Health (also known as HP, which is short for health points) represents the life force of a unit. When a unit's current health reaches 0, it dies. Every hero has a base health pool of 200. This value is even for all heroes and cannot be altered. This means a hero's maximum health cannot drop below that value. However, a hero's health pool gets bigger for every strength point they have. Each point of strength increases a hero's health by 18. Since every hero has some base strength and gain strength as they level up, their health pool gets bigger the higher their level is. A hero's base strength cannot drop below 1, however, it is possible to reach 0 with the help of negative bonus strength.
Note: Although gaining/losing strength usually does not increase a hero's current health, some abilities which grant/reduce strength are coded so that they also increase/reduce current health, instead of only maximum health.
The health of a unit is displayed in the game world. It also is displayed again in the HUD upon selecting a unit.
HUD health bar
Health of the selected unit is displayed in the HUD as a green bar at the bottom of the screen, or blue in colorblind mode. The left number at the center of the bar is the unit's current health points and the right number is its maximum health points. Though not displayed in the HUD, a unit's total health does use decimal numbers. The visible numbers in the HUD are always rounded up.
The health regeneration value is visible on health bars in the HUD of every unit. Though the HUD shows only one decimal for health regeneration, it uses more decimals. The value in the HUD is rounded up.
Over-head health bar
The health bar in the game world are displayed right above every unit's head. Unlike the health bar in the HUD, the bar's color change based on alliances. It is green when it is an allied unit and red when it is an enemy unit (including neutral creeps). For spectators, neutral creeps' health bar take an ocre color. In colorblind mode, allied and the own overhead healthbars are blue, and in "Differentiate Ally Healthbars" mode, allied overhead healthbars are ocre, while the own health bar stays green.
There are 4 different types of health bars: Hero, creep-hero, building and creep health bars. Their differences lie in their color shade, size and other small differences. Heroes and creep-heroes have vertical lines in them which divide their health pool to make it easier to determine their exact amount of health. By default, their health bars display a thin line for every 250 health and a thick line for every 1000 health. Most of these health display options can be configured to personal preference by using Console Commands.
|Hero health bars are bright green or red and segmented by lines to make it easier to guess their health values. By default, their health bars display a thin line for every 250 health and a thick line for every 1000 health. Heroes also have a level plate to the right of the bar and have a thick border around them.|
|Creep-heroes have an identical health bar as heroes, with the only difference being a darker green and red tone and no level plate.|
|Creeps have a smaller health bar with a darker green and red tone, like creep-heroes. Creep health bars have no lines.|
|Neutral creeps have the same health bars as other creeps. However, in spectator mode, they are ocre, instead of red.|
|Roshan has the same health bars as other creeps, but it is much bigger, and uses a brighter red, similar to that of heroes. Like neutral creeps, Roshan health bar appears ocre for spectators.|
|Couriers health bars are brighter than those of creeps, but dark than heroes. They also have the default courier icon on the left side of the bar.|
|Both ancients have a very large health bar with bright colors. The bar and their borders are thicker. The shield icon appears when backdoor protection is enabled.|
|Towers and barracks have shorter health bars with bright colors. Towers have shorter bars than barracks. The shield icon appears when backdoor protection is enabled.|
|Shrines and Effigy buildings have very short health bars with dark colors. These buildings do not have the backdoor protection icon, even when it is enabled.|
Current health increasing abilities
Increasing a unit's current health is most commonly known as Healing a unit. Healing cannot increase the unit's health beyond its maximum health pool. Spells may apply a burst of heal on a target, which restore an amount of health in an instance, or heal the target over time, where the amount is split up in multiple instances. The difference between a heal and regeneration is that a heal is independent from the regeneration ticks. Unlike regeneration, their heal intervals can vary. A heal is not reflected in the regeneration number on the health bar.
There are several other abilities which are able to increase a unit's current health, but these effects do not count as healing. This means, similar to how damage flagged as HP Removal does not react on on-damage effects, these abilities fully ignore abilities which react on healing, like , , , and .
- Dying unit's max health as heal: 19%/21%/23%/25%
Heals the buffed unit, or any unit who kills the buffed unit based on the dying unit's max health.
- Heal per second: 90
Heals the building equal to the amount of damage taken while under Backdoor Protection. Heals until all damage taken is negated by the heal.
- Min heal: 25/50/75/100
Max heal: 50/100/150/200
Heals the target ally for a random amount between the given values. Always heals for max value when cast on self.
- Target max health as heal: 40%/60%/80%
Heals the caster.
- Spirit damage as heal: 25%
Upon returning to the caster, each spirit heals for a portion of total damage the spirit did.
- Heal: 15
Heals the target ally.
- Whenever the caster gets healed or regenerates health, the target ally gets healed by 120%/130%/140%/150% of that amount.
- Heals the caster by the infested unit's current health. Only heals when the unit is an enemy creep or neutral creep.
- Whenever the caster gets healed or regenerates health, the target ally gets healed for the same amount.
- Heal per shifted strength: 18
Strength gained through Attribute Shift increases current and max health.
- Heal per target: 60/80/100/120
Launches projectiles toward all allies within range and the caster, which heal upon impact.
- Heal per second: 11/22/33/44
Heals the target unit after a burst of magical damage. Can target allies and enemies.
- Heals the target based on the net difference between health gained and lost during False Promise. The heal is amplified by 100%.
- Base heal per second: 7/10/13/16
Max health as heal per second: 0.625%/1.25%/1.875%/2.5%
Heals all allies standing inside the beam.
- Swaps the caster's current health percentage with the target's current health percange. Does not count as healing.
- Heal per regained strength: 18
Gaining strength back through Whirling Death increases current and maximum health. Does not count as healing.
- Heals: The caster
Heal per stolen/returned strength: 18
Strength gained through Decay increases current and max health. This also goes for the affected targets upon gaining their strength back. Does not count as healing.
- Heal per nearby unit: 18/22/26/30
Max nearby units: 10/12/14/16
Transfers health from units around the caster towards the target ally. Can target self.
- Own max health as heal per hero death: 15%/20%/25%
Own max health as heal per non-hero death: 2%
Heals the caster whenever an enemy dies around them.
- Heal per second: 15/25/35/45
Heals the target ally. Can target self.
- heal per gained strength: 18
Strength gained through activating armlet increases current and maximum health.
- Heal: 2500
Heals the user.
- Heal: 85
Heals the user.
- Heal: 250
Heals the user and all allies within range. Does not heal units which have recently been healed by Guardian Greaves or Mekansm.
- Heal per charge: 15
Max charges: 10
Heals the user.
- Heal per charge: 15
Max charges: 20
Heals the user.
- Heal: 250
Heals the user and all allies within range. Does not heal units which have recently been healed by Mekansm or Guardian Greaves.
- Current health as heal per second: 1%
Heals the target ally, on top of granting a flat health regeneration bonus. Does not count as healing.
Current health reducing abilities
Just like how there are ways to increase a unit's current health, there also are ways to do the opposite, reduce a unit's current health, with the use of damage. Unlike heals, there are multiple types of damage, which act differently based on the defenses of the unit, mainly armor and magic resistance.
Maximum health affecting abilities
Besides strength there are a few other ways to increase a unit's maximum health. Usually, when increasing or reducing a unit's maximum health via other ways than strength, its current health percentage stays the same, so that no healing effect occurs.
The following abilities are able to alter a unit's maximum health pool (sources of strength are not listed):
- Max health increase: 15%
Aura, increases max health of all allies within range.
- Target max health as health bonus: 40%/60%/80%
Increases the caster's maximum and current health based on a portion of the target's maximum health.
- Minimum health: 1500
Increases target unit's maximum health to a given minimum, also increases current health for the same amount, but does not count as a heal.
- Max health increase: 300/600/900
Increases the caster's maximum health by a flat amount. Bonus is lost upon reverting to .
- Health increase interval:
Max Health increase per interval: 115
Permanently increases Roshan's health over time.
Health granting items
Many items grant their owners a health bonus, increasing their maximum health when equipped, either by increasing their strength, or by just giving them a flat bonus. In either case, the current health percentage stays the same.
The following items increase a unit's maximum health pool. The effects are limited to the item's owner, which must have the item equipped.
|Item||Value||Item cost||Cost per value point|
|Values may include portions from actives or auras.|
Similar to how incoming damage can be manipulated (reduced, amplified or negated), healing effects can also be manipulated.
The following abilities are able to manipulate healing effects
- Heal Amplification: 75%
Amplifies all healing and health regeneration effects the caster receives.
- Ally Heal Amplification: 20%
Enemy Heal Reduction: 70%
Amplifies all healing and health regeneration effects the target ally receives, and reduces all healing and health regeneration effects the target enemy receives.
Health Regeneration determines the amount of health a unit regains each second. It is shown as a small number with a + sign at the right side of the unit's health bar.
- Rebalanced attribute bonuses. Primary attributes now provide +25% more benefit to the bonuses it provides.
- Health per strength rescaled from 20 [ ] to 18 [ ].
- Health regen amp per strength rescaled from 0.71% [ ] to 0.55% [ ].
- Reworked health regeneration formula:
- Old: Base + 0.06 * Strength + Flat Bonuses
- New: (Base + Flat Bonuses) and increases by 0.71 (5/7)% Per Strength
- Each point of Strength amplifies health regeneration by 0.71 (5/7)%
- Base values increased by 1.5 for all heroes in the new formula.
- Regeneration coming from strength increased from 0.03 HP per point of Strength to 0.06
- Reduced base HP regen by 0.25
- Increased hero base health value from 180 to 200
- Increased health per strength from 19 to 20
- Increased hero base health value from 150 to 180