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Unique healing abilities

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Another idea I've had was creating a healing field ultimate; like a ruin or something that's invulnerable but that heals every friendly unit in its vicinity. Ive experimented with the editor and you can make something like that by having a dummy model giving it the locus ability and setting its movement type to none (that way it cannot be targeted) also you can make this unit cast a changed cloud ability on the area around itself to either disable use of magic, ranged attacks or making enemy units in the vicinity miss. Just putting out my thoughts here.
 
Moonlight Shine;

A blast of moon light envelops the caster, causing it to bestow beneficial life force towards nearby allies and trees. While active, the health of the caster is ticked away when there are nearby allies or trees present. The surrounding trees and allies will become healing targets for the caster. The health of the caster can never be reduced below a certain threshold. When deactivated, the caster gains Z health regeneration for about Y seconds. The bonus health regeneration is removed when activated again.

Useful against: Enemy armies with constant healing of the caster's allies, adding some survivability.
Useless against: Spies or detectors.

If used correctly, the ability can guarantee you a permanent source of lumber.
 
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Rem

Rem

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Some great ideas there, not sure how many are implementable because of the editor's limitations
 
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I have not read the other suggestions, so sorry if I accidentally make something that you already got. I just want to help. :)

1: Circle of Life
Summon a circle at a target area for 3 seconds. At the end, all allies in it are healed for an amount depending on how much time spend in the circle.

2: Mass Drain
Channel for 3 seconds and drain life from each nearby enemy within range. At the end, all enemies still left in the area will have that amount they were drained taken as damage and each restoring that amount to the caster.

3: Holy Interception
The caster jumps to an ally, causing him and nearby allies to restore health and leaving nearby enemies stunned.

4: Bond of Healing
Sacrifice an amount of health to heal a target ally for an increased amount over time. At the end the Caster will be healed for that increased amount as well. Moving too far from each other will break the bond, canceling both healing effects.

5: Death Pact
Sacrifice yourself, leaving you uninterruptible and invulnerable, while your soul rapidly heals a target ally for a duration. Upon ending, the soul will return to your corpse, reviving you.

6: Well of Replenish
Create a well at a target area for a duration, healing both allies and enemies who are nearby over time.

7: Bathing Touch
Heal a target ally. The closer to the ally, the more efficient the heal.

8: Raise Morale
Increase the maximum health of a target ally for a duration. At the end, heal nearby allies for the bonus maximum health preserved by the unit.
(Say if a Footman has 420 Hp and gains the buff of +200 Hp, he will have a total of 620 Hp. If he takes damage and remains at say 520 HP and the duration ends, he will have a total of +100 bonus health at this point. He will then restore 100 HP to nearby allies and have his bonus maximum health removed. If he takes damage which will leave him at 420 HP or below, the end effect is canceled. Somehow possible with the 'Avatar' ability maybe?)

9: Freezing Preservation
Freeze a target ally in ice, making it unable to move or take action for a duration. The target is healed over time and will take decreased damage from enemies.

10: Avenge
Choose an ally to become companions. If either of you die, fully restore the other companions health and mana, and give it increased damage.

11: Thunder Clap
The caster starts channeling, leaving pulses of slowing effects to enemies in the area. The terrain will start crumbling and collapse upon the caster, dragging all enemies to it while healing it for every enemy affected.
 
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Some great ideas there, not sure how many are implementable because of the editor's limitations
You may be surprised by how much you can do in the editor. It takes a lot of work and / or learning but you can do a ton of crazy things with the WC3 editor.



Some abilities I have made or thought about:

Meditate: If you don't move, don't attack, and don't cast any spells for 3 seconds, you begin to rapidly regenerate health and mana.

An item that causes any spells you cast to also cast chain healing on the caster, bouncing to nearby allies.

One with Nature: +1 HP regen for each nearby tree.

Battleborn: A passive that causes the hero to gain experience and regenerate a bit of HP every time it attacks or is attacked.

A spell that links you with the target. If it's an ally, that unit heals for whatever you heal. If it's an enemy, they lose health equal to how much you heal. Just gotta be careful with those things since having two units cast it on each other can create an infinite loop. In my map, I just had things that trigger off of healing incapable of triggering any type of healing effects until it is done.

Another similar spell that causes all allies around the hero to receive 50% of the heals the caster receives.
 
Vanishing Point : When activated, reverts all damage dealt and gains rapid health regeneration. Lasts y seconds.

Absolute Vanishing Point : When activated, blocks any further damage taken and heals the caster at rapid pace. All damage are returned to their source with twice power in 1 second delay.

Body Extension : When activated, becomes immune to all debuff effect that reduces speed and cannot be killed while it remains active, while rapidly regains health. Drains mana per second.

Absolute Time Potion : Targets an enemy, that when they kill the user, the user will revert back to the state of when he uses the potion. The enemy will be relocated to the original position when it first struck. If the effect is repeated X times, the target will get immobilized after reset and takes more damage. Lasts Y seconds or until target dies.

Loop Time : Causes an area of effect to restore to their maximum state, but when any of them dies, repeat the procedure again, effectively making them unkillable. Lasts for x seconds.

Recalibrate Time : Slows down the speed of all units by 5% per second until it hits 100%. When time is absolutely frozen, accelerate their healing by x% as their speed restored slowly by 5% per second. Any healing effect is doubled during these phases.

Time Slip : Affects an area that causes all units to be erased from existence for a few moments. After the duration is over, restore them in stunned state for x seconds with y health recovered.
 
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Fresh Meat: When this Hero kills an enemy that would leave a corpse, that enemy leaves a Meat Pile instead of their normal corpse that lasts for (30/60/90) seconds and heals nearby non-Mechanical friendly units for (5/10/15) HP per second. When the Meat Pile expires or is consumed by an ability, nearby enemies take 5 damage per second for 10 seconds and, when killed, spawn a Carrion Grub that can sacrifice itself to heal twice its current health to a friendly unit.

(code-wise, this is near-zero-duration Dark Arrow set to spawn a semi-dummy unit (untargetable, timed life) that has the Corpse tag, because I'm pretty sure it's a selectable tag for units, with a health-only Unholy Aura and an on-death ability to generate an actual dummy unit that applies the DoT. A trigger is used to make it so that whenever a unit with the DoT's debuff dies, a Carrion Grub is spawned with a version of Drain Life with a 2.00 life transfer ratio to transfer double its health to an ally at a rate that always kills it in one tick)

Edit:

Overfeed: The <unit> walks up to the target unit and begins devouring them alive, dealing 50 damage per second and gaining 25 HP per second. HP that would go over its maximum decays at 10 HP per second.

(Drain Life has an overheal field, just like Drain Mana has an overcharge field. The decay values of these fields are, IIRC, flat numbers, so you set the relevant HP field to 10. There's also a Life Gained ratio, as mentioned for Fresh Meat, which you set to 0.50 to get 25 HP per second from 50 damage per second. Once the overheal starts, you gain 15 HP per second as the decay doesn't wait)
 
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What about an an ability that heals that caster and units in close proximity depending on the % of total mana the caster has; in other words if he/she has 100% each unit is healed completely, if he she has 90% each unit is healed up to 90%. This needs to utilize a trigger that first checks the % mana the caster has, then checks the %hp of all units in the vicnity, then if a unit has less %hp than the %mana of the caster the unit's mana is set to %mana of the caster.

The second thing I want to mention is a flying unit with a healing ability, think about how good it would be to hve a dragonhawk rider or a similar unit with something like healing wave another ability that heals several units. . just a thought
 
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Hmm, interesting thoughts. I've got some to contribute:

Cleansing Nova: Remove all negative buffs from all friendly units in X area, healing them for Y health for each buff removed.

Empower: Channel healing energies into nearby allies, gaining X health per second while increasing unit damage by Y% for Z seconds.

Reflect (Passive): Has a X% chance to reflect attack damage back to its source and heal for the damage done.

Smite: Deal X damage in an area to all enemies while healing allies for Y amount.
(Probably already done many times over)

Counterspell (Passive): Absorbs the next targeted spell, healing for the amount of damage instead. If a negative buff is absorbed, heals for X. Prevents damage, has Y cooldown.

Intervention: Enchant a target for X seconds. If the target receives a killing blow, it heals for Y amount.

Illusion of Fortitude: Heals a target for X health. Increases maximum health if overhealed. After Y seconds, the targeted unit's maximum health returns to normal. (possible with new v1.29 functions)

Pain Converter: Same as Mana Shield, but heals the caster for each point of mana consumed.
 
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Call of the Wild : Summon two units OR increase max health of target unit (feasible in 1.29)

Hunter of Shadows : Track down all invisible unit in an area. Each revealed unit recovers a small amount of health

Threads of Fear : Reduces the damage dealt by all opponent in a wide area, and heal for each inflicted opponent

Rain of Light : Fires a barrage of light force that heals/deals x points to allies/opponents in a wide area
 
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Life from Death: Area spell that heals X HP per kill made by the caster since the spell was last used.

Kinetic Reversal: Heals X HP in a radius whenever the caster takes more than Y damage (caster is not healed by the spell).

Slow & Steady (Buff): Whenever the target has a slowing debuff (Slow, Cripple, Cold Attack...), it gains +10 HP regen.
 
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Ethereal form - Transforms the unit into its ethereal form where it can no longer attack normally, but can cast spells and its hp is healed at double its normal rate
dont know how original this is, but I just came up with it on the spot
 
Roulette of Fortune : Unleashes a surge of magic that heals/deals random amount to all units in radius.

Protective Echelon : Create an omni-directional barrier that rapidly raises health and deals damage to enemies in radius. Self.

Threads of Dread : Reduces allies health to 1 but grants them invulnerability for a brief moment. After the invulnerability wore off, regains health equal to damage dealt by the inflicted unit.

Last Chance : Aura. When the unit is knocked out, the bearer sacrifice a portion of their health and restore the knocked unit back to life with double health of sacrifice.

Zephyr Force : Aura. Increases movement speed and health regeneration. Whenever they attack, a portion of the movement speed is taken and converted into health. Movement speed is restored after 3 seconds not attacking. Capped at X speed minimum.
 
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Healing aura - Activates a special aura that heals the caster and all surrounding friendly units by 3% of their base health by second, lasts 20 seconds.
 
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Healing aura - Activates a special aura that heals the caster and all surrounding friendly units by 3% of their base health by second, lasts 20 seconds.

What would be the mechanics behind this aura? How would you get this to work?
 
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Well I would make 2 hero units one with the aura and the other without it, I'd change the metamorphosis ability to change the normal hero (the one without the aura) into the hero who has the aura for 20 seconds, that's the mechanic behind it, simple and yet effective
 

Rem

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Well I would make 2 hero units one with the aura and the other without it, I'd change the metamorphosis ability to change the normal hero (the one without the aura) into the hero who has the aura for 20 seconds, that's the mechanic behind it, simple and yet effective

this is an great idea. its more of an ulti than a regular ability because it cant be disabled. but its powerful and definitely something an inexperienced user like me can create
 
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Medevac Zeppelin (Active): Summons a Zeppelin with Essence of Blight. If there are units inside the medevac when it dies or runs out of time, they are fully healed but still Dizzy.

Orbital Healing Beam (Channeling): Targets a wide area. Casts Healing Spray on three smaller areas inside the target area at the same time (no overlapping).

Grand Renewal (Channeling): Targets an area. All units in the area heal a percentage of their HP per second.
 

Kyrbi0

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CleavingHammer continues to knock it outta the park.

Fresh Meat: When this Hero kills an enemy that would leave a corpse, that enemy leaves a Meat Pile instead of their normal corpse that lasts for (30/60/90) seconds and heals nearby non-Mechanical friendly units for (5/10/15) HP per second. When the Meat Pile expires or is consumed by an ability, nearby enemies take 5 damage per second for 10 seconds and, when killed, spawn a Carrion Grub that can sacrifice itself to heal twice its current health to a friendly unit.

(code-wise, this is near-zero-duration Dark Arrow set to spawn a semi-dummy unit (untargetable, timed life) that has the Corpse tag, because I'm pretty sure it's a selectable tag for units, with a health-only Unholy Aura and an on-death ability to generate an actual dummy unit that applies the DoT. A trigger is used to make it so that whenever a unit with the DoT's debuff dies, a Carrion Grub is spawned with a version of Drain Life with a 2.00 life transfer ratio to transfer double its health to an ally at a rate that always kills it in one tick)
That's... Pretty inventive (esp. in terms of implementation; reminds me of me xD).

But what's this about Dark Arrow? Normally I'd scream "BUFFS DON'T STACK", but I recall reading something somewhere that utilizes the fact that Buffs will only replace themselves (custom or otherwise) if they're longer, which means that as long as you can work with a near-zero (e.g. '0.01') Duration (as you have prescribed here), it can actually safely 'overlap' with the standard Black Arrow?

If that's the case, the big question is "what if the target already has the Black Arrow buff"; does a Dark Minion spawn or this Meat Pile? And an even bigger question; how many times can you do this trick with one ability? i.e. can I have multiple Black-Arrow-based abilities, all with near-zero Durations (0.01), and will they all work properly (and in what order)? Or perhaps that but with different near-zero Durations (e.g. 0.01, 0.001, 0.02, 0.03, etc)?

Banelingline said:
(Drain Life has an overheal field, just like Drain Mana has an overcharge field. The decay values of these fields are, IIRC, flat numbers, so you set the relevant HP field to 10. There's also a Life Gained ratio, as mentioned for Fresh Meat, which you set to 0.50 to get 25 HP per second from 50 damage per second. Once the overheal starts, you gain 15 HP per second as the decay doesn't wait)
Another nice idea, but do the 'overheal' fields on Drain Life actually work?
 
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Mark of Mediv - A highly altered doom ability that destroys the target and summons a ward with an effective hp and mp restoration aura in its place.
 
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Healing Shell - Like a big bad vodoo spell except also heals all surrounding friendly units by 1hp per second (Instead of the voodoo effect it would be a different effect)

Salvation - Like keeper of the Grove's tranquility everywhere on the map

Divine Blessing - Creates special runes on the map that heal any unit or units that close in close proximity of them
 
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Recuperation: Targets a non-mechanical unit, giving it a permanent Healing Salve effect (can't be dispelled but is interrupted during combat).

Enlightenment: Targets an allied unit. Target unit is subjected to 1, then 2, then 3 (etc.) Holy Light spells with an X second delay.

Arrow of Apollo: Fires an arrow at a target point or unit. Arrow heals allied units and pushes away enemy units in its path.

Energize: Targets an allied Undead unit. Hits the unit with lightning to heal X HP and give a movespeed boost.
 
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Healing Lightning: Forked Lightning that heals.

Cross Heal: Heals a target for X hp and unleashes 4 waves of healing emitting from the targeted unit in the directions north, south, east, west to heal all friendly units by Y hp

Spirit Water: Heals a target for X hp and increases it´s armor by 10 for 10 seconds.

Life and Regrow: Inverted Death and Decay healing all units in the targeted area for 4% per second. Lasts 30 seconds.

Healing Ball: Throws a protectile into the targeted dircetion healing the first unit it hits for X hp
 
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Nayru's Love - Casts an anti-magic shell, plus regenerates 600 hp over 60 seconds

Healing Light - Gives a tremendous boost to armor while healing a unit over time

Healing flood - Creates a flood of healing energy (the stampede ability re-engineered to restore hp to the friendly rather than destroy the enemies
 
Recomposition : Set target health to 1, then gain X HP/Second regen that lasts for X second. Cannot be killed while below Y HP in healing effect.

Hand of Life : Revives dead unit and heals living unit by X HP. Target a wide area.

Shield of Athena : Nullifies any incoming damage and rapidly heals the target for X seconds. The shield explodes when target hits max health and deals all damage as pure damage/healing it accumulates to enemies/allies in area.

Hypnotic Force : Give hypnotic energies to allied units, causing them to take more damage but heals X times faster. Healing spells are multiplied by a factor of Y.

Repair Drone : Summon a drone that can heal mechanical units in a radius.
 
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Emergency Cyborgization: Target unit is fully healed, but is now Mechanical and has lowered HP regen.

Flesh to Stone: Target unit heals X HP and has increased armor, but moves and attacks Y% slower (lasts until dispelled). Further casts stack, eventually turning the unit into a statue with nigh-impenetrable armor and 1 movespeed.

Steel to Flesh: Target Mechanical unit heals X HP but is no longer Mechanical.

Phylactery: Gives target unit Reincarnation and creates an immobile phylactery at the caster's location. Phylactery has Tavern revive (if target was a hero), but any damage done to it is doubled on the target. If the unit dies and Reincarnation's cooldown was not finished, the phylactery dies.

Medic Training: Gives target unit a weak no-mana Heal or no-mana long-cooldown Abolish Magic.

Mark of the Bloodthirster: Target unit gains negative HP regen when not fighting (inverted, permanent Healing Salve) but gives lifesteal and gives high HP regen when in combat (for example, unit's HP regen is set to +5 HP/s but the buff gives -6).

Coward God's Blessing: Gives target unit Resistant Skin, Hardened Skin or Evasion, and +1HP/s when out of combat.
 
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Winter's Embrace - Hero ability - Freeze self or a target ally in an ice crystal that freezes the surrounding ground (radius of freeze increases slightly on level). The unit in the crystal is untargettable and heals (x) health each second over a duration. All units in the frozen area receive a debuff that slows movement and attack speed. The targeted unit may choose to rupture the crystal releasing an ice nova with shards dealing bleed damage over time and an initial damage wave.
 
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??? - Damages all surrounding units depending on their level (lets say 150 damage per level) and returns all the health back to the caster

??? - Returns HP to a unit while it is devouring another unit

??? - Converts a friendly/enemy unit into a healing rune/ or a healing rune's counterpart which can be used by non-hero units
 
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Heals all units depending on their range to the unit
anybody in 200 range of the unit is healed by 500
anybody in the 350 range gets healed by 250
anybody within 600 of the unit gets healed by 100
 
Particle Devour : Fires a powerful particle energy that blast an entire area, lethal to non-mechanical units. The particle then emits cloud from killed units where the cloud heals mechanical units and deals damage to normal units.

Zero Cannon : Fires a powerful particle cannon that upon collision deals damage to units with fortified armor and heal units with non-fortified armor.

Time Snap : Restore a fraction of unit health, but reduces their movement speed. Multiple cast stacks the reduction.

Refit : While under this effect, the unit will reincarnate upon death after a delay. If the reincarnation is not used until duration ends, heal for X.

Maniac Missile : Fires a powerful toxic missile to a target area, randomly heal/deal from X to Y to all non-mechanical units in the area. Units become uncontrollable after struck for Z seconds.

Evolution Convolution : Blast an area. If unit is below 50% health, heal for X. If unit is above 50% health, damage for Y.
 
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???? - Creates a ward that prevents casting of spells within a certain radius, but heals hp at 2hp per second in the same radius

Half heal - Heals any unit that is below 50% health to exactly 50%

Enchanted wave - Heals up to 3 units, 1st one for 100, 2nd for 200, and third for 300
 
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Ward of Second Life: Resurrects the next 3 allied units that die in a large radius around the ward (ward dies on the third cast).

Ward of Anti-Necromancy: Prevents all corpses in a large radius around the ward from being used.

Redistribute Life: Heals all units in the AoE and turns all natural terrain into dirt, all dirt into rock, and all rock into Blight.

Delay The Pain: Targets a unit with less than 10% HP. Gives target unit +1000 armor for 15 seconds, then reduces its HP to 1% and inflicts Cripple.
 
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Redistribute Life: Heals all units in the AoE and turns all natural terrain into dirt, all dirt into rock, and all rock into Blight.
I'd have it be grass/regular dirt -> cracked/dry dirt -> Blight -> Venom, as Blight is removable and Undead can build on it, but Rock and Venom are not able to be built on by anybody.
 
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Hadn't thought of that. However, there ought to be spells to counter terrain changes if it gets used. For example:

* Seed: Turns dirt terrain into grass.
* Topsoil: Turns rock terrain into dirt.
* Landfill: Turns venom into rock.
* Drain: Turns venom into dirt.

Possibly with an "All enemies in the AoE lose X HP" effect as well.
 
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Im not trying to be a downer or anything but the problem with the mass majority of these 'creative healing abilities' is that they cannot be implemented (unless youre some sort of vJass God)
 

Rem

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its honestly more about the creativity of the ability rather then if it could be put into warcraft 3, at least that is what i had in mind when i began this. a good number of spells mentioned here could easily be created in the game, so you're wrong about that Devz
 
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I'm recycling some of my not so good ideas,

Supply Drop: sends in a crates of supplies unto the target point. Upon selecting the crates, all nearby allies are healed by X HP.

Magic Potion; has 2 abilities, 1 is "Shake" (in the UI card should be just up from the ordinary ability) the second is the "Magic Potion (Type1/Type2/Type3/TypeN)" one: Drinks the current potion, restoring X HP. Use Shake to modify the potion type.
- Note: Some potions provide unusual bonuses. Let's make things fun and make it so one of the potion types is actually harmful.
- Note2: Shake should have some cooldown.
- Note3: You could make 2 "magic potion" abilities and make the ultimate be "Brew" (combines the freshly made potions unto something amazing). You will need some cooldown system here tho.

Good Ol' Ale: drink from your trusty hip flask, restoring 200 HP and granting a stacking +10% damage resistance, while applying the Drunkard debuff. Using this ability 1/2/3 (level increases tolerance) or more times while already in the effects of Drunkard will stun you for 5 seconds.
Drunkard lasts 30 seconds.
 
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You drink with your eyes: Heals you by your current sight range but reduces the sight range to a minimum until the ability gets refreshed.

Eat your broccoli!: Attracts and eats nearby botanical props for a flat amount of hitpoints each. Bigger greenery like trees restores more hitpoints.

Healthier lifestyle: While out of combat (not taking active damage), your life regeneration gradually enhances up to a maximum. You become invisible when casting any ability.
 
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A spell that heals a friendly unit by % depending on the hero's level
Level 1 - Heals by 10% of the unit's max hp
Level 2 - Heals by 20% of the unit's max hp
Level 3 - Heals by 30% of the unit's max hp
Level 4 - Heals by 40% of the unit's max hp
Level 5 - Heals by 50% of the unit's max hp
Level 6 - Heals by 60% of the unit's max hp
Level 7 - Heals by 70% of the unit's max hp
Level 8 - Heals by 80% of the unit's max hp
Level 9 - Heals by 90% of the unit's max hp
Level 10 - Heals by 100% of the unit's max hp
 
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