Healing Emitter
More actions
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| Healing Emitter | |
|---|---|
| |
| Profile | |
| Build | H Heavy |
| Type | |
| Unlock | |
| Stats | |
| Cooldown | 30s |
| Ammo | 1 |
| Technical | |
| Radius | 4m |
| Health | 200 |
| Healing | 10/s → 20/s (over 2s) |
The Healing Emitter is a Heavy class placeable and carriable gadget that heals contestants and their teammates within small area around itself.

Usage
The Healing Emitter can be selected as one of three gadgets in any Heavy build loadout.
When placed, it activates after a short wind‑up and heals it's team contestants within a 4 m radius if there's no obstacles. Healing Emitter acts like any arena carriable, so any contestant can pick it up, regardless of the team they're on. Once a Healing Emitter has been picked up, it is no longer providing its effects until it is either placed again or thrown on the ground.
While the Healing Emitter is deployed, the gadget will not start restoring its next charge. If emitter is destroyed, the full cooldown is applied. The gadget can be retrieved manually to restore most of its cooldown by interacting with it for a few seconds while standing close. Alternatively, it can be retrieved remotely to restore half of its charge by holding the secondary trigger on the gadget while a Healing Emitter is deployed.
| Controls | PC | PS | XBox | Key |
|---|---|---|---|---|
| Equip Healing Emitter | 234 | Gadget | ||
| Throw | R2 | RT | Primary fire | |
| Drop Remove deployed Emitter (Hold) | L2 | LT | Secondary fire | |
| Retrieve (Hold) | E | Interact | ||
| Pick up | F | Pick up |
Stats
Properties
Gadget
Placeable — Can be placed on a surface. An indicator shows the exact target placement.
Single Charge — Can be used once, then recharges automatically over the cooldown time.
Retrievable — Can be picked up after being deployed. For the Healing Emitter, this does not restore a full charge, but refunds most of the cooldown instead.
Remote Controlled — Can be commanded to self-destruct by the user from any distance. This refunds half of the cooldown.
Deployment Limit — Can only be deployed if there is no existing Healing Emitter.
Emmiter
Support — Provides healing to teammates around it.
Solid — Has its own collision, meaning it blocks bullets and contestants can stand on it.
Arming Time — After initiall deployment doesn't provide healing. Starts healing automatically after a wind-up time. Healing Emitter doesn't remain active when picked up and needs to go through wind-up process again after it is dropped.
Destructible — Can be destroyed if its health is fully depleted, such as through hits from bullets or explosions. Has a health bar and cannot take damage from the user's team.
Glitchable — Can be temporarily disabled by a Glitch Grenade or Glitch Barrel.
Reshapeable — Can be reshaped by the Data Reshaper into a another arena carriable by opponents.
Sound Cue — Remains silent while idling or healing, but produces sound during the wind-up and then goes silent, signaling that it's ready to heal contestants.
Permanent — Does not disappear by itself.
Damaging — Hitting an ememy contestant with the thrown emitter directly deals 50 damage.
Not Attached — Can be picked up and carried or thrown. Acts like any other carriable object.
No Structure Damage — Cannot be used to damage structures.
No Friendly Fire — Can damage neither the user nor their teammates.
Not Interceptible — Can not be removed by the APS Turret.
Guide
Strengths
- The Healing Emitter is a strong tool for slow‑paced or defensive teams. It provides constant healing to the team in the area they’re playing around, making holding a position much easier because contestants don’t have to rely on passive healing or the active use of other healing tools.
- While the healing numbers aren’t impressive on their own, Healing Emitter shines for its lack of a healing cooldown and its ability to heal multiple contestants at once passively.
Weaknesses
- It takes a couple of seconds for the Healing Emitter to wind up and start healing after it has been placed or dropped on the ground.
- Healing Emitter can be easily disarmed by being picked up.
- Glitch Grenades and Glitch Barrels temporarily shut down the Healing Emitter.
- The Healing Emitter doesn’t have a lot of health and can be easily destroyed if it’s left in the open.
- The radius of the Healing Emitter is not particularly wide, leaving teams vulnerable to AOE attacks if they stay clustered around it.
Tactics
- Healing Emitter is a defensive support tool and shouldn’t be heavily relied on for a quick heal in the middle of active combat. Long‑range and skirmishing compositions benefit the most from this gadget, while more aggressive or melee teams will see far less benefit.
- Carrying the Healing Emitter in hand while traversing the map allows contestant to have it up and running quicker compared to placing it manually.
- Retrieving the gadget and placing it again is a good idea to restore the health of a Healing Emitter, if the situation allows for it.
- The Healing Emitter can block some shots if it’s on the ground. Light builds can take the most advantage of that.
- Some sticky gadgets can be placed on top of the Healing Emitter.
- Effects like Fire or gadgets like Lockbolt anchor can stick to the Healing Emitter, making deadly combinations.
Item Mastery
Item mastery XP for the Healing Emitter can be earned by healing teammates or yourself.
Each time a certain XP threshold is reached, the item levels up. This does not improve the item, but rewards a unique item customization.
| Source | XP Reward |
|---|---|
| Deploying the Healing Emitter | 0 |
| Healing done with the Healing Emitter | 0.2 × Health Restored |
History
| Patch | |
|---|---|
| 7.9.0 |
|
| 7.6.0 |
|
| 7.3.0 |
|
| 7.0.0 |
|
