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H+ Infuser
“Rapid-fire healing device. Restores teammate health on hit and regenerates ammunition over time”
Profile
BuildLight
Type Utility
Price 2,200
Stats
Cooldown12s
Ammo20
rpm800
Healing15

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 (300 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)
10 0.68 17 1.2 24 10.75 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 4 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

  • Incredibly strong burst healing, capable of healing even a critically injured Heavy contestant in seconds. This rapidly outpaces almost any other healing option found in THE FINALS, such as the Healing Beam found in the Medium archetype.
    • The high potency also makes the H+ Infuser effective even under sustained incoming fire, as long as it has ammunition.

Weaknesses

  • Can not be used to heal the user or damage enemies.
  • Fires extremely quickly, making it easy to waste ammunition.
    • It also makes the gadget much less effective at sustained healing over a longer period of time.
  • Lacks accuracy when not aiming down sights and is also subject to accuracy penalties when moving or jumping.
  • Relies on the user having accurate aim and cooldown management to administer healing consistently and when needed.
    • When compared to similar healing options like the Healing Beam, the H+ Infuser requires more mechanical skill.

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


Weapon Skins

History

Patch
Changes
7.3.0
  • Decreased the health given per shot from 20 to 15
7.0.0
  • Introduced H+ Infuser for the Light Archetype