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Card Cauterize.png

Anti-Healing Mechanic is a Gameplay Mechanic that counters the Healing which is done and becomes more effective over the time of a match.

The Mechanic[]

Everyone's Weapon Shots apply a Reduced Healing effect to enemies in case of a hit. At the start of every match this anti-healing effect is at a base level and then scale based on time and the game mode being played.

Value Changes[]

  • Base Level:
Your Weapon shots reduce the effect of healing on your target by 25% for 1.5s.
  • Maximum Value:
Your Weapon shots reduce the effect of healing on your target by 90% for 1.5s.

Change Rate[]

The rate of this anti-healing scaling will vary based on the game mode being played.

  • Siege:
+5% anti-healing every 50s in a match
A match has to be over 10min 50s long to get the maximum anti-healing value of 90%.
  • King of the Hill:
+5% anti-healing every 45s in a match
A match has to be over 9min 45s long to get the maximum anti-healing value of 90%.
  • Onslaught:
+5% anti-healing every 40s in a match
A match has to be over 8min 40s long to get the maximum anti-healing value of 90%.
  • Team Deathmatch:
+5% anti-healing every 30s in a match
A match has to be over 6min 30s long to get the maximum anti-healing value of 90%.

In-Game Indicator[]

A visual indicator is displayed under the in-match scoreboard to indicate how much anti-healing is currently at play.

Anti-Healing Indicator.png

Counter[]

The Anti-Healing Mechanic can be countered.

Champion Generic Icon.pngTransparentChampion-icon.png
Card Rejuvenate.png
Rejuvenate
Champion Lillith Icon.pngWinterEvent FreeRotationAll.pngTransparentChampion-icon.png
Lillith
Ability Blood Moon.pngTransparentChampion-icon.png

Blood Moon
Champion Seris Icon.pngWinterEvent FreeRotationAll.pngTransparentChampion-icon.png
Seris
Talent Seris Agony.pngTransparentChampion-icon.png

Agony

Trivia[]

  • This mechanic was introduced with the removal of the in-game item Cauterize.

Changelog[]


  • The Antiheal being automatically applied to your weapon attacks is getting a bit of a change. New timing is as follows:
  • Siege
  • Base level 25%, scaling 5% every 60s to a maximum of 90%
  • 60s ➞ 50s
  • Onslaught and King of the Hill
  • Base level 25%, scaling 5% every 45s to a maximum of 90%
  • 45s ➞ 40s
  • We are investigating distinguishing Onslaught and KotH for the purposes of this Antiheal scaling.
  • Changed the time scaling of Antihealing in King of the Hill from 5% every 40s to 5% every 45s
  • Team Deathmatch is not seeing any timing changes this update.
  • Note: We still intend to implement a visual indicator for how much Antiheal is currently in the match on the in-match scoreboard.
  • Anti-Healing Mechanic was added to the game.




Gameplay

General
Bots  •  Common terms  •  Death Recap  •  Eliminations  •  Controls  •  Voice Guided System  •  Warning Indicators  •  Zoning

Champions
Champions
Abilities → Ability  •  Movement Ability  •  Weapon Shots  •  Ultimate Ability
Damage Types → Area or Direct Damage  •  Burst Damage  •  Damage over Time  •  Executes  •  Poke Damage  •  Sustained Damage  •  True Damage
Effects → Cleanses  •  Damage Reduction  •  Deployables  •  Healing  •  Immunity  •  Shields  •  Status Effects  •  Stealth

Playstyle
Cards  •  Talents  •  Items Credits

Game Modes
Game Modes  •  Capture Point  •  Payload

Maps
Maps  •  Map Features  •  Callouts

Game Mechanics
Advanced Mechanics  •  Anti-Healing Mechanic  •  Comeback Mechanic  •  Diminishing returns  •  Headshot  •  Out of Combat  •  Overtime  •  Respawn

End of the Game
Accolades  •  Scoreboard  •  Post-Match Lobby Landing Screen

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