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H+ Infuser
“Rapid-fire healing device. Restores teammate health on hit and regenerates ammunition over time”
Profile
BuildL Light
TypeUtility Utility
Unlock 500
Stats
Cooldown12s
Ammo20
Technical
Environment Dmg1
rpm800
Healing14

The H+ Infuser is a Light class gadget that can be fired at teammates to heal them.


Usage

The H+ Infuser can be selected as one of three gadgets of any Light build loadout.

The gadget functions similarly to a weapon and can be aimed and fired. While inaccurate in hipfire, and especially while moving, the user can aim down sights to utilize the gadget's built-in reflex sight to significantly increase accuracy. It cannot be reloaded, but restores ammunition passively, while both held and stowed.

The trigger can be held to fire hitscan bursts of energy that heal teammates on contact.


Controls PC PS XBox Key
Equip H+ Infuser
234
L1
LB
Gadget
Fire shot (Tap)
Continuous fire (hold)
 
R2
RT
Primary fire
Aim Down Sight (Hold)
 
L2
LT
Secondary fire

Stats

Healing Profile

  • Values are approximate and determined by community testing. (7.0.0)
Light (150 HP)
Medium (250 HP)
Heavy (350 HP)
Full Mag (280 HP)
Charges to heal Time to heal (s) Charges to heal Time to heal (s) Charges to heal Time to heal (s) Charges to heal Time to heal (s)
11 0.75 18 1.27 25 11.05 20 1.43

Recharge

When the H+ Infuser's charges are fully depleted, it enters a cooldown phase lasting 12 seconds. After 8 seconds, the gadget begins gradually restoring ammo at a rate of 5 charges per second.

The user can begin firing again as soon as at least one charge is available, even during the recharge process. However, firing during this phase will reset the cooldown timer.

Each charge is tied to a fixed internal timestamp. This means partially depleted charges will only begin recharging once the full cooldown time (as if from empty) has elapsed. This design ensures a consistent 12-second cooldown, regardless of how many charges were used before the timer started.

Properties

Gadget

Ranged — Strikes targets by aiming and firing at them from a distance.

Automatic Fire — Continues to fire automatically until the trigger is released.

Aim Down Sights — Has iron sights and optical sights that significantly increase accuracy when used.

Multiple Charges — Can be used 20 times. When a charge is used, it automatically recharges over the cooldown time.

Unstable Accuracy — Suffers a significant decrease in accuracy while moving and while airborne.

No Self Targeted — Cannot be used to heal the user.


Healing Projectiles

Hitscan — Travels in a straight line, meaning there is no bullet drop. The direction will deviate from the crosshairs depending on accuracy.

Support — Applies a positive effect to teammates.

Not Interceptible — Can not be removed by the APS Turret.

Not Damaging — Hitting a contestant directly with the projectile does not deal damage.

No Critical Hit — Does not critically hit for increased healing, even if the target was struck on the head.

Guide

Strengths

  • High burst healing that can rapidly stabilize teammates and swing close engagements, especially in short healing windows.
    • The provided instant, non-channeled healing allows value to be delivered during active firefights, making it effective even under sustained incoming pressure as long as ammunition is available.

Weaknesses

  • Can not be used to heal the user or damage enemies.
  • Very fast fire rate makes ammunition easy to waste under pressure.
  • Inefficient for long-duration sustain healing, as charges deplete quickly when attempting to keep targets topped off over time.
    • The Healing Beam, which can be equipped by Medium contestants, is more suitable for this task.
  • Suffers reduced accuracy when not aiming down sights and incurs additional penalties while moving or airborne.
  • Requires precise aim and deliberate cooldown management to deliver consistent value.
    • Compared to steadier options like the Healing Beam, the H+ Infuser demands greater mechanical execution.

Item Mastery

Level 1
DEFAULT
HPlus Infuser
Level 2
9,000 XP
DYE JOB (Yellow)
Level 3
9,000 XP
DYE JOB (Blue)
Level 4
36,000 XP
DYE JOB (Red)
Level 5
54,000 XP
DYE JOB (White)
Level 6
162,000 XP
TRIANGLE TWINKLE
Level 7
144,000 XP
STRIPED GRAZER
Level 8
136,000 XP
PAINTED PREDATOR
Level 9
200,000 XP
PREDASHEEN
Level 10
360,000 XP
ALTITUDE SICKNESS
Level 11
200,000 XP
CLOUDPIERCER
Level 12
200,000 XP
PEACH HORIZON
Level 13
??? XP
TWILIGHT RIPTIDE

Cosmetics

Notice
These sections only display cosmetics added to the new cosmetics database.

This is a recent and ongoing development, and more cosmetics will be added over time. If you want to contribute use one of the buttons below.

Skins


Trivia

  • Assuming perfect accuracy, the H+ Infuser heals at ~187 HP per second, making it the fastest healing option in THE FINALS.

History

Patch
Changes
8.0.0
  • Decreased healing per shot from 15 to 14
7.6.0
  • VFX now use team colors, making it easier to tell who is healing who
7.3.0
  • Decreased the health given per shot from 20 to 15
7.0.0
  • Introduced H+ Infuser for the Light Archetype