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Healing Return
Warframe · Mod

Healing Return

Melee status-based healing mod

Released Dec 1, 2016

Healing Return restores health based on the number of Status Types affecting the target you hit. Consider it when your melee setup can strike enemies carrying several Status Types; without those effects on the target, its per-hit healing is limited.

TypeMeleePolarityvazarinMax rank10Base drain6VariantStandardRarityRare
Healing Return GUIDE

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.

wiki.warframe.com ↗

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.

Effects and reference details

Rank effects and investment

RankListed effectsUnpolarized drainTotal Endo from rank 0Total Credits from rank 0
0Restores 1 Health per Status Type affecting the target600
1Restores 2 Health per Status Type affecting the target7301,449
2Restores 3 Health per Status Type affecting the target8904,347
3Restores 4 Health per Status Type affecting the target921010,143
4Restores 5 Health per Status Type affecting the target1045021,735
5Restores 6 Health per Status Type affecting the target1193044,919
6Restores 7 Health per Status Type affecting the target121,89091,287
7Restores 8 Health per Status Type affecting the target133,810184,023
8Restores 9 Health per Status Type affecting the target147,650369,495
9Restores 10 Health per Status Type affecting the target1515,330740,439
10Restores 11 Health per Status Type affecting the target1630,6901,482,327

These are listed mod effects and fusion costs, not final build damage. Matching and mismatched polarities change capacity. Totals assume starting at rank 0.

References and version

Game data version: Pinned public export

Healing Return — WARFRAME Wiki ↗wiki.warframe.com ↗
Technical source data for verification

These machine-readable game records support the calculations and factual checks. The wiki references above are intended for reading.

Warframe Public Export ↗wiki.warframe.com ↗

Original data record ↗

Optional: calculate an upgrade or configurationOpen the calculator when you want a cost estimate or a compatibility check.
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Fusion cost and capacity

0Endo
0Credits
6Target slot drain
RankObserved effectDrainEndo from 0Credits from 0
0Restores 1 Health per Status Type affecting the target600
1Restores 2 Health per Status Type affecting the target7301,449
2Restores 3 Health per Status Type affecting the target8904,347
3Restores 4 Health per Status Type affecting the target921010,143
4Restores 5 Health per Status Type affecting the target1045021,735
5Restores 6 Health per Status Type affecting the target1193044,919
6Restores 7 Health per Status Type affecting the target121,89091,287
7Restores 8 Health per Status Type affecting the target133,810184,023
8Restores 9 Health per Status Type affecting the target147,650369,495
9Restores 10 Health per Status Type affecting the target1515,330740,439
10Restores 11 Health per Status Type affecting the target1630,6901,482,327

Slot polarity changes drain; fusion prices depend on mod rarity and family.

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