Vadasi

From Gigantic Wiki

Vadasi is a playable hero in Gigantic. She is a healer which uses her divine abilities to punish her enemies and aid her allies. She was first announced at PAX 2014.

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Vadasi
Divine healing
Vadasi has come as both pilgrim and judge. Life and death are the tools of her judgment.
HEALTH
One full segment of in-game health bar represents 500 health points.
1900
     ARMOR
Reduces incoming DAMAGE by 1% to 1 point of armor.
Heroes with light armor have 15 points of FRONT ARMOR and 7 points of BACK ARMOR.
Heroes with heavy armor have 25 points of FRONT ARMOR and 18 points of BACK ARMOR.
25
     SPEED
Base speed value. Heroes can move faster by SPRINTING, JUMPING or DODGING, sometimes at the cost of STAMINA.
650
ROLE Support
ARCHETYPE Healer
OFFENSE
DEFENSE
MOBILITY
UTILITY

Abilities

RAY OF LIGHT
LMB / RT
Basic attack
Base HEALING value. 75HP/s
Base RANGE value. 11m
HOLD [LMB/RT]: Healing beam.
⬩ HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
Heals
allies, +75HP/s for beam duration.
EMPOWERED LIGHT
[E/RB], HOLD [LMB/RT]: Empowered healing beam, consumes orbs.
⬩ HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
Heals
allies, +150HP/s till end of charged orb duration.
⬩ Every 3s, consumes one orb.
HOLD [LMB/RT]: Healing beam.
⬩ HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
Heals
allies, +75HP/s for beam duration.
EMPOWERED LIGHT
[E/RB], HOLD [LMB/RT]: Empowered healing beam, consumes orbs.
⬩ HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
Heals
allies, +150HP/s till end of charged orb duration.
⬩ Every 3s, consumes one orb.
Show/Hide upgrades
Left path
Succour
Light of Judgment
[E/RB], HOLD [LMB/RT]: Increases HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
healing
per orb.
⬩ +170/190/210HP/s
While healing ally, deals DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
to an enemy within 5m.
⬩ HOLD [LMB/RT]: 10dmg per tick (0.25s).
⬩ [E/RB], HOLD [LMB/RT]: 20dmg per tick (0.25s) with orbs.
Righteous Defenses Life Transfer Contrast Determination
[E/RB], HOLD [LMB/RT]: Healing with orbs gives +15ARMOR
Reduces incoming DAMAGE by 1% to 1 point of armor. Each hero has a base amount of armor that can be increased temporarily through skills and upgrades. Armored heroes have 25 Armor, while other heroes have 15 Armor.
armor
to targeted allies for 0.5s.
⬩ Increases HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
healing
(without orbs): +125HP/s
⬩ Sacrifice own HEALTH
Special resource which represents hero's or creature's life pool, measuring for how long they are able to remain in fight.
The amount of health is varied between characters. One segment of green bar represents 500 health points. Additional to it resources are TEMPORARY HEALTH (dark green) and SHIELD (light green).
Taking DAMAGE and using some of the skills reduce health. When health bar reaches 0, hero is defeated and returned to the Airship, while creature just dies.
Health can be recovered from various sources, while being OUT OF COMBAT slowly regenerates it.
health
: -75HP/s.
SMITE gains +2% CRITICAL HITS
Every Hero's crit chance defaults to 0.01%. Landing hits with primary attack will increase crit chance up to a maximum of 100%. Primary attacks are the only attacks that build and benefit from crit damage, though certain upgrades will allow some secondary skills to help build or modify your crit chance.
Failing to land hits with primary attack will cause crit chance to rapidly decay back to its default value.
crit
chance.
[E/RB], HOLD [LMB/RT]: Damaging enemies with orbs gains +15% front to own front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage reduction
.
Right path
Light of Judgment
While healing ally, deals DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
to an enemy within 5m.
⬩ HOLD [LMB/RT]: 10dmg per tick (0.25s).
⬩ [E/RB], HOLD [LMB/RT]: 20dmg per tick (0.25s) with orbs.
Contrast Determination
SMITE gains +2% CRITICAL HITS
Every Hero's crit chance defaults to 0.01%. Landing hits with primary attack will increase crit chance up to a maximum of 100%. Primary attacks are the only attacks that build and benefit from crit damage, though certain upgrades will allow some secondary skills to help build or modify your crit chance.
Failing to land hits with primary attack will cause crit chance to rapidly decay back to its default value.
crit
chance.
[E/RB], HOLD [LMB/RT]: Damaging enemies with orbs gains +15% front to own front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage reduction
.
SMITE
RMB / LT
Base DAMAGE value, per tick (0.25s), without and with Orbs.
Against heroes with LIGHT ARMOR:
Front: 11/22
Back: 12/24
Against heroes with HEAVY ARMOR:
Front: 9/19
Back: 10/21
 13/26

Base RANGE value. 10m
BURN
Deals damage over time.
40 dmg/s
HOLD [RMB/LT]: Beam attack. EMPOWERED SMITE
[E/RB], HOLD [RMB/LT]: Empowered beam attack, consumes charged orbs.
⬩ Applies BURN
Deals damage over time.
burn
, 40 dmg/s for 3s.
⬩ Every 3s, consumes one orb.
HOLD [RMB/LT]: Beam attack.
EMPOWERED SMITE
[E/RB], HOLD [RMB/LT]: Empowered beam attack, consumes charged orbs.
⬩ Applies BURN
Deals damage over time.
burn
, 40 dmg/s for 3s.
⬩ Every 3s, consumes one orb.
Show/Hide upgrades
Left path
Chain Smiting
Flameseeker
Increases DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
.
⬩ HOLD [RMB/LT]: 15dmg per tick (0.25s).
⬩ [E/RB], HOLD [RMB/LT]: 30dmg per tick (0.25s) with orbs.
[RMB/LT]: Fires piercing shot (replaces beam attack) up to 22m.
⬩ [RMB/LT]: 125dmg per shot.
⬩ [E/RB], [RMB/LT]: 250dmg per shot with orbs.
⬩ Each shot consumes one charged orb.
Meltdown Purifying Flame Smoldering Judgment Eternal Flame
[E/RB], HOLD [RMB/LT]: With orbs, applies CRACKED ARMOR
Reduces armor by 10 and damages enemies over time.
cracked armor
, -10 armor and 10dmg for 1s.
[E/RB], HOLD [RMB/LT]: With orbs, on enemy hit, gives allies within 2m INVULNERABILITY
Negates all incoming DAMAGE and prevents the application of debuffs.
immunity
to debuffs for 2s.
Does not affect self.
On hit, deals +55DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
to burning enemies and refreshes BURN
Deals damage over time.
burn
to 3s.
[E/RB], HOLD [RMB/LT]: On use, last orb remains active for 9.5s.
⬩ Reduces DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
to 187.
Right path
Flameseeker
[RMB/LT]: Fires piercing shot (replaces beam attack) up to 22m.
⬩ [RMB/LT]: 125dmg per shot.
⬩ [E/RB], [RMB/LT]: 250dmg per shot with orbs.
⬩ Each shot consumes one charged orb.
Smoldering Judgment Eternal Flame
On hit, deals +55DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
to burning enemies and refreshes BURN
Deals damage over time.
burn
to 3s.
[E/RB], HOLD [RMB/LT]: On use, last orb remains active for 9.5s.
⬩ Reduces DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
to 187.
DIVINE WIND
Q / LB
Default ability COOLDOWN. 10s
Base HEALING value. 40/80HP/s
Default ability DURATION. 3s
[Q/LB]: HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
Heals
self, +40HP/s for 3s.
EMPOWERED WIND
[E/RB], [Q/LB]: HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
Heals
self, +80HP/s for 3s.
⬩ Consumes 1 charged orb.
[Q/LB]: HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
Heals
self, +40HP/s for 3s.
EMPOWERED WIND
[E/RB], [Q/LB]: HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
Heals
self, +80HP/s for 3s.
⬩ Consumes 1 charged orb.
Show/Hide upgrades
Left path
Keeping the Faith
A Foment of Prayer
[E/RB],[Q/LB]: With orbs, reduces cooldown by 5s.
HOLY WIND
[E/RB], HOLD [Q/LB]:
⬩ HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
Heals
self for 3s, for +80/130/180HP/s.
⬩ Consumes all charged orbs.
⬩ Gains +30% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
move speed
for 3s.
Divine Protection Divine Fury Cleansing Wind Holy Gust
Gains front DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage reduction
for 3s
⬩ [Q/LB]: +10%.
⬩ [E/RB],[Q/LB]: +20% with orbs.
Increases SMITE DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
for 3s.
⬩ [Q/LB]: +15%.
⬩ [E/RB],[Q/LB]: +30% with orbs.
[E/RB], HOLD [Q/LB]: CLEANSED
Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds).
Purifies
debuffs on self with orbs.
[E/RB], HOLD [Q/LB]: with orbs PUSH
Knocks enemies back. This does not stop them from using skills.
pushes
nearby enemies (within 2m) away to 5m (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
).
⬩ On push, gains +6% total FOCUS
Special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults.
Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.
focus
.
Right path
A Foment of Prayer
HOLY WIND
[E/RB], HOLD [Q/LB]:
⬩ HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
Heals
self for 3s, for +80/130/180HP/s.
⬩ Consumes all charged orbs.
⬩ Gains +30% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
move speed
for 3s.
Cleansing Wind Holy Gust
[E/RB], HOLD [Q/LB]: CLEANSED
Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds).
Purifies
debuffs on self with orbs.
[E/RB], HOLD [Q/LB]: with orbs PUSH
Knocks enemies back. This does not stop them from using skills.
pushes
nearby enemies (within 2m) away to 5m (INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
interrupts
).
⬩ On push, gains +6% total FOCUS
Special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults.
Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.
focus
.
DEVOTION
E / RB
Default ability COOLDOWN. 6s
Default ability DURATION. 3.5/6.5/9.5s
HOLD [E/RB]: Charges up to 3 orbs.
⬩ Each charged orb gives +100%HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
healing
and +100%DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
for 3s.
⬩ Consumes 400/150/100HP own HEALTH
Special resource which represents hero's or creature's life pool, measuring for how long they are able to remain in fight.
The amount of health is varied between characters. One segment of green bar represents 500 health points. Additional to it resources are TEMPORARY HEALTH (dark green) and SHIELD (light green).
Taking DAMAGE and using some of the skills reduce health. When health bar reaches 0, hero is defeated and returned to the Airship, while creature just dies.
Health can be recovered from various sources, while being OUT OF COMBAT slowly regenerates it.
health
.
⬩ Depletes after 3.5/6.5/9.5s.
HOLD [E/RB]: Charges up to 3 orbs.
⬩ Each charged orb gives +100%HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
healing
and +100%DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
for 3s.
⬩ Consumes 400/150/100HP own HEALTH
Special resource which represents hero's or creature's life pool, measuring for how long they are able to remain in fight.
The amount of health is varied between characters. One segment of green bar represents 500 health points. Additional to it resources are TEMPORARY HEALTH (dark green) and SHIELD (light green).
Taking DAMAGE and using some of the skills reduce health. When health bar reaches 0, hero is defeated and returned to the Airship, while creature just dies.
Health can be recovered from various sources, while being OUT OF COMBAT slowly regenerates it.
health
.
⬩ Depletes after 3.5/6.5/9.5s.
Show/Hide upgrades
Left path
Resolute Sacrifice
Complete Devotion
Reduces HEALTH
Special resource which represents hero's or creature's life pool, measuring for how long they are able to remain in fight.
The amount of health is varied between characters. One segment of green bar represents 500 health points. Additional to it resources are TEMPORARY HEALTH (dark green) and SHIELD (light green).
Taking DAMAGE and using some of the skills reduce health. When health bar reaches 0, hero is defeated and returned to the Airship, while creature just dies.
Health can be recovered from various sources, while being OUT OF COMBAT slowly regenerates it.
health
consumption.
⬩ 200/150/100HP.
Charging 3 Orbs gains +15% HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
healing
and +15% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
for 4s.
Holy Wrath Sanctuary Divine Renewal Contemplate the Void
Gives +100% CRITICAL HITS
Every Hero's crit chance defaults to 0.01%. Landing hits with primary attack will increase crit chance up to a maximum of 100%. Primary attacks are the only attacks that build and benefit from crit damage, though certain upgrades will allow some secondary skills to help build or modify your crit chance.
Failing to land hits with primary attack will cause crit chance to rapidly decay back to its default value.
crit
chance to self and allies within 5m radius for 3s.
Gives +20 ARMOR
Reduces incoming DAMAGE by 1% to 1 point of armor. Each hero has a base amount of armor that can be increased temporarily through skills and upgrades. Armored heroes have 25 Armor, while other heroes have 15 Armor.
armor
to self and allies within 5m radius for 3s.
Charging 3 Orbs reduces DIVINE WIND's cooldown by 5s.
Below 50% own HEALTH
Special resource which represents hero's or creature's life pool, measuring for how long they are able to remain in fight.
The amount of health is varied between characters. One segment of green bar represents 500 health points. Additional to it resources are TEMPORARY HEALTH (dark green) and SHIELD (light green).
Taking DAMAGE and using some of the skills reduce health. When health bar reaches 0, hero is defeated and returned to the Airship, while creature just dies.
Health can be recovered from various sources, while being OUT OF COMBAT slowly regenerates it.
health
, gains +5% total FOCUS
Special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults.
Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.
focus
per orb charge.
Right path
Complete Devotion
Charging 3 Orbs gains +15% HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
healing
and +15% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
for 4s.
Divine Renewal Contemplate the Void
Charging 3 Orbs reduces DIVINE WIND's cooldown by 5s.
Below 50% own HEALTH
Special resource which represents hero's or creature's life pool, measuring for how long they are able to remain in fight.
The amount of health is varied between characters. One segment of green bar represents 500 health points. Additional to it resources are TEMPORARY HEALTH (dark green) and SHIELD (light green).
Taking DAMAGE and using some of the skills reduce health. When health bar reaches 0, hero is defeated and returned to the Airship, while creature just dies.
Health can be recovered from various sources, while being OUT OF COMBAT slowly regenerates it.
health
, gains +5% total FOCUS
Special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults.
Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.
focus
per orb charge.
SANCTUM OF FAITH
F,LMB / LS+RT,RT
 Focus ability
Default ability DURATION. 4s/6s/8s [F/LS+RT]: Boosts self.
⬩ +90% DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage resistance
.
⬩ +25% HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
healing
from abilities
Each FOCUS
Special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults.
Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.
focus
point increases boost duration: 4s/6s/8s.
[F/LS+RT]: Boosts self.
⬩ +90% DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage resistance
.
⬩ +25% HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
healing
from abilities
Each FOCUS
Special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults.
Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.
focus
point increases boost duration: 4s/6s/8s.
Show/Hide upgrades
Left path
Another's Keeper
Condemnation
Passive
⬩ Increases HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
healing
by +10%
⬩ Healing ally gains +2% total FOCUS
Special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults.
Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.
Focus
, once every 5s.
Passive
⬩ [RMB/LT]: Doubles CRITICAL HITS
Every Hero's crit chance defaults to 0.01%. Landing hits with primary attack will increase crit chance up to a maximum of 100%. Primary attacks are the only attacks that build and benefit from crit damage, though certain upgrades will allow some secondary skills to help build or modify your crit chance.
Failing to land hits with primary attack will cause crit chance to rapidly decay back to its default value.
crit
DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
for SMITE.
Focused Healing Amity Keen Spirit Focused Might
[F/LS+RT],[LMB/RT]: Gains +20% HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
healing
after using FOCUS, till death.
Passive
⬩ On kill and assist, HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
heals
self on 65 HP/s for 4s.
Passive
⬩ [E/RB],[RMB/LT]: Increases CRITICAL HITS
Every Hero's crit chance defaults to 0.01%. Landing hits with primary attack will increase crit chance up to a maximum of 100%. Primary attacks are the only attacks that build and benefit from crit damage, though certain upgrades will allow some secondary skills to help build or modify your crit chance.
Failing to land hits with primary attack will cause crit chance to rapidly decay back to its default value.
crit chance
for SMITE with orbs to +24%.
[F/LS+RT],[LMB/RT]: Gains +7% SMITE DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
after using FOCUS, till death.
Right path
Condemnation
Passive
⬩ [RMB/LT]: Doubles CRITICAL HITS
Every Hero's crit chance defaults to 0.01%. Landing hits with primary attack will increase crit chance up to a maximum of 100%. Primary attacks are the only attacks that build and benefit from crit damage, though certain upgrades will allow some secondary skills to help build or modify your crit chance.
Failing to land hits with primary attack will cause crit chance to rapidly decay back to its default value.
crit
DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
for SMITE.
Keen Spirit Focused Might
Passive
⬩ [E/RB],[RMB/LT]: Increases CRITICAL HITS
Every Hero's crit chance defaults to 0.01%. Landing hits with primary attack will increase crit chance up to a maximum of 100%. Primary attacks are the only attacks that build and benefit from crit damage, though certain upgrades will allow some secondary skills to help build or modify your crit chance.
Failing to land hits with primary attack will cause crit chance to rapidly decay back to its default value.
crit chance
for SMITE with orbs to +24%.
[F/LS+RT],[LMB/RT]: Gains +7% SMITE DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
after using FOCUS, till death.

Talents

Swift Deliverance
RAY OF LIGHT grants +15% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
movement speed
while healing.

CLASH: RAY OF LIGHT grants +15 ARMOR
Reduces incoming DAMAGE by 1% to 1 point of armor. Each hero has a base amount of armor that can be increased temporarily through skills and upgrades. Armored heroes have 25 Armor, while other heroes have 15 Armor.
armor
while healing.
Divine Light
DIVINE WIND gains increased HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
healing
:
⬩ [Q/LB]: 40HP/s.
⬩ [E/RB], [Q/LB]: 100HP/s, with orbs.

CLASH: DIVINE WIND gains additional instant HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.
healing
on start, +50HP.
Spiritual Refreshment
DEVOTION restores +25 STAMINA
Special resource which allows hero to sprint, dodge, jump, and utilize powerful dodge and sprint attacks.
By default all heroes have 100 points of stamina.
While SPRINT and JUMPS consume stamina gradually when player is IN COMBAT, DODGE always cost 25 points (one segment of blue bar).
Heroes OUT OF COMBAT slowly regenerate their stamina when they don't move actively.
stamina
.

CLASH: DEVOTION: Last orb consumes no HEALTH
Special resource which represents hero's or creature's life pool, measuring for how long they are able to remain in fight.
The amount of health is varied between characters. One segment of green bar represents 500 health points. Additional to it resources are TEMPORARY HEALTH (dark green) and SHIELD (light green).
Taking DAMAGE and using some of the skills reduce health. When health bar reaches 0, hero is defeated and returned to the Airship, while creature just dies.
Health can be recovered from various sources, while being OUT OF COMBAT slowly regenerates it.
health
.

Strategy

Vadasi's skill set lends itself to incredible complexity, so for people looking for simple action, shy away from Vadasi. For those willing to learn the ins and outs of her healing abilities, however, you can find Vadasi an incredibly rewarding hero to play. Additionally, few heroes have as much as an impact on their team as Vadasi, both in terms of how a bad Vadasi player can drag the team down and how a good Vadasi player can pick them up from even the worst doldrums.

Pair Vadasi with high DPS, low defense characters for a killer combination, but make sure to watch your back. [RMB/LT] SMITE is a wonderful skill to have as well, because when paired with an Orb, it's lighter damage is amplified with BURN
Deals damage over time.
burn
, allowing you to spam arena controlling ranged attacks, which in most maps allows you to dominate from afar.

Tips and Tricks

  • Vadasi has a large survivability rate for a healer so try to HEALING
    Provides HEALTH every second. The amount is determined by the source of the healing.
    heal
    your allies no matter what.
    • But she can only heal one ally at a time so focus on the ally that needs help the most.
  • Use your [LMB/RT] RAY OF LIGHT to keep your allies ready to fight. This will allow your allies to exit skirmishes for a quick heal and then a jump back in to deal more damage over time.
  • [RMB/LT] SMITE in combination with [E/RB] DEVOTION boosts DAMAGE BOOST
    Increases outgoing DAMAGE dealt by skills.
    damage
    hugely and adds BURN
    Deals damage over time.
    burning
    . This is incredibly powerful, and can make the difference in taking out tanks or getting wiped.
  • [E/RB] DEVOTION
    • The number of orbs you have do not determine how powerful your abilities will get as having three orbs will make your healing as powerful if you only have one orb, but the more orbs you have means that the buff will last longer compared to having less orbs.
    • The more orbs you use, the more health you sacrifice and lose so do not use this if you are being focused on as it would be helping your opponent kill you faster.
    • Activating [F/LS+RT],[LMB/RT] SANCTUM OF FAITH allows you to take less incoming damage, so you can use this time to summon three orbs for a massive health discount without risking too much