Difference between revisions of "Health"

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(Other health sources: Added Player Destruction)
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*Vampire, Regeneration and King powerups, Intelligence carrier health regeneration in [[Mannpower]] mode.
 
*Vampire, Regeneration and King powerups, Intelligence carrier health regeneration in [[Mannpower]] mode.
 
*Health regeneration from nearby friendly JACK carriers in [[PASS Time]].
 
*Health regeneration from nearby friendly JACK carriers in [[PASS Time]].
 +
*Health regeneration from nearby Team Leaders in [[Player Destruction]].
 
*Upon entering and/or exiting various [[Underworld]]s during [[Halloween event]]s.
 
*Upon entering and/or exiting various [[Underworld]]s during [[Halloween event]]s.
 
*Shadow Leap, Blast Jump, Overheal, Stealth and Power Up [[Magic spells]].
 
*Shadow Leap, Blast Jump, Overheal, Stealth and Power Up [[Magic spells]].

Revision as of 02:58, 5 June 2022

Health
Health
Pickup Type: Health
This page refers to health pickups. Health may also refer to the hit points that govern the survivability of the various classes.
Thanks for the aid.
The Soldier

Health pickups are items that can be collected in the various maps during gameplay. They restore a set amount of the user's health when picked up and automatically regenerate after ten seconds. There are three different types of health pickups (small, medium, and large) that can be found, with each restoring a different amount of hitpoints depending on the size of the pickup and the class' max health. There are also Halloween variants of the health pickups, which can be seen below in the image gallery.

A player can be healed by several different methods, including healing by friendly Medics (and, as a disguised Spy, enemy Medics as well). Since these pickups are a vital item in combat, be sure to use them wisely; consider letting a teammate who has less health than you grab it, or especially a nearby Medic who may need it. When healed by any source outside of a Medic's healing, a small green-colored cross is emitted in the lower-left HUD along with the number of hitpoints restored.

Sources

Health kits

Most maps have health kits available in various locations around the map, excluding most Arena maps. All health kits have a 10 second respawn time, and play a distinct sound that only the player can hear when used.

  • Small Health kit: Heals roughly a fifth (20.5%) of the user's health. It is also dropped by any player who is killed during Medieval Mode.
  • Medium Health kit: Heals half (50%) of the user's health.
  • Large Health kit: Heals all (100%) of the user's health.

Other health sources

Level Health per second
1

Lvl1dispenser.png

10 health/second
2

Lvl2dispenser.png

15 health/second
3

Lvl3dispenser.png

20 health/second
  • Payloads: Payloads act as a Level 1 Dispenser, healing 10 health/second to team members and disguised enemy Spies standing close to the Payload.
  • Resupply Lockers: 100% health
  • Health On Kill and Health Regen upgrades in Mann vs Machine.
  • Vampire, Regeneration and King powerups, Intelligence carrier health regeneration in Mannpower mode.
  • Health regeneration from nearby friendly JACK carriers in PASS Time.
  • Health regeneration from nearby Team Leaders in Player Destruction.
  • Upon entering and/or exiting various Underworlds during Halloween events.
  • Shadow Leap, Blast Jump, Overheal, Stealth and Power Up Magic spells.

Weapons that provide health

List of weapons that provide health
Secondary Mad Milk Mutated Milk
  • Restores health equal to 60% of the damage a friendly player inflicts on milk-coated enemies.
Mad Milk Mutated Milk
Pretty Boy's Pocket Pistol
  • Restores 3 health to user for each enemy player hit.
Pretty Boy's Pocket Pistol
Melee Candy Cane
  • Equipping this weapon causes enemies killed by the player to drop a small health pack.
Candy Cane
Primary Black Box
  • Restores up to 20 health to user per attack (1 health for every 4.5 damage dealt).
Black Box
Secondary Concheror
  • Passively regenerates 4 health per second. Varies depending on if the player has recently taken damage.
  • Restores health equal to 35% of the damage the Soldier who activated the rally or a friendly player nearby inflicts.
Concheror
Primary Flame Thrower
  • Reflecting rockets fired from the Black Box heals up to 20 health if the reflected rocket damages an opponent.
  • Reflecting syringes fired from Crusader's Crossbow restores 75 health to the target at point blank, 112 health at medium range, and 150 health at long range.
  • Extinguishing a burning ally restores 20 health to the player.
Compression blast
Secondary Manmelter
  • Extinguishing a burning ally restores 20 health to the player.
Manmelter
Melee Powerjack
  • Restores 25 health upon killing an enemy.
Powerjack
Back Scratcher
  • Increases health from pickups by 50%.
Back Scratcher
Melee Eyelander Horseless Headless Horsemann's Headtaker
  • Restore 15 health upon killing an enemy and can overheal.
Eyelander Horseless Headless Horsemann's Headtaker
Nessie's Nine Iron
Nessie's Nine Iron
Secondary Sandvich Robo-Sandvich
  • Restores 300 health when eaten over 4 seconds.
  • If dropped by the Heavy upon death, it heals a Scout for 75 HP and all other classes for 50.
  • If the Heavy drops it using alt-fire, restores 50% of the max health of any player other than the Heavy himself.
Sandvich Robo-Sandvich
Dalokohs Bar Fishcake
  • Restores 100 health when eaten over 4 seconds, grants the Heavy an extra 50 maximum health for 30 seconds, and can overheal.
  • If dropped by a Heavy upon death, it heals a Scout for 75 HP and all other classes for 50.
  • If the Heavy drops it using alt-fire, restores 20.5% of the max health of any player other than the Heavy himself.
Dalokohs Bar Fishcake
Buffalo Steak Sandvich
  • If dropped by a Heavy upon death, it heals a Scout for 75 HP and all other classes for 50.
  • If the Heavy drops it using alt-fire, restores 50% of the max health of any player other than the Heavy himself.
Buffalo Steak Sandvich
Second Banana
  • Restores 200 health when eaten over 4 seconds.
  • If dropped by the Heavy upon death, it heals a Scout for 75 HP and all other classes for 50.
  • If the Heavy drops it using alt-fire, restores 20.5% of the max health of any player other than the Heavy himself.
Second Banana
Melee Warrior's Spirit
  • Restore 50 health upon killing an enemy.
Warrior's Spirit
Primary Blutsauger
  • Restores 3 health to user for each enemy player hit.
Blutsauger
Crusader's Crossbow
  • Restores 75 health to the target at point blank, 112 health at medium range, and 150 health at long range.
Crusader's Crossbow
Secondary Medi Gun Vaccinator
  • Restores 24 to 72 health to the target per second.
Medi Gun Vaccinator
Kritzkrieg
  • Restores 24 to 72 health to the target per second.
  • Oktoberfest taunt restores 10 health over 4 seconds.
Kritzkrieg
Quick-Fix
  • Restores 34 to 101 health to the target per second.
  • ÜberCharge restores 101 to 303 health to the target and user per second.
Quick-Fix
Melee Amputator
  • Passively regenerates 3 health per second when active.
  • Medicating Melody taunt puts a health restoring effect on all nearby allies, restoring from 105 up to 315 health over 4.2 seconds, depending on how long ago the healing target was last damaged.
Amputator
Secondary Cozy Camper
  • Passively regenerates 4 health per second. Varies depending on if the player has recently taken damage.
Cozy Camper
Secondary Conniver's Kunai
  • Grants the victim's remaining health upon backstabbing and can overheal.
Conniver's Kunai
Leaderboard class soldier.png Soldier
Leaderboard class demoman.png Demoman
Melee Half-Zatoichi
  • Restores 50% health upon killing an enemy. Health restored above maximum is transferred to overheal.
Half-Zatoichi
Note

Health kit comparison table

Class Smallhealth.png
Small
Mediumhealth.png
Medium
Largehealth.png
Large
Leaderboard class scout.png Scout 26 63 125
With the Sandman equipped 23 55 110
Leaderboard class soldier.png Soldier 41 100 200
With the Battalion's Backup equipped 45 110 220
Leaderboard class pyro.png Pyro 36 88 175
With the Back Scratcher equipped 54 131 263
Leaderboard class demoman.png Demoman 36 88 175
With weapon slot boots equipped 41 100 200
With a head-taking melee weapon equipped with 0 heads 31 75 150
With a head-taking melee weapon equipped with 1 head 34 83 165
With a head-taking melee weapon equipped with 2 heads 37 90 180
With a head-taking melee weapon equipped with 3 heads 40 98 195
With a head-taking melee weapon with 4 or more heads 43 105 210
With weapon slot boots and a head-taking melee weapon equipped with 0 heads 36 88 175
With weapon slot boots and a head-taking melee weapon equipped with 1 head 39 95 190
With weapon slot boots and a head-taking melee weapon equipped with 2 heads 42 103 205
With weapon slot boots and a head-taking melee weapon equipped with 3 heads 45 110 220
With weapon slot boots and a head-taking melee weapon equipped with 4 or more heads 48 118 235
Leaderboard class heavy.png Heavy 62 150 300
Under the effects of the Dalokohs Bar or Fishcake 72 175 350
With the Fists of Steel equipped 62 150 300
With the Fists of Steel equipped and while under the effects of the Dalokohs Bar or Fishcake 72 175 350
Leaderboard class engineer.png Engineer 26 63 125
With the Gunslinger equipped 31 75 150
Leaderboard class medic.png Medic 31 75 150
With the Vita-Saw equipped 29 70 140
Leaderboard class sniper.png Sniper 26 63 125
Leaderboard class spy.png Spy 26 63 125
With the Big Earner equipped 21 50 100
With Conniver's Kunai equipped 14 35 70

Theoretical value. Heal received from pickups does not exceed the classes' maximum health.

Gallery

Pickups and dispensing units

Weapons that provide health

See also: Weapons

Particle effects

Main article: Particle effects

Strategy

  • Health pickups can instantly extinguish fire and stop bleeding.
  • Use health pickups to their full potential. If an item heals you for 50%, consider waiting until your health drops below 50% before picking it up.
  • Staying next to a Dispenser or cart in battle can give you a health advantage.
  • Note that health pickups will not overheal.
  • Consider for whom the health pack would be better. If you are at high health, and a teammate is at lower health, allow them to use the health pack.
  • If the Medics are hurt, allow them to use the health pack so they can continue to work and heal you and your teammates.
  • As a Heavy, if both you and the Medic are hurt, give them your lunchbox item with alt-fire so the Medic`s chances of surviving increase. Having the Medic survive is crucial because he can heal you and your entire team.
  • As a Heavy, the Sandvich, the Dalokohs Bar and the Second Banana takes 4 seconds to consume. Eat them in cover or before engaging in fights to not get attacked when you are vulnerable. Facing your back to the wall is ideal to prevent backstabs.
  • As a Heavy, the Sandvich, the Dalokohs Bar and the Second Banana take 30 seconds, 10 seconds, and 11 seconds to recharge respectively.
  • As a Heavy, if your health is full while the Sandvich, the Dalokohs Bar or the Second Banana is recharging, any health pickup you collect will refill the lunchbox bar instantly.
  • As a Spy, it is possible to use a health pickup while disguised if you or your disguise is injured or not. Both health values will be increased by the health pack, while it did nothing if both health values are full. This is useful for weakening enemy pushes.

Update history

October 9, 2012 Patch

December 23, 2014 Patch

  • Fixed the Regen powerup preventing players from picking up health kits.

Trivia

See also