Healing Return is a mod for melee weapons that heals the player when hitting a target currently affected by a Status Effect.

Stats[edit | edit source]

Rank Effect Cost
0 +1 6
1 +2 7
2 +3 8
3 +4 9
4 +5 10
5 +6 11
6 +7 12
7 +8 13
8 +9 14
9 +10 15
10 +11 16

Notes[edit | edit source]

  • Heals the user the stated amount for each status effect currently afflicting the target. For example, with a Rank 10 Healing Return (+11), attacking an enemy afflicted with DmgSlashSmall64.pngSlash, DmgPunctureSmall64.pngPuncture, and DmgToxinSmall64.pngToxin statuses will heal 11×3 health, a total of 33 health.
    • Even targets afflicted by DmgImpactSmall64.pngImpact procs will cause this mod to heal the user, regardless of them having no duration.
    • Healing Return can be used to much avail on certain low status weapons as well:
      • High DmgImpactSmall64.pngImpact damage weapons like CephHammer.pngHeliocor or TnoNunchaku.pngShaku will trigger Healing return with every attack, regardless of an DmgImpactSmall64.pngImpact proc actually occurring.
      • Certain weapons (such as dual daggers equipped with Mod TT 20px.pngGnashing Payara, or DEGram.pngGram even without a stance) trigger a "flinch" effect on enemies with every hit, which triggers Healing Return.
      • Note that many Stances have at least one combo that has a force proc.
    • Multiple instances of the same status effect (e.g. 4 individual DmgSlashSmall64.pngSlash DoTs) will not increase the healing given.
  • Both the TnoGunblade.pngRedeemer and TnoGunbladeAuto.pngSarpa's charge attacks will heal the user. Each individual pellet triggers an instance of healing (e.g., if 5 pellets hit an enemy afflicted with a status effect, the healing amount will be 5×11 = 55HP). Because both gunblades' charged attacks are guaranteed to proc an Impact effect, they are guaranteed to heal the user if the Healing Return mod is equipped.
  • If equipped on the SentinelGlaiveWeapon.pngDeconstructor (Prime), this mod will allow Helios (Prime) to heal itself provided its target is suffering status effects.
  • Does not provide any healing if your attack, despite proccing a Status Effect on the attack (for example, with 100% status chance), kills the target instantly on the first attack.
  • The AoE damage from the explosion of Exodia Contagion's projectile will not trigger the healing effect of this mod.
  • The healing effect is triggered for each enemy hit by an attack independently, so attacking a squad of enemies all with Status effects with a long Reach weapon can give significant healing over time.

Tips[edit | edit source]

  • Use with weapons with a high innate status chance, or weapons with guaranteed status procs as part of their combos.
  • Compared to Mod TT 20px.pngLife Strike, Healing Return gives comparatively less healing, though it doesn't require the player to expend the combo counter through Heavy Attacks and is more consistent as it is effectively passive.
  • Synergizes well with the extended status duration provided by Mod TT 20px.pngLasting Sting.
  • The ideal situation to use Healing Return is on a very fast weapon with a high status chance paired with a Warframe that has a high Armor rating. Excalibur Umbra is an excellent example of this, given that he comes with a decent base Armor, Mod TT 20px.pngUmbral Fiber (boosted by Mod TT 20px.pngUmbral Intensify and Mod TT 20px.pngUmbral Vitality) and the fast, high-status Skiajati.pngSkiajati.

Patch History[edit | edit source]

Hotfix 22.14.1

  • Updated Healing Return Mod to read: "Healed by X for each status type affecting the target hit".

Update 19.2

  • Introduced.

Last updated: Hotfix 24.1.4

See Also[edit | edit source]


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