Understand Healing Return
Useful when…
- Melee builds that regularly hit targets affected by multiple Status Types.
- Survival setups that can make use of healing from melee hits.
How is healing calculated?
Healing Return restores Health per Status Type affecting the target. It starts at 1 Health per Status Type at rank 0, gives 6 at rank 5, and reaches 11 at rank 10. The relevant count is Status Types affecting the enemy you hit, not simply whether that enemy has any status effect. It is a standard-slot melee mod with Vazarin polarity.
What does ranking cost?
The mod reaches rank 10. The listed examples show 30 Endo and 1,449 credits for ranks 0 to 1, 960 Endo and 46,368 credits for ranks 5 to 6, and 15,360 Endo and 741,888 credits for ranks 9 to 10. Because the cost rises substantially, choose a rank according to the healing increase you need and the investment you can support.
What should I compare it with?
Condition Overload adds melee damage for each Status Type affecting the target; it does not provide Healing Return's health restoration. Carnis Mandible adds Slash and Status Chance, while Condition's Perfection is an Exilus mod that enables Tennokai and increases status chance on Tennokai attacks. Those effects can support different goals, but do not replace the healing effect described here.
Limitations and tradeoffs
- Healing depends on the Status Types present on the target when hit.
- Higher ranks require sharply increasing Endo and credit investments.
- Uses a standard melee slot.
Common mistakes to avoid
- Expecting strong healing from hits on targets with few or no Status Types.
- Confusing its healing effect with Condition Overload's damage bonus.






