Healing restores a hero's replenishable hit points. Healing is done by Health Packs, the spawn room, the payload (for the attacking team), and hero abilities. Although many heroes have healing abilities, Support heroes have a focus on healing. Generally, the act of healing generates ultimate charge (healing allies' self damage or environmental damage will not grant ultimate charge).
When receiving healing, hit points are restored in the following order: Health, then Armor, then Shields. Overhealth is a non-recoverable form of hit points and cannot be restored by healing.
In Overwatch 2, all heroes passively heal 10 health + 5% of their maximum health per second after not taking damage for 6 seconds. The Support role passive halves this delay. This regeneration can be stacked on top of their existing healing abilities.
All forms of healing, including passive abilities like The Reaping and the global self-regeneration, can be amplified by abilities that increase healing received, such as Biotic Grenade or Guardian Wave.
Ally healing[]
Certain heroes have abilities or weapons that can heal allies. Some of these may also heal the hero.
Some of these may be responsive, and require an input to heal allies, such as shooting an ally with Ana's Biotic Rifle, or throwing Kiriko's Protection Suzu at an ally, while others may be more passive, such as Brigitte's Inspire and Lúcio's Crossfade, which can heal allies without the intention of healing them.
Below is a list of all weapons and abilities that can heal allies:
| Hero | Weapon/Ability | Effect type | Healing | Details |
|---|---|---|---|---|
Ana |
Biotic Rifle | Projectile | 75 over 0.59 seconds | |
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| Biotic Grenade | Arcing projectile Area of effect |
75 |
| |
| Nano Boost | Targeted (allies) | 250 |
| |
Baptiste |
Biotic Launcher Alt Fire | Arcing projectile Area of effect |
30 (direct hit) 60 (splash, ally) |
|
| Regenerative Burst | Area of effect | 40 (instant, >50% max HP) 80 (instant, <50% max HP) 40 over 4 seconds (HoT) |
||
| Immortality Field | Arcing projectile Area of effect (field) |
Any deficit from 20% HP | ||
| Automated Healing | Hitscan | 25 | ||
Brigitte |
Inspire | Area of effect | 15 per second |
|
| Repair Pack | Targeted (allies) | 25 (instantly) 100 over 2 seconds (over time) |
| |
Illari |
Solar Rifle Alt Fire | Beam | 115 per second | |
| Healing Pylon | Arcing projectile (deploy) Projectile (heal) |
40 over 0.45 seconds (allies) 20 over 0.45 seconds (self) |
||
| Solar Flare | Area of effect | 100 | ||
Juno |
Mediblaster | Hitscan | 6 - 1.8 (per round) 72 - 21.6 (per burst) |
|
| Pulsar Torpedoes | Projectile Targeted |
85 (direct) 50 (over time) |
||
| Orbital Ray | Area of effect | 85 per second | ||
Kiriko |
Healing Ofuda | Projectile | 13 (per talisman) 26 (per burst) |
|
| Protection Suzu | Arcing projectile Area of effect |
80 (no cleanse) 110 (cleanse) |
| |
Lifeweaver |
Healing Blossom | Projectile | 80 over 0.3 seconds (max charge) 10 (min charge) |
|
| Life Grip | Targeted (ally) | 75 (ally) | ||
| Tree of Life | Area of effect | 150 (instant) 90 per pulse |
||
Lúcio |
Crossfade | Area of effect | 20 per second (allies) 14.4 per second (self) |
|
| Amp It Up | Area of effect | 52 per second | ||
Mauga |
Cardiac Overdrive | Area of effect | 100% of damage dealt (self) 50% of damage dealt (allies) |
|
Mei |
Skating Rink | Area of effect | 50 per second | |
Mercy |
Caduceus Staff | Targeted (lock-on) | 60 per second | |
| Valkyrie | Movement | 65 per second per target |
| |
| Flash Heal | 50 (default) 150 (low health) |
| ||
Moira |
Biotic Grasp | Beam (projectile) | 80 per second (impact) 17 per second (over time) |
|
| Biotic Orb | Projectile | 65 per second, up to 300 | ||
| Coalescence | Beam | 140 per second (allies) 55 per second (self) |
||
Soldier: 76 |
Biotic Field | Area of effect | 40 per second | |
Winston |
Revitalizing Barrier | Area of effect | 30 per second | |
Wuyang |
Restorative Stream | Targeted Beam |
25 per second (passive) 50 per second (bonus manual healing) |
|
| Guardian Wave | Area of effect | 80 |
| |
| Tidal Blast | Targeted Area of effect |
250 | ||
Zenyatta |
Orb of Harmony | Targeted Projectile |
35 health per second | |
| Transcendence | Area of effect | 400 health per second |
Saving a teammate[]
A "Save" can occur when a player has received healing from another player to survive a shot that would have been lethal 2 seconds prior. When a player is saved, a sound is played and a message is shown on the screen announcing the saved player by whom they were saved, and to the saving player who they saved. Additionally, saves are tracked in the scoreboard as a stat specific to the Support role, however the ability to save is not limited to the Support role.
For a save to be credited, the player must have received at least 50 healing from the healer and must remain alive for an additional 0.5 seconds after taking damage. When a player has been saved, they cannot be saved again by the same player for 5 seconds. Healing from hacked health packs and shots reflected by Genji's Deflect. Overhealth received from Lúcio's Sound Barrier also grants the save credit, however overhealth from Junker Queen's Commanding Shout and Brigitte's Rally only grant save credit if the hero also received any healing from another source. Additionally, a save is granted if a hero's death is prevented by Baptiste's Immortality Field or if they are revived by Mercy's Resurrect. These two are special cases and ignore the aforementioned requirements.[1]
Self-healing[]
Self-Healing refers to abilities specifically designed only to heal the user. Some abilities in the Ally Healing section may be able to heal the hero who uses them, but those won't be listed below.
As mentioned earlier, all heroes passively heal 10 health + 5% of maximum health per second, after not taking damage for 6 seconds. Support heroes have this time reduced to 3 seconds. This healing is stacked on top of other sources and it does not count towards the "Healing Dealt" statistic.
Below is a list of all weapons and abilities that are used to only heal the hero using them:
| Hero | Weapon/Ability | Effect type | Healing | Details |
|---|---|---|---|---|
Bastion |
Self-Repair | 90 per second |
| |
Cassidy |
Even the Odds | 30/s per target | ||
D.Va |
Shield System |
| ||
Freja |
Aerial Recovery | 30 per second |
| |
Genji |
Dragon's Thirst | 30% of damage dealt | ||
| Meditation | 35 per second | |||
Hazard |
Anarchic Zeal | 30% of damage dealt | ||
Junker Queen |
Adrenaline Rush | 225% of wound damage dealt |
| |
| Savage Satiation | 0 → 100% of damage dealt (impact) | |||
Lifeweaver |
Rejuvenating Dash | Movement | 45 | |
Mei |
Cryo-Freeze | 62.5 per second | ||
Mercy |
Sympathetic Recovery | 40% of healing dealt |
| |
Moira |
Biotic Grasp Alt Fire | Beam (no target indicator, soft lock-on) | 30 per second (self) |
|
Orisa |
Defense Protocol | 100 per second | ||
Ramattra |
Nanite Repair | 75 per second | ||
Reaper |
The Reaping | 30% of damage dealt |
| |
| Soul Reaving | 50 | |||
Roadhog |
Take a Breather | 180 per second |
| |
Soldier: 76 |
Stim Pack | 30 per second |
| |
Symmetra |
Shield Battery |
| ||
Tracer |
Recall | Movement |
|
Healing modification[]
Some weapons and abilities may increase or decrease healing received on a target. Healing can be modified either through a status effect from an ability/weapon, or indirectly applied to projectiles with Baptiste's Amplification Matrix.
Below is a list of all weapons and abilities that can alter healing on allies or enemies:
| Hero/Role | Ability | Effect type | Healing modification | Details |
|---|---|---|---|---|
Damage Heroes |
Role: Damage | -30% received (non-tanks) -15% received (tanks) |
| |
Ana |
Biotic Grenade | Arcing projectile Area of effect |
+50% received (allies) -100% received (enemies) |
|
Baptiste |
Amplification Matrix | Area of effect | +100% dealt |
|
Junker Queen |
Rampage | Area of effect Movement |
-100% received | |
Wuyang |
Guardian Wave | Area of effect | +50% received |
Other healing[]
- Small health packs heal 75 HP (respawning after 10 seconds).
- Large health packs heal 250 HP (respawning after 15 seconds).
- Shield health regenerates at 30 shields per second, after not being damaged for 3 seconds. This healing does not count towards the Healing Dealt statistic of any hero. It is the only instance in which healing is dealt outside of the usual order listed above.
- Sombra's Hack and EMP cause Health Packs to respawn 4x faster (healing caused by Hacked Health Packs counts towards Sombra's Healing Dealt statistic, although it doesn't provide Ultimate Charge).
- On Escort, Hybrid and Payload Race, the payload heals heroes on the attacking team for 5 HP per second while they are within 5 meters (the same distance necessary to move the payload forward).
- The heroes inside of their spawn room will be healed for 400 HP per second (the most healing from a single source).
- Genji's Deflect can turn enemies' healing projectiles into ally healing projectiles. For example Moira's Biotic Orb or Baptiste's Biotic Launcher Alt Fire.
- Echo can use Duplicate on a support or any self-healing hero on the enemy team, allowing her to access their healing abilities. When the duration ends (or if Echo's HP is reduced to 1), Echo reverts back to normal. Her HP returns back to what it was before, or 100 if her HP was less than 100.
Trivia[]
- As a result of a bug, D.Va and Sigma are erroneously credited for a small amount of healing dealt to enemies by healing projectiles they destroy using Defense Matrix and Kinetic Grasp, respectively. This can be recreated easiest by destroying Moira's Biotic Orb (healing).
- Lifeweaver used to have Parting Gift, which drops upon his death, that healed allies up to 250 HP, or could heal enemies for up to 75 HP. This ability was removed in the April 25, 2023 Patch.
- Juno is the first hero to ever have a falloff range for her healing. Similarly to Ana, her Mediblaster both heals and damages equally, but unlike Ana, her Mediblaster will gradually deal decreased damage and healing the further from the target.
References[]
- ↑ Marblr (2023-02-14). Saving Teammates. Retrieved on October 29, 2024.
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