Healing Booster
Tier 2 · Vitality · Passive
Healing Booster is a tier 2 vitality item costing 1,600 souls. Increases the effectiveness of your healing. Games in which it was bought win 51.3% of the time across 3.0M matches.
Stat bonuses
The bonuses this item grants when bought.
| Stat | Bonus |
|---|---|
| Heal Amp Regen Percent | 15 |
| Heal Amp Cast Percent | 15 |
| Bonus Health Regen | 9 |
Item properties
From client version 6677.
| Stat | Value |
|---|---|
| Cast Range | 0m |
| Charges | 0 |
| Charge Delay | -1s |
| Health Regen | 3 |
| Channel Move Speed | -1m |
| Healing Effectiveness | 20% |
| Heal Amp Regen Percent | 20% |
| Out of Combat Regen | 1 |
Built from
- Extra Regen — 800 souls
Builds into
- Healing Tempo — tier 4, 6,400 souls
Patch history
Every recorded change to Healing Booster, newest first.
| Patch | Stat | Before | After | Change |
|---|---|---|---|---|
| 2026-02-13 | Shop Image Small | https://assets-bucket.deadlock-api.com/assets-api-res/images/items/vitality/healing_booster_sm.png | — | changed |
| 2026-02-13 | Shop Image Small Webp | https://assets-bucket.deadlock-api.com/assets-api-res/images/items/vitality/healing_booster_sm.webp | — | changed |
| 2026-01-30 | Out Of Combat Health Regen | — | — | changed |
| 2026-01-30 | Tooltip Sections | — | — | changed |
| 2026-01-22 | Desc | Increases the effectiveness of your <span class="highlight">healing</span> by <span class="highlight">20%</span>. | Increases the effectiveness of your <span class="highlight">healing</span>. | changed |
| 2026-01-22 | Disable Value | 0 | -1 | changed |
| 2026-01-22 | Class Name | scale_function_single_stat | scale_function_ability_charges | changed |
| 2026-01-22 | Specific Stat Scale Type | EMaxChargesIncrease | — | changed |
| 2026-01-22 | Disable Value | 0 | -2 | changed |
| 2026-01-22 | Class Name | scale_function_single_stat | scale_function_ability_recharge_time | changed |
| 2026-01-22 | Specific Stat Scale Type | ETechCooldownBetweenChargeUses | — | changed |
| 2026-01-22 | Subclass Name | AbilityCooldownBetweenCharge_scale_function | scale_function_ability_recharge_time | changed |
| 2026-01-22 | Ability Cooldown Between Charge | 0 | -1 | changed |
| 2026-01-22 | Postfix | m/s | m | changed |
| 2026-01-22 | Tooltip Is Elevated | — | — | changed |
| 2026-01-22 | Tooltip Is Important | — | — | changed |
| 2026-01-22 | Tooltip Section | — | passive | changed |
| 2026-01-22 | Tooltip Sections | — | — | changed |
| 2026-01-22 | Upgrades | — | — | changed |
| 2025-08-18 | Postvalue Label | — | Cast Delay | changed |
| 2025-08-18 | Postvalue Label | — | Cast Range | changed |
| 2025-08-18 | Postvalue Label | — | Channel Duration | changed |
| 2025-08-18 | Postvalue Label | — | Charges | changed |
| 2025-08-18 | Postvalue Label | — | Cooldown | changed |
| 2025-08-18 | Postvalue Label | — | Charge Delay | changed |
| 2025-08-18 | Postvalue Label | — | Duration | changed |
| 2025-08-18 | Postvalue Label | — | Health Regen | changed |
| 2025-08-18 | Channel Move Speed | 50 | -1 | changed |
| 2025-08-18 | Postvalue Label | — | Healing Reduction Resist | changed |
| 2025-08-18 | Postvalue Label | — | Healing Effectiveness | changed |
| 2025-08-18 | Postvalue Label | — | Spirit Power | changed |
| 2025-08-18 | Postvalue Label | — | Weapon Damage | changed |
| 2025-08-18 | M Bullet Speed Curve | — | — | changed |
| 2025-07-04 | Specific Stat Scale Type | ETechCooldown | EItemCooldown | changed |
| 2025-06-17 | Bonus Health Regen | 3.5 | 3 | changed |
| 2025-05-19 | Desc | Increases the effectiveness of your <span class="highlight">healing</span> by <span class="highlight">25%</span>. | Increases the effectiveness of your <span class="highlight">healing</span> by <span class="highlight">20%</span>. | changed |
| 2025-05-19 | Heal Amp Cast Percent | 25 | 20 | changed |
| 2025-05-19 | Heal Amp Regen Percent | 25 | 20 | changed |
| 2025-05-19 | Tooltip Sections | — | — | changed |
| 2025-05-08 | Added to the game | — | — | changed |
Win rate is the share of matches won by players who bought this item. It is context, not causation: strong players buy strong items, and the item does not earn all of the credit.