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Healing

 

Healing is the process in which a hero refills a portion of his HP for means other than normal regeneration from STR and some items. There are several skills that can achieve this, they are:

  • Nature's Attendants (Enchantress): After liberating its wisps, heals random units in a 300 Area around her for a total of 300/500/700/900 hitpoints split among all the injured units.
  • Healing Ward (Juggernaut): After summoned, heals all units around it for 2%/3%/4%/5% of their Max HP every second.
  • Hand of God (Chen): After being cast, it selects all allied heroes on the map and refills 200/300/400 HP to all of them
  • Purification (Omniknight): Heals 90/180/270/360 HP to the target unit and deals the same damage around it.
  • Death Pulse (Necrolyte): Heals 50/75/100/130 HP to nearby allied units.
  • Borrowed Time (Lord of Avernus): Heals the damage you would normally take instead for the duration.
  • Leech Seed (Treant Protector): Restores 30/45/60/75 HP per pulse to allies around the target enemy. Pulses 4 times.
  • Living Armor (Treant Protector): Aura that increases the HP regeneration of nearby allies and buildings by 2/3/4/5 per second (global aura during the day for allied heroes)
  • Brain Sap (Atropos): Absorbs 75/150/225/300 hitpoints from the enemy, recovering the same amount himself.
  • Exorcism (Krobelus): After dealing its damage through the Spirits, Krobelus will recover by 25% of all the damage dealt.
  • Feast (N’aix): Heals N'aix everytime he attacks an allowed target by a portion of the target's actual hp.
  • Open Wounds (N'aix): Heals any unit for 15%/20%/25%/30% of the damage it deals to the affected unit.
  • Death Coil (Abaddon): Heals 100/150/200/250 if the target unit is ally or deals the same damage as magical if the target is enemy, but dealing half that amount as damage to himself.
  • Life Drain (Pugna): Channeling skill that will deal damage per second to the target unit and heal the caster for the same amount dealt after all reductions (so it’s affected by spell resistance)
  • Shadow Wave (Dazzle): Heals 80/100/120/140 hitpoints each bounce and deals the same damage around it.
  • Shadow Word (Warlock): Heals the target unit for 10/20/30/40 hitpoints per second if it’s an ally or deals the same amount as damage if it’s enemy.
  • Voodoo Restoration (Witch Doctor): Toggleable skill (like Immolation) that heals units in a 350 area for 16/24/32/40 hp per second.
  • The Fountain is the only building that can heal the heroes, besides providing a constant 4% HP and Mana regeneration it gives the heroes 14 mana points per second.
  • Tether (Io): adds any Hp and mana increase on Wisp to the tethered unit. doesn't transfer hp increase from armlet or any increase that adds more than 50% max mana/hp in one step.
  • Dismember - Aghanim's (Pudge): adds 75+0.75*strength / 125+0.75*strength / 175+0.75*strength health per second to Pudge when he dismembers a unit.
  • Soul Rip (Dirge): When targeting an ally it is healed 25 hitpoints for each unit found in 1000 AoE around Dirge. except Dirge and the target itself.
  • Flesh Golem (Dirge): When an affected unit dies it creates the essence of the dying unit which heals Dirge for 6%/2% of his maximum health (10%/3% with Aghanim's) if it is a hero/nonhero when it reaches him.
  • Shadow Dance (Slark): Regenerates 3%/4%/5% of it's max hp per second if he wasn't visible to the enemy team in the last 0.5 seconds and wasn't damaged by neutrals in the last 2 seconds.
  • Blood Bath (Bloodseeker): When Bloodseeker kills a unit, he will regain 10%/15%/20%/25% of his maximum hitpoints or 10%/20%/30%/40% in the case the killed unit was a hero. If Bloodseeker in a 225 AoE of a dying enemy hero but did not kill him, he gets 50% of the normal hero regeneration (5/10/15/20% of his max hp).