Healing and lifesteal
“They keep healing back everything I do to them.”
Start with
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing — the cheapest answer, at 1,600 souls . 5 more below, by tier.
Items that answer this
6 itemsTier 2 1,600 souls each
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Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing The cheapest anti-heal item: take it the moment an enemy's Lifesteal or a support's healing is out-pacing your damage. Watch out: Only applies through spirit damage, not plain bullet damage
Tier 3 3,200 souls each
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Decay
Decay +30s Cooldown +12s Duration +0.1s Cast Delay +8 Spirit Power -55% Incoming Healing +65 Bonus Health Buy when an enemy is healing through your damage and you want a point-and-click answer that does not rely on landing bullets. Watch out: Healing reduction raised -45% -> -50% on 6 Mar 2026 -
Toxic Bullets
Toxic Bullets -40% Incoming Healing The gun-hero answer to enemy Lifesteal and big-health frontliners — buy it when an enemy is out-healing your damage. Watch out: Bleed does not build from melee attacks
Tier 4 6,400 souls each
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Crippling Headshot
Crippling Headshot +125 Bonus Health -16% Bullet Resist -16% Spirit Resist -40% Incoming Healing +12s Debuff Duration Buy when one durable, self-healing enemy is the focus of every fight and you can land headshots. Watch out: The triggering headshot itself is dealt before the resist reduction applies -
Inhibitor
Inhibitor +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing Buy on a gun hero when one enemy is both out-damaging and out-healing your team — it hits both problems at once. Watch out: The damage penalty does not apply to spirit damage from an enemy with Unstoppable active; the healing reduction always applies -
Spirit Burn
Spirit Burn +6% Ability Range +6% Radius +500 Damage Threshold +50 Explosion Damage +8s Debuff Duration -70% Incoming Healing +20s Immunity Duration Buy on a heavy burst caster against an enemy whose Lifesteal or healing is the win condition. Watch out: 20s immunity per target means you cannot reapply it repeatedly to the same enemy
Hover an item's name for its exact numbers, or open it for the full write-up.
Heroes who cause this
26 heroesIf you are up against one of these, expect to need an item from the list above. Pick a hero for everything else about beating them.
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Abrams
Abrams Heals himself through Siphon Life and Infernal Resilience's regeneration Durability very high (3/3) Burst low (1/3) Mobility low (1/3) Healing very high (3/3) -
Apollo
Apollo Strong in duels, and Riposte punishes heroes who dive him Durability low (1/3) Burst very high (3/3) Mobility very high (3/3) Healing low (1/3) -
Bebop
Bebop Pick potential — a landed Grapple Arm sets up his Sticky Bomb and Exploding Uppercut combo Durability high (2/3) Burst very high (3/3) Mobility low (1/3) Healing low (1/3) -
Calico
Calico Fast farming and map mobility: she turns a quiet map into a soul lead Durability low (1/3) Burst very high (3/3) Mobility very high (3/3) Healing high (2/3) -
Celeste
Celeste Very mobile: four stamina charges, an air-control passive, sliding and wall-bouncing movement Durability low (1/3) Burst high (2/3) Mobility very high (3/3) Healing high (2/3) -
Dynamo
Dynamo Singularity is a multi-target hard CC long enough to decide a teamfight outright Durability high (2/3) Burst low (1/3) Mobility high (2/3) Healing very high (3/3) -
Graves
Graves Map pressure while away from the fight via Borrowed Decree Ghouls marching at objectives Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing low (1/3) -
Haze
Haze Single-target sustained DPS ramps up once Fixation is stacked Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing high (2/3) -
Infernus
Infernus Strong sustained damage that keeps ticking after he leaves line of sight Durability low (1/3) Burst low (1/3) Mobility high (2/3) Healing high (2/3) -
Ivy
Ivy True flight — she can cross terrain and take an ally with her Durability high (2/3) Burst low (1/3) Mobility very high (3/3) Healing high (2/3) -
Kelvin
Kelvin Frozen Shelter is a hard physical barrier that stops ranged damage and ultimates outright Durability high (2/3) Burst low (1/3) Mobility high (2/3) Healing very high (3/3) -
Lady Geist
Lady Geist Personal sustain between 100% Life Drain conversion and lifesteal itemisation Durability high (2/3) Burst high (2/3) Mobility low (1/3) Healing very high (3/3) -
Lash
Lash Vertical engage: he converts altitude into damage and pickups. Durability high (2/3) Burst high (2/3) Mobility very high (3/3) Healing high (2/3) -
McGinnis
McGinnis Defines zone control: Spectral Wall plus Heavy Barrage can make an entire lane or objective unenterable. Durability high (2/3) Burst low (1/3) Mobility none (0/3) Healing high (2/3) -
Mina
Mina Two untargetable hops with recasts make committing to kill her risky. Durability none (0/3) Burst high (2/3) Mobility very high (3/3) Healing low (1/3) -
Mirage
Mirage Global-teleport split pressure: Traveler means he is rarely out of position on the macro map. Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing very high (3/3) -
Mo & Krill
Mo & Krill A layered single-target lockdown package: Sand Blast disarm into Burrow knockup into a multi-second Combo stun. Durability very high (3/3) Burst high (2/3) Mobility high (2/3) Healing very high (3/3) -
Nurse Harrow
Nurse Harrow Strong, aimed ally healing that ignores falloff Durability high (2/3) Burst low (1/3) Mobility low (1/3) Healing very high (3/3) -
Paige
Paige Peel — Plot Armor is a save and a damage buff on one button. Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing high (2/3) -
Rem
Rem Tag Along's healing scales with how badly the ally is losing the fight Durability none (0/3) Burst none (0/3) Mobility low (1/3) Healing very high (3/3) -
Silver
Silver Two distinct kits means she covers both the mid-range and close-range phases of a fight without itemising for both Durability high (2/3) Burst high (2/3) Mobility high (2/3) Healing high (2/3) -
Victor
Victor Effectively two health bars via Shocking Reanimation, which invalidates the normal 'focus the bruiser' plan Durability very high (3/3) Burst high (2/3) Mobility high (2/3) Healing very high (3/3) -
Viscous
Viscous Single-target save: The Cube is invulnerability, not a shield, so it absorbs any ultimate outright Durability high (2/3) Burst low (1/3) Mobility high (2/3) Healing high (2/3) -
Warden
Warden Binding Word forces a 20m-in-2.8s escape check and silences you through it at T3 Durability high (2/3) Burst low (1/3) Mobility low (1/3) Healing high (2/3) -
Wraith
Wraith Single-target lockdown: Telekinesis disables for over two seconds and then blocks Stamina and movement abilities afterwards Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing low (1/3) -
Yamato
Yamato 8.2 m/s base movement speed plus a 23-31m grapple gives her strong engagement control Durability high (2/3) Burst very high (3/3) Mobility very high (3/3) Healing high (2/3)
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