Healing Zone

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Icon Skill 166.png Healing Zones place a lingering field that can be consumed once an Adventurer below 100% HP enters it. Once consumed, the zone will heal all allied Adventurers.

  • Only one Healing Zone can exist at a time. If a second Healing Zone is placed, the previous Healing Zone is removed.
  • In co-op play, an instance of the Healing Zone is available to be used by each of the human players present. In a 4-player room, this means the zone can be used a total of 4 times before needing to be cast again. Each player is only capable of seeing and interacting with their assigned Healing Zone.
    • For example, suppose Player 2 consumed their Healing Zone. The other players can still use their zones as well, but Player 2 cannot see and cannot use the zone again until it is re-cast.
  • On basic visual settings, Healing Zones will display as a simple blue shape.

It is important to note that Healing Zones and Buff Zones are completely separate entities that do not interact with each other:

  • The 1 Healing Zone Limit does NOT affect the 4 Buff Zone limit, and vice versa. It is possible to have 4 Buff Zones and 1 Healing Zone on the field simultaneously.
  • Effects such as 110365 01 r05.png Nevin's Icon Skill 151.png Magnus ApocalypseLv. 1: Deals 1 hit of 900% shadow damage to the target and nearby enemies, and decreases the remaining time of Locked Sigil by 48 seconds if the attack connects.

    During Sigil Released, this skill instead deals 1 hit of 900% shadow damage to the target and nearby enemies plus a number of additional hits of shadow damage to nearby enemies equal to the number of buff zones they're standing in. Damage dealt by those hits is 300% for user-created buff zones and 100% for buff zones created by allies.

    If this skill is used as a Shared Skill, it always uses the Sigil Released variant. [7500 SP]

    Lv. 2: Deals 1 hit of 1000% shadow damage to the target and nearby enemies, and decreases the remaining time of Locked Sigil by 60 seconds if the attack connects.

    During Sigil Released, this skill instead deals 1 hit of 1000% shadow damage to the target and nearby enemies plus a number of additional hits of shadow damage to nearby enemies equal to the number of buff zones they're standing in. Damage dealt by those hits is 300% for user-created buff zones and 100% for buff zones created by allies.

    If this skill is used as a Shared Skill, it always uses the Sigil Released variant. [7500 SP]
    , which have additional effects while enemies are standing in Buff Zones, do NOT interact with Healing Zones whatsoever.
  • 100002 06 r05.png Wedding Elisanne's Icon Skill 044.png Sacred UnionLv. 1: Deals 1 hit of 1203% wind damage to enemies directly ahead, and creates a buff zone that lasts for 10 seconds and gradually heals the HP of adventurers inside it with 16% Recovery Potency every 3 seconds. [2902 SP]

    Lv. 2: Deals 1 hit of 1338% wind damage to enemies directly ahead, and creates a buff zone that lasts for 10 seconds and gradually heals the HP of adventurers inside it with 18% Recovery Potency every 3 seconds. [2902 SP]

    Lv. 3: Deals 1 hit of 1485% wind damage to enemies directly ahead, and creates a buff zone that lasts for 10 seconds and gradually heals the HP of adventurers inside it with 20% Recovery Potency every 3 seconds. [2902 SP]
    is classified as a Buff Zone, NOT a Healing Zone.

Inducers

Skills that induce Healing Zone

Name Adventurers with Skill Weapons with Skill Dragons with Skill
Icon Skill 166.png Glorious SanctuaryLv. 1: Restores HP to all allies with 72% Recovery Potency, and increases the entire team's strength by 8% for 60 seconds. This strength increase will not stack.

Also creates a healing zone that heals all allies for 36% Recovery Potency (in solo play, 18% Recovery Potency in Co-Op play). Each player in Co-op play can enter the healing zone one time and will only activate if they have less than 100% HP. Only one healing zone can be up at a time and the creation of a new one will replace older ones. [5850 SP]

Lv. 2: Restores HP to all allies with 90% Recovery Potency, and increases the entire team's strength by 10% for 60 seconds. This strength increase will not stack.

Also creates a healing zone that heals all allies for 44% Recovery Potency (in solo play, 22% Recovery Potency in Co-Op play). Each player in Co-op play can enter the healing zone one time and will only activate if they have less than 100% HP. Only one healing zone can be up at a time and the creation of a new one will replace older ones. [5850 SP]

Lv. 3: Restores HP to all allies with 108% Recovery Potency, and increases the entire team's strength by 15% for 60 seconds. This strength increase will not stack.

Also creates a healing zone that heals all allies for 54% Recovery Potency (in solo play, 27% Recovery Potency in Co-Op play). Each player in Co-op play can enter the healing zone one time and will only activate if they have less than 100% HP. Only one healing zone can be up at a time and the creation of a new one will replace older ones. [5850 SP]
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Abilities that induce Healing Zone

Some of the following abilities have the condition effect but do not actively apply the buff/debuff icon.
Name Might Value Adventurers with Ability Wyrmprints with Ability Dragons with Ability Weapons with Ability
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Co-Abilities that induce Healing Zone

Some of the following co-abilities have the condition effect but do not actively apply the buff/debuff icon.
Name Might Adventurers with Co-Ability
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Chain Co-Abilities that induce Healing Zone

Some of the following chain co-abilities have the condition effect but do not actively apply the buff/debuff icon.
Name Adventurers with Chain Co-Ability
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Resists

Abilities that resist Healing Zone

Name Might Value Adventurers with Ability Wyrmprints with Ability Dragons with Ability Weapons with Ability
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Punishers

Skills with Additional Effects against Healing Zone-Afflicted Foes

Name Adventurers with Skill Weapons with Skill Dragons with Skill
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Abilities with Additional Effects against Healing Zone-Afflicted Foes

Name Might Value Adventurers with Ability Wyrmprints with Ability Dragons with Ability Weapons with Ability
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Co-Abilities with Additional Effects against Healing Zone-Afflicted Foes

Name Might Adventurers with Co-Ability
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Chain Co-Abilities with Additional Effects against Healing Zone-Afflicted Foes

Name Adventurers with Chain Co-Ability
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Chain Effects

Skills with Effects that activate upon Receiving Healing Zone

Name Adventurers with Skill Weapons with Skill Dragons with Skill
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Abilities with Effects that activate upon Receiving Healing Zone

Name Might Value Adventurers with Ability Wyrmprints with Ability Dragons with Ability Weapons with Ability
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Co-Abilities with Effects that activate upon Receiving Healing Zone

Name Might Adventurers with Co-Ability
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Chain Co-Abilities with Effects that activate upon Receiving Healing Zone

Name Adventurers with Chain Co-Ability
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