On-hit healing turns contact into boss recovery. The contract is the qualifying predicate: a clean miss does nothing, a blocked strike may count at zero damage, and one contact creates one heal event. The boss health change needs a visible source, a cap, and enough recovery time for the player to answer.

Open boss builder
Prove that a miss cannot healKern fixes a 96-unit strike zone at 0.30 s. Tavi clears the whole circle before 0.98 s, so the contact predicate is false and Kern remains at 48 health.
Dodge Kern's first strike, block the second for zero damage while Kern heals, then evade the third Kern projects a fixed circular strike around Tavi. The first and third circles miss. The middle strike meets a round guard, sends bright motes back to Kern, and fills a boss health segment from 48 to 64 while Tavi takes zero damage. Boss Player

Kern fixes a 96-unit strike zone at 0.30 s. Tavi clears the whole circle before 0.98 s, so the contact predicate is false and Kern remains at 48 health.

Implementation checklist

Define qualifying contact, block and parry treatment, damage dependence, requested and applied healing, overheal, per-target and per-swing de-duplication, multi-hit cadence, summons, immunity, phase transitions, rollback, and telemetry that connects each heal to one contact id.

Core checks

Three questions for the mechanic

  • What exactly qualifies as a healing hit?

    Write one authoritative predicate for hurtbox contact, blocked contact, parry, armor, invulnerability, summons, projectiles, damage-over-time, and environmental proxies. Do not infer healing from animation overlap or from a damage number that may be zero.

  • How much health may one contact restore?

    Calculate requested healing separately from applied healing, clamp at maximum health, and decide whether the amount is fixed, proportional to damage, or scaled by phase. Give every swing-target pair a stable result id so duplicate callbacks cannot heal twice.

  • How does the player read and answer the recovery?

    Connect contact to the boss with shape, motion, sound, and a health-bar pulse. Keep dodge, parry, interruption, spacing, or healing reduction useful, and leave recovery long enough to punish a failed attempt.

Design mistakes

  • Healing follows the visual swing instead of confirmed contact

    A boss that heals on a whiff teaches that spacing is irrelevant. Resolve the heal from the same authoritative contact record used by combat, and log the contact id, target, request, applied amount, and rejection reason.

  • Every multi-hit callback grants the full amount

    Rapid attacks, overlapping hurtboxes, summons, and rollback can multiply recovery into a runaway reset. Define per-swing or per-tick cadence, deduplicate target pairs, cap the gain, and test low frame rates and latency.

Tuning

Tune the attack

  • Separate contact, damage, and healing

    Store contactQualified, damageApplied, healRequested, healApplied, and resultId as different values. That makes blocked-but-healing attacks explicit and lets balance change without rewriting collision rules.

  • Budget how much progress can be undone

    Compare average player damage per opening with average boss recovery per successful contact. Bound the worst case across long combos and summons so one mistake increases pressure without erasing several clean cycles.

  • Instrument the feedback loop

    Track eligible contacts, misses, blocked contacts, damage-zero heals, requested and applied healing, overheal, duplicate suppression, heal per minute, deaths after boss recovery, and phase duration.

Arena

  • Kern pulls light through Tavi’s shield

    The blow leaves Tavi unharmed, but a thin stream of runic light runs from the guard into Kern’s cracked chest. The elemental closes one fracture, making the exceptional block rule visible before the next exchange.

Player upgrades

  • Make the source, amount, and exception redundant

    Pair a tether, inward motes, a distinct heal sound, a boss-health flash, and text or icon feedback. Offer reduced healing, blocked-hit immunity, longer cooldowns, stronger healing reduction, or a mode where only damaging hits qualify, and state the chosen rule before combat.

Do not confuse this with

  • Contact-gated recovery, not scheduled self-healing

    On-hit healing requires an eligible boss contact with a target. Self-healing begins from a timer, phase, or boss action without that contact, while resource steal changes ownership of another value. Keep those event sources separate even when they share the same green effect.

Bosses that use this mechanic

Learn more

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