Team Fortress 2

Team Fortress 2

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Effective Health in TF2 (and dmg resistance)
By Zsallan
Wanna know how effective health and damage resistances work? Well this is the best place to learn all about them!
   
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What Is Effective Health?
Think about it like it's the hidden health that you have while you have a weapon equiped that grants you damage vulnerability/resistance/reduction.

For example: Demos pipe does exactly 100 dmg, If you have the Candy Cane equiped that gives you 25% Explosive damage vulnerability, then that pipe will do 125 dmg, just enough to kill you in one hit. Therefore you have 100 Effective Health against Explosives, because it normally does 100 HP flat.

In this guide I will list all of the weapons that grant you this Effective Health

First off: how to calculate Effective Health?
-Let's stick to the Candy Cane as an example,
First off, take the class' base HP, this case it's 125
Then divide that with (1-*% of resistance/vulnerability*)
So with the Candy Cane it will be: 125/(1-0.25) wich equals to 100, therefore with the Candy Cane Scout has 100 EH against Explosive dmg

Note: I will use "EH" as a shorter version of Effective Health throughout the guide
Scout
Bonk! Atomic Punch



When used it gives you 8 seconds of invincibility therefore your effective health is infinite for that 8 seconds. But you can still get killed by hazards like saw blades, falling off the map and telefrags.
Candy Cane

Effect: +25% explosive damage vulnerability on wearer.

When you have the Candy Cane equiped(passively) your effective health is decreased BUT, only against explosions.
That basically means that you have 100 HP against explosives
Sun-on-a-Stick

+25% fire damage resistance when active.

When you have the Sun-on-a-Stick Active (Holding it) you get a fire resistance.
Wich means that your effective health is 167 HP against fire while it's active
Soldier
Battalion's Backup



When activated you get a 35% dmg resistance from all sources for 10 Seconds
The Backup is a really interesting one because it also gives you 50% dmg resistance from Sentries and it completely nullifies crits. (wich also means you cant get headshotted by sniper)
Soldiers Effective Health after popping the banner will be 308 HP

But we are not done here, because on top of all that, the banner also effects every teammate around you!
Your teammates will have:
  • 192 EH as Scout
  • 269 EH as Pyro
  • 269 EH as Demo
  • 462 EH as Heavy
  • 192 EH as Engi
  • 231 EH as Medic
  • 192 EH as Sniper
  • 192 EH as Spy
Pain Train (Soldier)

The Pain Train gives you a 10% Bullet vulnerability

The Bullet vulnerability applies to:
  • Miniguns
  • Scatterguns
  • Shotguns
  • Snipers
  • Sentry guns
That will bring down Soldiers health to 182 from all bullet type weapons
Gunboats



The Gunboats gives you a 60% dmg reduction from your own rockets (deflected rockets doesn't count)

With the gunboats equiped you will have a respectable 500 HP from your own rockets
Note:
-This also applies for the Beggar's Bazooka misfire after loading 3 rockets into the clip
-The dmg reduction won't help you when preforming the Grenade Taunt via the Escape Plan or Equilizer
Pyro
Phlogistinator

When taunting with the Phlog you will become invincible for the duration of the taunt

Therefore your effective health becomes infinite

Note: You get a 100% knockback reduction for the duration of the taunt so you cant get knocked off the map
Detonator

When preforming a detonator jump, you will receive 50% more dmg from your own explosions
(50% explosion self-dmg vulnerability on wearer)

This means that your effective health against your own flares will be ~115
Powerjack

When you have the Powejack out you will have a 10% dmg vulnerability from all sources

This will cause you to have 146 effective health
Demoman
Pain Train (Demo)

The Pain Train gives you a 10% Bullet vulnerability

You will have 160 effective health
Claidheamh Mòr

The Claid gives you a 15% dmg vulnerability from all sources while you have it out

Your demo will have 152 Effective Health
Shields
Chargin' Targe

The Shields are quite interesting because they give you multiple resistances at once!
The Chargin' Targe Gives you 30% resistance to Explosives and 50% res. to Fire

Against Explosive:
You have 250 Effective Health

Against Fire:
You have 350 Effective Health

Note: The resistance is passive as long as you have it equiped
Splendid Screen

The Splendid Screen Grants you 20% resistance to Explosive and Fire dmg

Your Effective Health will be 219 against both
Tide Turner

The Tide Turner Gives you a 15% dmg resistance both against Explosive and Fire

Your Effective Health will be 206 against both
Shields + Booties

Booties/Bootlegger gives you +25HP







Chargin' Targe + Booties
Exp. Resistance 30% > 286 EH
Fire Resistance 50% > 400 EH




Splendid Screen + Booties
Exp. Resistance 20% > 250 EH
Fire Resistance 20% > 250 EH




Tide Turnes + Booties
Exp. Resistance 15% > 235 EH
Fire Resistance 15% > 235 EH
Shields + Booties + Eyelander

Booties/Bootlegger gives you +25HP




Eyelander and it's Reskins start you off at 150 HP and with each head you get 15 HP




Chargin' Targe + Booties + Eyelander:


0 Heads
Exp. Res. 30% > 250 EH
Fire Res. 50% > 350 EH
Base HP > 175 HP
1 Heads
Exp. Res. 30% > 271 EH
Fire Res. 50% > 380 EH
Base HP > 190 HP
2 Heads
Exp. Res. 30% > 293 EH
Fire Res. 50% > 410 EH
Base HP > 205 HP
3 Heads
Exp. Res. 30% > 314 EH
Fire Res. 50% > 440 EH
Base HP > 220 HP
4 Heads
Exp. Res. 30% > 336 EH
Fire Res. 50% > 470 EH
Base HP > 235 HP


Splendid Screen + Booties + Eyelander


0 Heads
Exp. Res. 20% > 219 EH
Fire Res. 20% > 219 EH
Base HP > 175 HP
1 Heads
Exp. Res. 20% > 238 EH
Fire Res. 20% > 238 EH
Base HP > 190 HP
2 Heads
Exp. Res. 20% > 256 EH
Fire Res. 20% > 256 EH
Base HP > 205 HP
3 Heads
Exp. Res. 20% > 275 EH
Fire Res. 20% > 275 EH
Base HP > 220 HP
4 Heads
Exp. Res. 20% > 294 EH
Fire Res. 20% > 294 EH
Base HP > 235 HP


Tide Turner + Booties + Eyelander

0 Heads
Exp. Res. 15% > 206 EH
Fire Res. 15% > 206 EH
Base HP > 175 HP
1 Heads
Exp. Res. 15% > 224 EH
Fire Res. 15% > 224 EH
Base HP > 190 HP
2 Heads
Exp. Res. 15% > 241 EH
Fire Res. 15% > 241 EH
Base HP > 205 HP
3 Heads
Exp. Res. 15% > 259 EH
Fire Res. 15% > 259 EH
Base HP > 220 HP
4 Heads
Exp. Res. 15% > 276 EH
Fire Res. 15% > 276 EH
Base HP > 235 HP
Shields + Booties + Claid

Booties/Bootlegger gives you +25HP




The Claid gives you a 15% smg vulnerability from all sources


Chargin' Targe + Booties + Claid


Exp Res. 30% > 248 EH
Fire Res. 50% > 348 EH
Bullet and Melee Res. 0% > 174 EH


Splendid Screen + Booties + Claid


Exp Res. 20% > 217 EH
Fire Res. 20% > 217 EH
Bullet and Melee Res. 0% > 174 EH


Tide Turner + Booties + Claid


Exp Res. 15% > 205 EH
Fire Res. 15% > 205 EH
Bullet and Melee Res. 0% > 174 EH
Heavy
Natascha And Brass Beast

These 2 weapons both grant you 20% dmg resistance from all sources when you're below 50% HP (at 150HP) and your minigun is spun up

Your Effective Health will be 375 if all the requirements are met
Buffalo Steak Sandvich

The MEAT will give you a 20% dmg vulnerability from all sources when activated

Your Effective Health will be 250 for the duration of it

Note: The dmg vulnerability only kicks in when you eat it and will only last for the duration of the MEAT wich is 16 seconds
Warrior's Spirit

The Warrior's Spirit will grant you a 30% dmg vulnerability while you have it out

This drops your effective health to 231
Fists of Steel

The Fists of Steel will grant you 40% dmg resistance from all sources ecept melee, in addition you get a 100% dmg vulnerability from melees while you have it out

The Fists of Steel is a really interesting weapon because it gives you a pretty respectable dmg resistance with a pretty hefty dmg vulnerability aswell, so you have your upsides ands downsides to it

Against Melees: you will have 150 effective health
Against everything else: you will have 500 effective health
Engineer
Southern Hospitality

This wrench gives you a 20% dmg vulnerability from Fire dmg passively

This will result in an effective health of 104 against fire dmg
Medic
Medi Gun

While popping uber, the Medic and his Patient is granted invincibility for 9 seconds

Their Effective Health is basically infinite

Note:
-You're invincible but wont gain knockback resistance so you can get airblasted back
-Although you're invincible, Enviremental Damage still applies like getting knocked off the map
Vaccinator

The Vaccinator is a really complex one... Short answer: it gives you and your patient 10% dmg resistance when pocketing and gives 75% dmg resistance when you pop uber (The resistance depends on the damage type selected)

More detailed:
When pocketing (10% resistance):
  • 139 HP as Scout
  • 222 HP as Soldier
  • 194 HP as Pyro
  • 194 HP as Demo
  • 333 HP as Heavy
  • 139 HP as Engie
  • 167 HP as Medic (You)
  • 139 HP as Sniper
  • 139 HP as Spy

When popping uber(75% resistance):
  • 500 HP as Scout
  • 800 HP as Soldier
  • 700 HP as Pyro
  • 700 HP as Demo
  • 1200 HP as Heavy (Thats almost as much as 2 Wrangled lvl 3 sentries)
  • 500 HP as Engie
  • 600 HP as Medic (You)
  • 500 HP as Sniper
  • 500 HP as Spy

Note: You only get these effective healths for one dmg type (ofc you can pop multiple ubers)
Sniper
Darwin's Danger Shield

The Shield gives you a 50% dmg resistance against Fire

This means that against fire you have 250 Effective Health

Note: The Danger Shield also disables afterburn

Bushwacka

While deployed you will get a 20% dmg vulnearability from all sources

This means your effective health is 104 while having the Bushwacka out
Spy
Spy-cicle

When you are hit with fire dmg you will be fully fireproof for 1 second and will get 10 seconds of afterburn immunity

Note: The Spy-cicle will melt and wont recharge for 15 seconds
Invis Watches (Stock and Reskins)

While cloaked, you will get a 20% dmg resistance from all sources

This will grant you 156 effective health
Cloak and Dagger

Same as the Invis watches: While cloaked, you will get a 20% dmg resistance from all sources

This will grant you 156 effective health
Dead Ringer

The Dead Ringer is also pretty interesting as it grants you 75% dmg resistance from all sources from the initial activation of it and when you are cloaked you get 65% dmg resistance that will decay to 20% over a 3 second period

Initial activation: Blocks 75% of triggering dmg
You will have 500 Effective Health

After activation you have a 65%-20% resistance
This will get you 357-156 Effective Health
Marked for Death weapons
These weapons don't exactly grant you effective health, but It's kinda similar so Im gonna include it.

Marked for Death is a mechanic where when one is marked for death then they will take mini-crit dmg over the durations period of time.

Mini-crits deal 135% dmg (35% more than base)

Marked for Death weapons include:
  • Sandman (only in MvM so Im not gonna talk about it here)
  • Fan O' War
  • Escape Plan
  • Rescue Ranger

Let's take a look at them one by one:


First up is the Rescue Ranger


While equiped, the user is Marked for Death (takes mini-crits) while hauling buildings

This means Engi has ~93 Effective Health while repositioning buildings


Next up is the Fan O' War


When you hit someone with the Fan O' War, they will be Marked for Death for 15 seconds

This will result in an Effective Health of:
  • ~93 EH As Scout
  • ~148 EH as Soldier
  • ~130 EH as Pyro
  • ~130 EH as Demo
  • ~222 EH as Heavy
  • ~93 EH as Engie
  • ~111 EH as Medic
  • ~93 EH as Sniper
  • ~93 EH as Spy


Last but not least is the Escape Plan

While the Escape Plan is deployed (actively out) the wielder is Marked for Death for as long as long as it's active and will linger 1 second after holstering.

While Marked for Death, Soldier has an Effective Health of ~148 Hp
Last words
Thank you for reading my guide about Effective Health!

Hope it wasn't boring af and i hope ya'll enjoyed it!

Im trying to give out useful and interesting info and tips about our favourite game :)