Healing Reductions can be applied through certain skills, or through the use of specific items or actives. It's obviously very important to be aware of them as a healer. Here's a list of all the different healing reductions:
Healing Debuff Items
This is the Healing Debuff item that physical gods will pick up if you are giving them trouble. It applies a 40% healing reduction each time they land their basic attacks capping at one stack, meaning being hit again simply refreshes its duration but doesn't increase the magnitude of its effect. Its duration lasts eight seconds, so there's really no point in delaying a heal; even if they don't land a single additional attack, the typical healing spell with a solid build will have completely run its cooldown by the time its effect wears off.
Its third tier variant,
Brawler's Cudgel, has been temporarily removed, but is likely to apply its effect in a similar fashion to Divine Ruin.
This is the Healing Debuff item that magical gods will pick up if you are giving them trouble. Similar to
Brawler's Beat Stick, it applies a 40% healing reduction each time you or your teammates are hit by the enemy god's abilities. Because its duration also lasts eight seconds, use the same advice I gave for Brawler's Beatstick.
Fortunately, the effects of Beatstick and Ruin do not stack even when built on different gods.
Its third tier variant,
Divine Wrath, has, like Brawler's Cudgel, been temporarily removed. It will be likely to apply its effect similarly to Brawler's Beatstick.
If this item is build on an enemy god, it essentially means you will have a static 20% reduction to your heals (only when they're in range, but when else would you need heals?) There's not much you can do other than purchase
Rod of Asclepius, but be aware of it.
Healing Debuff Actives
At rank 3, this item can branch into
Weakening Curse which applies a 100% healing reduction for its duration. There's not much to say about this, really. Your heals will be completely negated, so the best you can do is keep your heals off cooldown and hope you or your teammates survive its duration. The only viable counter against it is
Heavenly Agility. If you don't built against WC, you're doing something wrong.
Healing Debuff Abilities
This is
Sobek's third skill. It applies a 50% healing reduction on all affected targets for four seconds. Many Sobeks will purchase both
Divine Ruin and
Creeping Curse in order to rotate through pretty insane healing reductions. For instance, a Sobek could
Charge Prey>
Tail Whip to apply
Divine Ruin, and then cast
Sickening Strike to apply 90% healing reduction. He can then apply
Creeping Curse a few seconds later for an increased duration of healing reduction. That's a long time without a heal.
This is
Bacchus's third skill. It applies a 25% healing reduction to all affected targets for two seconds when the belch ends (when the stun occurs). It's not quite as dangerous as
Sobek's
Sickening Strike as it's an easily preventable CC and you'll have a three second warning before it comes in to effect. However, a Bacchus with
Divine Ruin can still be very dangerous because his Belch constantly reapplies Divine Ruin over the course of its duration. This means that simply by building DR, Bacchus can have a three second long 40% healing reduction, followed a three second long 65% healing reduction and then a five second long 40% healing reduction.
Remember that the healing reduction doesn't occur during the belch - it's an effect that is applied at the end of its duration, so healing during the belch will still give the full effect (provided he does not have Divine Ruin built.
This is
Chang'e's third spell. Not only does it heal all allies, but it applies a four second 50% healing debuff to all enemies for four seconds: exactly the same as
Sickening Strike. Due to her ability to spam her spells, she could easily stack this spell with a
Divine Ruin and really mess up your day. Fortunately, the spell effect has rainbow colors and it is cast with her in the center, so it should be very obvious and she has to risk getting in closely if she uses it offensively.
Know that healing reduction is additive, and that its cap is 100%. This actually makes things really simple; let's say your teammate afflicted by
Tornadoes from an
Ao Kuang who has
Divine Ruin built and he's also under the effects of
Bacchus's
Belch of the Gods. This means that he will have a combined healing reductions of 65% from the 40% healing reduction from Divine Ruin added to the 25% healing reduction from Belch of the Gods. In addition, negative healing (taking damage from receiving a heal) can never happen.
Make sure you know that
Aegis Amulet not only prevents all damage,
but also prevents heals! If you see an ally pop Aegis
DO NOT HEAL THEM until the effect wears off, as it will unfortunately do nothing.
I have this as a section in all of my guides, so this is honestly more of a template for me :P
I just remove or add info depending on the god, such as how to counter Bacchus's
Just make sure to update this. An easy upvote.