Healing Calculator

Simulate effective healing, overheal, and shield absorption round-by-round on the combat engine.

The actor the enemies bombard. Healing effectiveness depends on how much of the raw healing the target can actually absorb.

The enemy team attacking the heal target. A ship with a damage ability hits the target; a support ship buffs the team. Pick a ship to autofill its stats and walk its abilities, or enter stats manually.

Team (up to 4)

Team ships contribute their buffs and debuffs to all ship comparisons

Affinity
Manual extra buffs (granted to attacker)
Select Manual extra buffs (granted to attacker)…
Manual extra enemy debuffs
Select Manual extra enemy debuffs…

Shared healer buffs applied to all healer configurations

Select Healer Buffs…
Stats
Heal Sources
Charge
Debuff Landing
Skills
Active1 ability
Charged0 abilities
Effective Healing
0
Shield Absorbed
0
Overheal0 (0% of raw)
SurvivalSurvived 20 rounds
Direct Heal (raw)0
Heal Over Time (raw)0
Shield Granted (raw)0
Cleanses0
Team Healing (raw)0

Healing Over Time

Cumulative effective healing across rounds. Effective healing excludes overheal, so a config that out-heals incoming damage plateaus once the target is topped up. Hover a round to see every config's output for that round (direct heal, HoT, shield, effective vs overheal, cleanses, incoming damage) in the chart card, and the enemy effects active that round in the panel beside it.

123456789101214161820Round01234Cumulative Effective Healing
Healer 1
Hover a round

Hover a round to see buffs and effects

Best Config Timeline

Healer 1 — target HP %, shield pool, and per-round healing vs incoming damage.

1234567891011121314151617181920Round04509001k2kHealing / Damage0%25%50%75%100%
Target HP %
Shield Pool
Effective Healing
Incoming Damage

About the Simulation

The Healing Calculator runs the same round-by-round combat engine as the DPS Calculator, in healing mode. Each round, the healer fires its active or charged skill and its heal, shield, and cleanse abilities are read directly from the skill kit (editable per skill).

Raw Heal = SourceStat × HealMultiplier% × CritMultiplier × (1 + HealMod%) × (1 + OutgoingRepair%) × (1 + IncomingRepair%)

Raw vs effective. Raw healing is the full amount a heal would restore. Effective healing is what the target actually absorbs — healing past the target's max HP is counted as overheal and does not help survival. The per-config summary reports both.

Shields. Shield abilities add a separate absorption pool on top of HP. Incoming damage is soaked by the shield pool first; the amount it absorbs is reported as Shield Absorbed.

Dead is dead. If incoming damage empties the target's HP, the target is destroyed and the simulation reports the round it fell. Healing applied after that round contributes nothing.

Heal target. By default the healer heals itself. Pick a separate target to model healing an ally — the target enters the simulation as a real actor and walks its own kit (its self-heals and buffs apply), while the enemy team bombards it.

Fully deterministic. The simulation contains no randomness — identical inputs always produce identical results. Crits use a fractional-accumulator schedule at the healer's effective crit rate. Each enemy's affinity is matched against the heal target's affinity to scale its incoming damage.