Understand Rejuvenation
Useful when…
- Provide the squad the listed health regeneration through an Aura mod.
- Use a lower rank when its partial regeneration is useful and fusion resources are limited.
What does Rejuvenation provide?
It grants health regeneration to the squad: 0.5 Health Regen/s at rank 0, 2 Health Regen/s at rank 3, and 3 Health Regen/s at rank 5. These are rates, not one-time healing.
How does it fit an Aura slot?
Rejuvenation is an Aura mod with Vazarin polarity and a listed base drain of -2. Its effect is squad health regeneration.
How much should you rank it?
It reaches rank 5. Rank 3 grants 2 Health Regen/s; the listed rank 4-to-5 fusion step costs 320 Endo and 15,456 Credits for the increase to 3 Health Regen/s.
How do the listed aura options differ?
Dreamer's Bond provides +0.3 Energy Regen/s and +1.5 Health Regen/s, Energy Siphon provides +0.6 Energy Regen/s, and Dead Eye provides +52.5% Sniper Rifle Damage. Their listed effects serve different needs from Rejuvenation's squad health regeneration. Rejuvenation's acquisition entries list Duviri/Endless Tier 1 and Tier 3 (Normal), each with a chance value of 0.67; no unit is supplied for that value.
Limitations and tradeoffs
- The Aura slot is used for health regeneration rather than the different effects listed for other auras.
- The increase from rank 3 to rank 5 is 1 Health Regen/s and requires additional fusion resources.
Common mistakes to avoid
- Reading Health Regen/s as a one-time heal.
- Assuming Rejuvenation provides energy regeneration; that effect is listed for comparison auras, not Rejuvenation.






