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

Stats[]

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

Drop Locations[]

Mission Drop Tables

Mission Type Source Rotations
or
Drop Table
Chance[1] Quantity[2] Avg. per roll[3] Star Chart Nodes
The Circuit Tier 4 The Circuit (Normal) A 1.49% 1 0.0149

Accessed through Duviri's The Circuit gamemode

The Circuit Tier 6 The Circuit (Normal) A 1.03% 1 0.0103

Accessed through Duviri's The Circuit gamemode

Enemy Drop Tables

Enemy Drop Table Chance[4] Item Chance[5] Chance[6] Expected Kills[7] Quantity[8] Avg. per roll attempt[9]
Crawler 3% 1.01% 0.0303% 3300 1 0.000303
Undying Flyer 4.5% 0.67% 0.03015% 3317 1 0.0003015

Sourced from the official drop table repository. See Module:DropTables/data to edit on the wiki.

Notes[]

  • 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 Slash, DmgPunctureSmall64 Puncture, and DmgToxinSmall64 Toxin statuses will heal 11×3 health, a total of 33 health.
    • Healing Return can be used to much avail on certain low status weapons as well:
      • High DmgImpactSmall64 Impact damage weapons like Heliocor Heliocor or Shaku Shaku will trigger Healing return with every attack, regardless of an DmgImpactSmall64 Impact proc actually occurring.
      • Certain weapons (such as dual daggers equipped with Mod TT 20px Gnashing Payara, or Gram Gram 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 Slash DoTs) will not increase the healing given.
  • Both the Redeemer Redeemer and Sarpa Sarpa'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 Deconstructor Deconstructor (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[]

  • 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 Life 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 Lasting 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 Umbral Fiber (boosted by Mod TT 20px Umbral Intensify and Mod TT 20px Umbral Vitality) and the fast, high-status Skiajati Skiajati.

Trivia[]

Patch History[]

Hotfix 22.14.1 (2018-03-01)

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

Update 19.2 (2016-12-01)

  • Introduced.

Last updated: Hotfix 24.1.4 (2018-12-10)

See Also[]


  1. Chance to roll item within drop table
  2. Amount rewarded on successful roll
  3. (Quantity × Chance)
  4. Chance to roll drop table
  5. Chance to roll item within drop table
  6. (Drop Table Chance × Item Chance)
  7. (1 / Chance), see WARFRAME Wiki:Expected & Nearly Guaranteed Numbers for more details
  8. Amount rewarded on successful roll
  9. (Quantity × Chance), average item quantity on a roll attempt (successful or not)
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