Health: Difference between revisions
SerpentofSet (talk | contribs) →Math: rewrite math section, will likely condense the previous sections into this one soon-ish |
SerpentofSet (talk | contribs) Major rewrite, condensing most sections into a single section, removed previous table/images of golden statue buffs as they are outdated, removed table of base health by hero and souls (will add back in a condensed form), added section about regaining health |
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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. | ||
== | == Maximum Health == | ||
[[File:Captura de pantalla 2024-10-03 115540.png|thumb|263x263px|Kelvin's | [[File:Captura de pantalla 2024-10-03 115540.png|thumb|263x263px|Kelvin's starting base health at {{Souls|0}}]] | ||
The formula for maximum health <math>HP_{Max}</math> is: | |||
<math> | |||
HP_{Max} = \left( HP_0 + N_{PI} \times PI_{HP} \right) \times (1 + \textstyle\sum HP_{Shop} ) + \textstyle\sum HP_{Bonus} | |||
</math> | |||
where <math>HP_0</math> is hero-specific starting base health, <math>N_{PI}</math> is the number of [[Level|Power Increases]] earned, <math>PI_{HP}</math> is hero-specific added base health from each power increase, <math>HP_{Shop}</math> are implicit base health percent increases from [[Vitality]] items, and <math>HP_{Bonus}</math> are bonus health flat increases from various sources. Note that the max health presented in-game is rounded to the nearest integer. | |||
=== Base Health === | |||
[[File:Captura de pantalla 2024-10-03 115848.png|thumb|247x247px|Kelvin's base health at {{Souls|20.0k}}]] | |||
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. | |||
=== Increased Base Health === | |||
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. | |||
{| class="wikitable" | {| class="wikitable" | ||
!Vitality Item Tier!!% Increased Base Health | |||
! | |- | ||
| 1 || 11% | |||
|- | |- | ||
| | | 2 || 14% | ||
| | |||
| | |||
|- | |- | ||
|3 | | 3 || 17% | ||
| | |||
| | |||
|- | |- | ||
| | | 4 || 20% | ||
| | |||
|} | |} | ||
=== | === Bonus 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]] | ||
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 Statue|Golden statues]] occasionally drop small but permanent added bonus health buffs: '''+20''' before 10 minutes, '''+30''' between 10 and 25 minutes, or '''+40''' after 25 minutes. | |||
* [[Powerup Buff|Survival Powerups]] immediately grant '''+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 === | |||
With the purchase of [[Glass Cannon]], the hero's max health is reduced by 15% after the above calculations. | |||
=== Example === | |||
===Example=== | |||
[[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: | [[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: | ||
Line 109: | Line 53: | ||
<math>HP_{Max} = (600 + 50) \times (1 + (0.11 + 0.11)) + 160 = 953</math> | <math>HP_{Max} = (600 + 50) \times (1 + (0.11 + 0.11)) + 160 = 953</math> | ||
== Regaining Health == | |||
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 [[Bonus 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 [[Dynamo#3(3)_Rejuvenating_Aurora|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. | |||
== Health Bars == | == Health Bars == | ||
[[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]] | ||
'''Health Bars''' are visual indicators of a hero's current health, located just above each hero. Health bars consist of filled orange | '''Health Bars''' are visual indicators of a hero's current health, located just above each hero. Health bars consist of filled orange rectangles, arranged in rows of up to ten. As the hero loses health, the rectangles deplete horizontally. Each full rectangle represents 100 health, and each full row represents 1000 health. | ||
== Sources == | == Item Sources of Bonus Health == | ||
The following items explicitly grant added bonus health: | |||
{{Item stat table|Bonus Health}} | {{Item stat table|Bonus Health}} | ||
{{Stat navbox}} | {{Stat navbox}} |
Revision as of 05:40, 15 October 2024

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

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 to the nearest integer.
Base Health

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.
Increased Base Health
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

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 25 minutes, or +40 after 25 minutes.
- Survival Powerups immediately grant +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
With the purchase of Glass Cannon, the hero's max health is reduced by 15% after the above calculations.
Example
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
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 Bonus 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

Health Bars are visual indicators of a hero's current health, located just above each hero. Health bars consist of filled orange rectangles, arranged in rows of up to ten. As the hero loses health, the rectangles deplete horizontally. Each full rectangle represents 100 health, and each full row represents 1000 health.
Item Sources of Bonus Health
The following items explicitly grant added 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 | +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 |
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