Health

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Health
Health
Pickup Type: Health
This page refers to health pickups. Health may also refer to the hitpoints 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 you're currently playing. 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

All health kits have a 10 second respawn time, and play a distinct sound that only the player can hear when used.

  • Small Health Pickup: Heals roughly a fifth (20.5%) of the user's health.
  • Medium Health Pickup: Heals half (50%) of the user's health.
  • Large Health Pickup: Heals all (100%) of the user's health.
Other health sources
Dropped items
  • Small Health Pickup: Dropped by players that are killed by a Scout who has the Candy Cane equipped, or any player who is killed during Medieval Mode.
  • Sandvich/Buffalo Steak Sandvich: If dropped by a Heavy upon death, a Sandvich will heal a Scout for 75 HP and all other classes for 50. If the Heavy drops the Sandvich using alt-fire, it heals 50% of his teammate's total health.
  • Dalokohs Bar/Fishcake: If dropped by a Heavy upon death, a Dalokohs Bar/Fishcake will heal a Scout for 75 HP and all other classes for 50.
Weapons that supply health
  • The Amputator's 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.
  • The Back Scratcher increases health from pickups by 50%.
  • The Black Box restores 15 health to user for each enemy player hit.
  • The Blutsauger restores 3 health to the user per hit.
  • Equipping the Candy Cane causes enemies killed by the player to drop a small health pack.
  • The Concheror restores health equal to 35% of the damage the Soldier who activated the rally or a friendly player nearby inflicts.
  • The Conniver's Kunai grants the victim's remaining health upon backstabbing and can overheal.
  • The Cozy Camper passively regenerates 1 health per second.
  • The Crusader's Crossbow restores 75 health to the target at point blank, 112 health at medium range, and 150 health at long range.
  • The Dalokohs Bar/Fishcake restores 60 health when eaten over 4 seconds, and grants the Heavy an extra 50 maximum health for 30 seconds.
  • The Eyelander, Horseless Headless Horsemann's Headtaker and Nessie's Nine Iron restore 15 health per kill.
  • The Half-Zatoichi restores 100% health upon killing an enemy.
  • Mad Milk restores health equal to 60% of the damage a friendly player inflicts on milk-coated enemies.
  • The Medi Gun, Kritzkrieg, and Vaccinator restore 24 health to 72 health to the target per second.
  • The Quick-Fix restores 34 to 109 health to the target per second.
  • The Oktoberfest (Kritzkrieg) taunt restores 11 health over 4 seconds.
  • The Persian Persuader converts all dropped weapons and ammunition boxes into health.
  • The Phlogistinator restores 100% health upon activation of "Mmmph".
  • The Powerjack restores 75 health upon killing an enemy and can overheal.
  • The Sandvich and Robo-Sandvich restores 300 health when eaten over 4 seconds.

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

  • Use health pickups to instantly extinguish fire.
  • 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.
  • As a Spy, it is possible to use a health pickup if you or your disguise is injured. Both health values will be increased by the health pack.
  • Note that health pickups will not overheal.
  • The Heavy's Sandvich acts as a medium health kit. If the Heavy is at full health, any health pickup he receives will refill his Sandvich ammo.
  • 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.

Update history

October 9, 2012 Patch

Trivia

  • The sound for picking up a health kit is the same for getting health in Half-Life, another Valve game.

See also