Health



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 HP. This value exists for all heroes and cannot be altered. This means that a hero's maximum health cannot drop below HP.

Because each point of strength increases a hero's health by HP, a hero's health pool scales upwards with their points. Similarly, because every hero has some measure of strength growth per level, all heroes gain more and more health as they continue to level up. A hero's base strength cannot drop below 1; however, it is possible to achieve 0 strength with the help of negative bonus strength.


 * Total hero health can be defined as
 * Base Health
 * ± Flat Bonus Health Values
 * × % Bonus Current/Max Health Values
 * × % Bonus Current/Max Health Values

Display
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 ocher color. In colorblind mode, allied and the own overhead healthbars are blue, and in Differentiate Ally Healthbars mode (in settings), allied overhead health bars are ocher, 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 250HP and a thick line for every 1000HP. Most of these health display options can be configured to personal preference by using the  console command.

Modifying Health
Some heroes, units (neutral creeps and summoned units) and items have abilities that can affect the current and maximum health pool of units.

Healing
Increasing a unit's current health is most commonly known as Healing. 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.

Besides lifesteal and spell lifesteal, the following abilities heal units:

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.

Damaging
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.

Setting Health
Besides healing and damaging, a unit's health may also be directly altered by setting it to certain values. Health altered this way is neither registered as a heal, nor as damage, and therefore is ignored by anything that reacts to healing and damage. It can also never be lethal, and can never set the health beyond the unit's max health. When casting the following abilities with lesser health than the health cost, the caster's goes down to 1HP.

HP Removal is not the same as Setting Health. HP Removal is still damage, but flagged to bypasses several but not all on-damage effects, and can still be lethal.

Maximum Health Affecting Abilities
Besides there are a few other ways to increase or alter 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):

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.

Items that provide health bonus by flat amount and strength:

These items have a flat health bonus to the hero who has them equipped.

These items increase the hero's health through the strength they provide.

Talents
Besides these, the following heroes have talents which increase the health of the units they summon

Heal Manipulation
Heal manipulation refers to any form of amplification and reduction applied to health restoration. Heal manipulations affect every ability listed under healing.

On-heal Effects
Similar to how some abilities react on a unit getting damaged, some abilities react on a unit getting healed, or on a unit regenerating health. Only health gain that is classified as a heal, and health regeneration trigger on-heal effects. Health gained in other means (e.g. getting health set) does not trigger it.

Besides heal amplifications, the following abilities react on healing and regeneration

Max Health Based
These abilities have effects that are based on maximum health.

Current Health Based
Besides illusions, whose current health and mana depend on the current health and mana of the unit they are based on, these abilities have effects that are based on current health.

Other Health Based Effects
These abilities have health-based effects as well, mostly based on Health Threshold.

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