Healing (Ability)

**Run Speed** | 110%

> *Once activated, you will heal all players with a radius of 15 meters. Lasts for 30 seconds. Available again three minutes after last use.*
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Healing is a special weapon (aka ability) that allows players to play a support role and heal players—including the user—within the 15m radius of the user. Unlike healing items like Pills and Blood Bags which heal over a tick rate of 1 tick per second, the Healing ability provides 4 HP/s over multiple ticks per second, reaching 1 HP gain every 0.25 seconds. This helps users to run in for quick healing without needing to be present for a whole second to get the effects of a health boost.

The ability was introduced in v478 (the Halloween 2022 Event update), and has shown in both Zombie Battle Royale and Zombie Dead City modes since. Due to its effect time of 30 seconds, the total health gain comes out to 120. When looking for an option to heal oneself, Healing compared to a Blood Bag with its 56 HP total initially makes Healing looks like a good upgrade. A Blood Bag however takes 4 seconds, healing 14 HP/sec after the 1.5 second time to apply the Blood Bag. This gives a total of 5.5 seconds for a player to reap the benefits of 56 HP for just themself; this would mean that in 11 seconds a player could use two Blood Bags for 112 HP—19 seconds less than Healing takes to apply just 8 HP more. Looking further to Pills, the lackluster healing of Healing is even more visible. Pills take 3 seconds to apply before granting 14.5 HP/s over a 9 second effect time; a total of 131 HP gained over 12 seconds. A player using the commonly relied up standard Medium Health will get an instant 281 HP gained after a 5 second application time. These brief moments of slow walking speed while applying healing items can be considered a much better alternative to a player getting a very slow constant gain of health. This then makes it a very poor option to players looking for ways to heal themselves, given that they can find healing items to pick up. Even a Small Health with its 3 seconds to apply 36 HP will do a player better than waiting 3 seconds for 16 HP to tick over. So why would players consider this ability? Support to the team.

Healing is best used in a group setting where multiple players are getting the HP gain. In a situation like Christmas Zombie Dead City events where players are constantly taking chip damage while carrying the tank, this small gain over HP over a much longer period of time allows for players to stay in front of the tank and push without concern for their health for long periods of time. This grants them the luxury of focusing on combat where needed. Stacked with other players, the HP rate increases further per player. If three players were to group together, the rate of health would come to an astonishing 12 HP/s—which while still lower than that of even the Blood Bag's 14 HP/s—this gain is taken over a long 30 seconds. That's 360 HP for every player in those circles. Another way players could split that up is to run it one by one. This would ensure that while one player is charging their ability, the next one is able to use theirs and maintain a constant stream of slow HP gain to fight the chip damage they take on the road.

Healing produces a **green glowing circle** effect while active. The circle marks the area in which players need to be standing to be healed.

Healing ability when heldHealing's effect when activated