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Added an example formula to demonstrate how HP is gained in practice
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[[File:Extra Health.png|64px]]'''Health''' is a stat that all [[heroes]] and units possess. Death occurs once health reaches 0. Heroes can level up and purchase [[items]] to increase their base and max health.  
[[File:Vitality Icon.png|right|frameless]]
'''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.


== Base Health ==
== Maximum Health ==
'''Base Health''' includes your starting health plus health gained through [[Level#Power Increases|power increases]]. All Vitality items grant extra HP as a percentage of Base Health. This extra HP is cumulative, it does not contribute to Base Health, only your final total.
[[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:


== Bonus Health ==
<math>
Many items such as [[Extra Health]] grant Bonus Health. Bonus Health is not affected by percentage increases to Base Health. A "Max HP" buff can be obtained from [[Gold Urn]]s, which functions identically to Bonus Health.
HP_{Max} = \left( HP_0 + N_{PI} \times PI_{HP} \right) \times (1 + \textstyle\sum HP_{Shop} ) + \textstyle\sum HP_{Bonus}
</math>


== Example Formula ==
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 up to the nearest integer.
[[Kelvin]] begins the game with 600 Base HP. If Kelvin picks up [[Extra Health]] then [[Extra Stamina]], then earns a [[Level#Power Increases|power increase]], the HP increase may be broken down the following way: 


600 Base HP, 600 Max HP
=== 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.


+ (Extra Health: (600 * 0.11) + 160) =
{{#invoke:HeroDataArrays|heroHealthTable}}


600 Base HP, 826 Max HP
=== 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.


+ (Extra Stamina: (600 * 0.11)) =
{| class="wikitable" style="text-align:center"
!Vitality Item Tier !! % Increased Base Health
|-
| 1 || 11%
|-
| 2 || 14%
|-
| 3 || 17%
|-
| 4 || 20%
|}


600 Base HP, 892 Max HP 
=== Bonus Health ===
[[File:Survival Power buff.png|thumb|179x179px|Survival power-up located in the training map]]
Bonus health comes from a variety of sources:


+ 50 Base HP from power increase, recalculate item formulas:
* 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 30 minutes, or '''+40''' after 30 minutes.
* The [[Powerup|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.


(Extra Health: (650 * 0.11) + 160) = 650 Base HP, 881.5 Max HP
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.


+ (Extra Stamina: (650 * 0.11)) = 650 Base HP, 953 Max HP{{Stats}}
=== 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:
 
<math>HP_{Max} = 600 \times (1 + (0.11 + 0.11)) + 160 = 892</math>
 
If Kelvin then earns a power increase, his base health increases by 50, and his max health becomes:
 
<math>HP_{Max} = (600 + 50) \times (1 + (0.11 + 0.11)) + 160 = 953</math>
 
== 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 [[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 [[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 ==
[[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 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 ==
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}}
=== Map spawns ===
* [[Golden Statue]]s can provide a permanent increase: +<b>20</b> Health before 10 minutes, +<b>30</b> Health before 30 minutes, or +<b>40</b> Health after 30 minutes.
* Power up runes can provide a temporary Survival buff that provides +<b>400</b> 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.
 
{{Stat navbox}}
{{Navbox gameplay}}

Latest revision as of 06:01, 24 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[edit | edit source]

Kelvin's starting base health at Souls0

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]

Kelvin's base health at Souls20.0k

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.

Hero Base Health Stats
Hero Starting Added per PI At Max PI
Ivy 550 +35 1040
Pocket 550 +31 984
Mo & Krill 700 +44 1316
Dynamo 650 +44 1266
Abrams 570 +34 1046
Vindicta 550 +20 830
Haze 500 +27 878
Grey Talon 550 +27 928
Warden 550 +45 1180
Paradox 550 +40 1110
Lash 550 +42 1138
Seven 550 +31 984
Shiv 600 +35 1090
Infernus 600 +33 1062
Kelvin 600 +50 1300
McGinnis 550 +41 1124
Viscous 550 +38 1082
Bebop 650 +41 1224
Lady Geist 650 +41 1224
Mirage 550 +37 1068
Wraith 550 +31 984
Yamato 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]

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: +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]

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.

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:

List of items
NameSoulsCostCategoryStat change
Monster Rounds500Weapon+50 Bonus Health
Active Reload1,250Weapon+50 Bonus Health
Fleetfoot1,250Weapon+90 Bonus Health
Kinetic Dash1,250Weapon+100 Bonus Health
Melee Charge1,250Weapon+75 Bonus Health
Burst Fire3,000Weapon+70 Bonus Health
Heroic Aura3,000Weapon+150 Bonus Health
Hunter's Aura3,000Weapon+150 Bonus Health
Toxic Bullets3,000Weapon+100 Bonus Health
Frenzy6,200Weapon+200 Bonus Health
Ricochet6,200Weapon+150 Bonus Health
Vampiric Burst6,200Weapon+175 Bonus Health
Enduring Spirit500Vitality+75 Bonus Health
Extra Health500Vitality+160 Bonus Health
Extra Stamina500Vitality+35 Bonus Health
Healing Rite500Vitality+45 Bonus Health
Melee Lifesteal500Vitality+75 Bonus Health
Bullet Lifesteal1,250Vitality+75 Bonus Health
Debuff Reducer1,250Vitality+125 Bonus Health
Divine Barrier1,250Vitality+50 Bonus Health
Healbane1,250Vitality+75 Bonus Health
Reactive Barrier1,250Vitality+75 Bonus Health
Return Fire1,250Vitality+125 Bonus Health
Spirit Lifesteal1,250Vitality+75 Bonus Health
Enduring Speed1,750Vitality+75 Bonus Health
Healing Nova1,750Vitality+100 Bonus Health
Majestic Leap3,000Vitality+125 Bonus Health
Metal Skin3,000Vitality+125 Bonus Health
Rescue Beam3,000Vitality+125 Bonus Health
Fortitude3,500Vitality+400 Bonus Health
Lifestrike3,500Vitality+125 Bonus Health
Debuff Remover4,250Vitality+125 Bonus Health
Colossus6,200Vitality+600 Bonus Health
Inhibitor6,200Vitality+175 Bonus Health
Leech6,200Vitality+175 Bonus Health
Unstoppable6,200Vitality+150 Bonus Health
Ammo Scavenger500Spirit+40 Bonus Health
Extra Spirit500Spirit+35 Bonus Health
Infuser500Spirit+50 Bonus Health
Bullet Resist Shredder1,250Spirit+100 Bonus Health
Duration Extender1,250Spirit+100 Bonus Health
Suppressor1,250Spirit+50 Bonus Health
Slowing Hex1,750Spirit+75 Bonus Health
Surge of Power3,000Spirit+75 Bonus Health
Torment Pulse3,000Spirit+160 Bonus Health
Improved Spirit3,500Spirit+100 Bonus Health
Mystic Slow4,250Spirit+140 Bonus Health
Superior Duration4,250Spirit+175 Bonus Health
Magic Carpet6,200Spirit+150 Bonus Health
Escalating Exposure7,450Spirit+125 Bonus Health
Boundless Spirit9,700Spirit+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.