from Vitality items, and are bonus health flat increases from various sources. Note that the max health presented in-game is rounded up to the nearest integer.
Base Health[edit | edit source]
![](/images/thumb/e/e2/Kelvin_base_health_2.png/173px-Kelvin_base_health_2.png)
![Souls](/images/thumb/4/45/Souls.png/14px-Souls.png)
Base health is the sum of starting base health and added base health from power increases. 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 power increases.
Values referenced from Hero Comparison.
Hero | Starting | Added per PI | At Max PI |
---|---|---|---|
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550 | +45 | 1180 |
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550 | +36 | 1054 |
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550 | +27 | 928 |
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700 | +44 | 1316 |
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650 | +44 | 1266 |
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550 | +41 | 1124 |
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550 | +33 | 1012 |
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550 | +30 | 970 |
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570 | +34 | 1046 |
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550 | +38 | 1082 |
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525 | +20 | 805 |
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650 | +50 | 1350 |
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550 | +31 | 984 |
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525 | +35 | 1015 |
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550 | +37 | 1068 |
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550 | +29 | 956 |
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550 | +33 | 1012 |
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650 | +41 | 1224 |
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550 | +42 | 1138 |
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550 | +31 | 984 |
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550 | +45 | 1180 |
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600 | +33 | 1062 |
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600 | +35 | 1090 |
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550 | +41 | 1124 |
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550 | +41 | 1124 |
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500 | +27 | 878 |
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550 | +40 | 1110 |
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650 | +41 | 1224 |
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550 | +31 | 984 |
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500 | +31 | 934 |
Increased Base Health[edit | edit source]
Each Vitality item purchased grants a percentage increase to base health based on its tier. Higher tier items grant larger percentage increases. These increases are summed together before being multiplied with base health.
Vitality Item Tier | % Increased Base Health |
---|---|
1 | 11% |
2 | 14% |
3 | 17% |
4 | 20% |
Bonus Health[edit | edit source]
![](/images/thumb/f/fc/Survival_Power_buff.png/179px-Survival_Power_buff.png)
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: +20 before 10 minutes, +30 between 10 and 30 minutes, or +40 after 30 minutes.
- The Survival Powerup immediately grants +400 bonus health, but only for 160 seconds or until death.
- The Rejuvenator immediately grants +200 bonus health, but only for 3 minutes 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.
Miscellaneous Health Modifiers[edit | edit source]
With the purchase of Glass Cannon, the hero's max health is reduced by 15% after the above calculations.
Example[edit | edit source]
Kelvin begins the game with 600 Base HP. If Kelvin purchases the tier 1 vitality items Extra Health and Extra Stamina, the first of which also grants 160 bonus health, his max health becomes:
If Kelvin then earns a power increase, his base health increases by 50, and his max health becomes:
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]
![](/images/thumb/3/35/600_vs_1300.png/300px-600_vs_1300.png)
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.
Sources[edit | edit source]
All 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:
Name | ![]() | Category | Stat change |
---|---|---|---|
![]() | 500 | Weapon | +30 Bonus Health |
![]() | 1,250 | Weapon | +50 Bonus Health |
![]() | 1,250 | Weapon | +90 Bonus Health |
![]() | 1,250 | Weapon | +100 Bonus Health |
![]() | 1,250 | Weapon | +65 Bonus Health |
![]() | 3,000 | Weapon | +70 Bonus Health |
![]() | 3,000 | Weapon | +150 Bonus Health |
![]() | 3,000 | Weapon | +150 Bonus Health |
![]() | 3,000 | Weapon | +100 Bonus Health |
![]() | 4,250 | Weapon | +150 Bonus Health |
![]() | 6,000 | Weapon | +150 Bonus Health |
![]() | 6,000 | Weapon | +175 Bonus Health |
![]() | 7,250 | Weapon | +150 Bonus Health |
![]() | 500 | Vitality | +75 Bonus Health |
![]() | 500 | Vitality | +160 Bonus Health |
![]() | 500 | Vitality | +35 Bonus Health |
![]() | 500 | Vitality | +30 Bonus Health |
![]() | 500 | Vitality | +75 Bonus Health |
![]() | 1,250 | Vitality | +75 Bonus Health |
![]() | 1,250 | Vitality | +125 Bonus Health |
![]() | 1,250 | Vitality | +50 Bonus Health |
![]() | 1,250 | Vitality | +75 Bonus Health |
![]() | 1,250 | Vitality | +75 Bonus Health |
![]() | 1,250 | Vitality | +75 Bonus Health |
![]() | 1,750 | Vitality | +75 Bonus Health |
![]() | 1,750 | Vitality | +100 Bonus Health |
![]() | 1,750 | Vitality | +125 Bonus Health |
![]() | 3,000 | Vitality | +125 Bonus Health |
![]() | 3,000 | Vitality | +125 Bonus Health |
![]() | 3,000 | Vitality | +125 Bonus Health |
![]() | 3,500 | Vitality | +400 Bonus Health |
![]() | 3,500 | Vitality | +125 Bonus Health |
![]() | 3,500 | Vitality | +75 Bonus Health |
![]() | 4,250 | Vitality | +125 Bonus Health |
![]() | 6,000 | Vitality | +600 Bonus Health |
![]() | 6,000 | Vitality | +175 Bonus Health |
![]() | 6,000 | Vitality | +150 Bonus Health |
![]() | 7,250 | Vitality | +175 Bonus Health |
![]() | 500 | Spirit | +40 Bonus Health |
![]() | 500 | Spirit | +35 Bonus Health |
![]() | 1,250 | Spirit | +100 Bonus Health |
![]() | 1,250 | Spirit | +100 Bonus Health |
![]() | 1,250 | Spirit | +50 Bonus Health |
![]() | 1,750 | Spirit | +75 Bonus Health |
![]() | 3,000 | Spirit | +75 Bonus Health |
![]() | 3,000 | Spirit | +160 Bonus Health |
![]() | 3,500 | Spirit | +125 Bonus Health |
![]() | 3,500 | Spirit | +125 Bonus Health |
![]() | 4,250 | Spirit | +100 Bonus Health |
![]() | 4,250 | Spirit | +160 Bonus Health |
![]() | 4,250 | Spirit | +175 Bonus Health |
![]() | 6,000 | Spirit | +150 Bonus Health |
![]() | 7,250 | Spirit | +125 Bonus Health |
![]() | 9,500 | Spirit | +300 Bonus Health |
Map spawns[edit | edit source]
- Golden Statues can provide a permanent increase: +20 Health before 10 minutes, +30 Health before 30 minutes, or +40 Health after 30 minutes.
- Power up runes can provide a temporary Survival buff that provides +400 Bonus Health for 160 seconds.
- Mid-Boss can provide a temporary Rejuvenator Credit buff that provides +200 Bonus Health for three minutes or until death, whichever comes first.
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