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Healing Potions are a type of potion that can replenish the hit points of a character, a Hireling (if present), or another player.

Diablo I[]

Diablo Health Potions come in two variants.

It should be noted that different classes have varying bonuses towards the effects received from lesser Potions, as well as the Healing spell. In general:

  • Warriors and Barbarians heal the most Life from Healing and Rejuvenation potions
  • Bards, Monks, and Rogues heal a moderate amount of Life from Healing/Rejuvenation Potions.
  • Sorcerers heal a small amount of Life per Healing/Rejuvenation potion.

The class bonuses above do not apply to Full Potions, because they restore a hero to 100%, regardless of circumstances.

It should also be known that unlike the rest of the series, the effects of lesser potions are a randomized percentage of a hero's maximum Life/Mana, instead of a set amount.

Icon Name Effect
Diablo I health potion Health Potion Restores some of the character's hit points
Diablo I full health potion Full Health Potion Restores all of the character's hit points

Diablo II[]

In Diablo II Healing Potions have 5 levels with each one restoring more hit points than the previous. The healing effects of the potions are not instantaneous. It takes around 5 seconds for them to fully heal their specific amount of hit points. The amount they heal is spread evenly over time.

Healing Potions are one of the most common items found in the game. They can also be bought from any town's magical item vendor.

Healing Potions replenish different amounts of hit points depending on which class is using it (see table below). While in-game, you can hover the pointer over a potion in your inventory to see how many points it will heal your character

Icon Name Necromancer Sorceress Druid Amazon Paladin Assassin Barbarian
MinorHealing
Minor Healing Potion 30 30 30 45 45 45 60
LightHealing
Light Healing Potion 60 60 60 90 90 90 120
Healing
Healing Potion 100 100 100 150 150 150 200
GreaterHealing
Greater Healing Potion 180 180 180 270 270 270 360
SuperHealing
Super Healing Potion 320 320 320 480 480 480 640

Healing Potions also have a chance to double their health regeneration based on your character's current Vitality level.

  • Chance of Double Heal for Vitality up to 200 if Vitality is even: (Vit - 2) / 4
  • Chance of Double Heal for Vitality up to 200 if Vitality is odd: (Vit - 1) * (Vit - 1) / (4 * Vit)
  • Chance of Double Heal for 200 Vitality and up: 100 * (Vit - 101) / Vit

An example of one of the formulae above could be a Barbarian with 300 Vitality. After the formula works out as it is listed, he stands virtually a 2/3 chance of getting an "upgraded" healing from Health Potions. While this does not necessarily make them more favorable over Rejuvenation Potions, it does offer a bit of longevity, as a Super Healing Potion would heal the Barbarian for almost his full HP capacity over 5 seconds.

Horadric Cube[]

Prior to Patch 1.10, Healing Potions, like gems, could be combined in threes to upgrade them to the next higher level potion.

Three Minor Healing Potions, along with three Minor Mana Potions and a chipped Gem, could be transmuted to a Rejuvenation Potion. The same recipe, except with a normal Gem, results in a Full Rejuvenation Potion.

Diablo Immortal[]

Health Potions return in Diablo Immortal. The player has 3 charges of health potions, with a 20 seconds cooldown between each use. Using a charge immediately recovers 10% Life and an additional 7.5% Life every second for 8 seconds. The charges are refilled by defeating monsters. Returning to town or using a healing well will refill all charges.

Equipping Gharbad's Horn remnant would grant the player an extra charge of health potion.

Diablo III[]

Health Potion mechanics in Diablo III were originally similar to the previous game, but changed to be quite different shortly after the release of Reaper of Souls and its associated patches. Potions are no longer collectible items, and instead all characters can drink potions without limit, but on a 30 second cooldown. Each potion use restores 60% of the character's maximum Life instantly with no difference between character classes. Diablo III also introduced Health Globes which "drop" from slain enemies (or at certain life thresholds on bosses), and can restore a larger amount of health in a short period like previous potions could, but cannot be picked up or stockpiled.

Characters can also obtain Legendary potions like other Legendary Items. Legendary potions are "bottomless" (unlimited in use), and all share the same cooldown with the regular potion. These potions heal the same amount as the default one, but grant an additional benefit on each use, which varies by unique Legendary power. Since they are strictly better upgrades to regular potions, they are not used separately, and simply replace its functionality. They are not used from the inventory; instead one can be "equipped" to the button used for the regular potion. Once one is equipped, it no longer takes up an inventory slot, but can be unequipped or replaced later, and is saved in the Armory.

Icon Name Effect Level
Health Potion 2 Health Potion Instantly restores 60% Life. 1
AmplifiedPotion Bottomless Potion of Amplification Instantly restores 60% Life.
Increases all healing by 20–25% for 5 seconds.
61
Bottomless Potion of Kulle-Aid Bottomless Potion of Kulle-Aid Instantly restores 60% Life.
Burst through walls for 5 sec.
61
Bottomless Potion of Mutilation Bottomless Potion of Mutilation Instantly restores 60% Life.
+4000-8000 life per kill for 5 sec.
61
Bottomless Potion of Regeneration Bottomless Potion of Regeneration Instantly restores 60% Life.
+25000-45000 life over 5 sec.
61
Bottomless Potion of the Diamond Bottomless Potion of the Diamond Instantly restores 60% Life.
+50-100 resist all for 5 sec.
61
Bottomless Potion of the Leech Bottomless Potion of the Leech Instantly restores 60% Life.
+1500-3000 life per hit for 5 sec.
61
Bottomless Potion of the Tower Bottomless Potion of the Tower Instantly restores 60% Life.
+10% armor for 5 sec.
61
Bottomless Potion of Rejuvenation2 Bottomless Potion of Rejuvenation Instantly restores 60% Life.
+20-30% of maximum Resource if used at 50% Life or lower.
61
Bottomless Potion of Fear Bottomless Potion of Fear Instantly restores 60% Life.
Fears enemies within 12 yards for 3–4 seconds.
61
Element of celerity Bottomless Potion of Chaos Instantly restores 60% Life.
Teleport to another location based on missing health. Results may vary.
61
Bottomless Potion of the Unfettered Bottomless Potion of the Unfettered Instantly restores 60% Life.
Become immune to control-impairing effects for 5-7 seconds
61

Development[]

Tome This page contains obsolete content
This article contains information that is no longer relevant to gameplay.

Health Potions before version 2.0 were more similar to those in Diablo II, with collectible, one-use potion items which healed players for a set amount depending on its tier, each of which had a level requirement. These potions were somewhat weak by themselves compared to the content a hero may face, but were supplemented by Health Globes, and items with the affix 'Health Globes/Potions heal +x Life' could make them more useful.

Icon Name Heals Level
Minor Health Potion Minor Health Potion 250 1
Lesser Health Potion Lesser Health Potion 400 6
Health Potion Health Potion 550 11
Greater Health Potion Greater Health Potion 1000 16
Major Health Potion Major Health Potion 1600 21
Super Health Potion Super Health Potion 2500 26
Heroic Health Potion Heroic Health Potion 4500 37
Resplendent Health Potion Resplendent Health Potion 6500 47
Runic Health Potion Runic Health Potion 9000 53
Mythic Health Potion Mythic Health Potion 12500 58

Patch 2.0 eliminated regular potion tiers, replacing them with a single collectible item, and introduced Legendary potions, which were all bottomless. These regular potions were picked up automatically (a lot like gold), since all were equally good. This pickup could not be disabled, even after finding a Legendary potion which removed the need to collect them. In patch 2.2.0, after criticism from the community, the quantity-limited healing potions were removed altogether and replaced with the repeatable-use potion each character starts with by default.[1]

Diablo IV[]

Healing Potions return in Diablo IV. They have their own inventory slot. The player character can carry up to 5 potions on them at a time, though this number can be increased through gaining renown. There's no cooldown after using a potion, and the player gains refills by slaying enemies or bringing a boss down to certain thresholds of their health. This is similar to the health globe mechanic from Diablo III, but the potions are stored rather than used immediately (or not stored/used at all if the player is at full health).

Healing Potions can be upgraded by talking to alchemists.

Development[]

Originally, players were able to store up to 50 potions at a time.[2]

Trivia[]

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This section contains facts and trivia relevant to this article.

References[]

  1. ↑ 2015-02-25, PATCH 2.2.0 PTR PATCH NOTES. Blizzard Entertainment, accessed on 2015-02-26
  2. ↑ 2019-11-02, BlizzCon 2019: Diablo IV Gameplay Videos by Livestreamers. Blizzplanet, accessed on 2019-11-20
Potions

Diablo I
Recovery — Healing Potions • Mana Potions
Elixirs — Elixir of Strength • Elixir of Vitality • Elixir of Magic • Elixir of Dexterity
Quest Potions — Golden Elixir • Spectral Elixir
Demo only elixirs — Elixir of Clumsiness • Elixir of Disillusion • Elixir of Weakness
Diablo II
Recovery — Healing Potions • Mana Potions • Rejuvenation Potions • Antidote Potion • Thawing Potion • Stamina Potion
Throwing — Poison Potions • Fire Potions
Quest Potions — Potion of Life • Malah's Potion
Diablo III
Recovery — Health Potions

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