Health

**Health**, or **HP**, is a stat used by agents, some abilities, and other objects whilst they remain active during play. Any damage received by the player from weapons or abilities will lower an agent's current health. When an entity's current health is reduced to zero, it is removed from play; agents will die and other objects will be destroyed.

## Agents

All agents have a base health amount of 100 HP that cannot be increased by standard means. There are ways however for an agent's effective maximum HP to be increased. Any shields used by an agent will absorb a percentage of incoming damage, increasing the agent's effective max HP by the amount equal to the shield's value. Any agents with access to the Overheal buff (currently unique to Reyna) can also gain bonus health. Agents cannot increase their effective max HP above 150 when using either of these methods.

The only case where an agent's maximum HP will increase is in a specific case for KAY/O. When downed during his ultimate,  NULL/cmd, he will remain in a downed state with his HP significantly increased. If successfully re-stabilized, his HP on revive will be a percentage of his max HP equal to the the percentage of HP he had remaining from his downed state on revive.

### Restoring health

Agents are the only entities that can replenish any health that they have lost during play by healing. In standard play, healing can only be received from abilities. Some healing abilities can be cast onto and affect any agent, others however may either only heal the agent casting the ability or cannot heal the agent casting the ability.

In other modes, such as Spike Rush, an agent can receive healing if anyone on their team captures a Health Regen orb. In Team Deathmatch, an agent can receive healing and shield regeneration if they're in range of a captured Recovery orb. In game modes where ability use is removed such as Deathmatch and Escalation, an agent can instantly receive full healing and shield as well as full ammo recovery from fallen agents on the battlefield by walking towards their corpse (excluding the own player's corpse) within 15 seconds.

## Abilities

Some abilities have their own amounts of health, allowing enemies to deal damage to them and forcibly remove them from play.

Some abilities are exempt from taking full damage and being afflicted with all effects in specific cases. For these particular abilities:

* They will take 50% damage from abilities that deal damage over time (**"DoT" abilities**: Molotovs and  Blaze)
* They will not be inflicted with Vulnerable

The decisions behind which abilities are exempt or not can be grouped as follows:

* Abilities with >20 HP that react to enemies
* Abilities with >20 HP that remain stationary

## Map objects

Health is also used for some destructible objects present on some maps. These objects can be destroyed to remove them from the map for the rest of the round, before they then respawn when the next round starts.

These objects can be damaged by all weapons, with the melee additionally dealing double damage to them. Some abilities can also be used to damage map objects:

* Hunter's Fury
* Mosh Pit (Explosion damage only)
* Nanoswarm (x0.5 multiplier)
* Orbital Strike
* Shock Bolt
	+ Incendiary
	+ Hot Hands
	+ Snake Bite
	+ Will damage all objects except for Ascent and Sunset doors
* Blaze
	+ Will damage Ascent panels with x0.5 multiplier
	+ Will damage Ascent doors and Haven panels only when cast at specific sides of the objects (x0.5 multiplier)
		- *This is likely unintended behavior*
	+ Will not damage Lotus wall
* Raze's abilities
	+ Will damage Ascent doors and Lotus wall, also utilizing any active multipliers for damaging objects
	+ Will not damage Ascent panels or Haven panels