Usually associated with Order and Nature races (the former boosting itself, the latter others), it potentially allows to exceed the health nominal value while also effectively acting as healing. Differences between this and the actual Heal skill will be further explained below.
Health Boost units can be classified as One-time boosters, Continuous boosters, Self-boosters and Boost granters, based on the frequency and the target of the effect.
One-time boosters Edit
The effect is activated only once, usually when the unit enters the field - acting as a health modifier of sort. Brackets means the skill will be unlocked at higher levels.
|Ice Clod||Order||Earns +HP for each hero on line|
|Titania||Order||Earns +HP for each ranged ally (included her own summon)|
|Shinigami||Order||Earns +HP for each Order ally|
|Crafter||Order||Earns +HP for each ranged ally + (Heals allies on line)|
|Driada||Nature||Gives +HP to melee allies|
|Forest Mage||Nature||Gives +HP to Nature allies + Gives Regen to all allies|
|Wyvern||Order||Gives +HP to melee allies|
|Bard||Nature||Gives +HP to Order allies|
|Wind Snake||Nature||Gives +HP to Nature allies|
|Faceless||Chaos||Earns +HP for each Chaos ally|
Continuous boosters Edit
The effect is activated every time specific conditions (start of a turn, end of a turn, etc) are met. Brackets means the skill will be unlocked at higher levels.
|Prince Nod||Nature||Earns +HP for every Nature ally that enters on the field|
|Adherent||Order||Earns +HP each time an ally's Pierce is triggered|
|Anak, Princess Dragon||Nature||Gives +HP to all allies at the end of every turn|
|Wood Spirit||Nature||Gives +HP to all allies at the start of every turn|
|Tani Windrunner||Nature||Earns +HP each time warlord is attacked|
|Hoodoo||Nature||Gives +HP to melee allies at the start of every turn|
|Marquis de Sat||Nature||Gives +HP to adjacent allies when Spikes is triggered|
|Terror From Below||Chaos||Gives +HP to all allies when ally's Vampire is triggered|
|Ysh'Tmala, The Old God||Chaos||Gives +HP to all allies at the start of every turn|
Comparison with other skills Edit
While both of them will target one or more units on the field (including the caster itself) and allow them to recover HP, Boost won't actually allow them to return to full HP, leaving them exposed to insta-kills effects such as Drow's. On the other hand, Health Boost can go on indefinitely while Heal will stop its effect when the tank has been filled.
Furthermore, Health Boost cannot be applied to Warlord, while Heal can.