|ID||TownMoonwellL2 and TownMoonwellL3|
|Health||Exterior Fountain: 2,000; |
Interior Fountain: 2,350
|Shield||Exterior Fountain:550; |
|Buff||Regenerates 40% of max Health and 30% of their max Mana over 20 sec|
Gameplay[edit | edit source]
Once a Healing Fountain is activated by a player, they will regenerate 40% of their maximum Health and 30% of their maximum Mana over a period of 20 seconds. Healing Fountains can only be used by players on the controlling team. Enemy Healing Fountains can be destroyed to prevent the opposing team from making use of them.
Using a Healing Fountain will give the player a 120 second debuff, preventing them from using another Healing Fountain until the debuff expires. The time remaining until the player can use a Healing Fountain is also displayed above each Healing Fountain, and Healing Fountains will light up brightly to indicate when the player is able to use them. Each player has their own drinking cooldown, which does not affect other players. However, all Healing Fountains share a single cooldown for each player. The player is free to reuse the same Healing Fountain once the cooldown has expired, or to use any other Healing Fountain belonging to their team.
Healing Fountains are extremely useful, but because of their placement - being mostly found in the friendly Forts, equal to roughly the defensive third of each Battleground - they are hard to utilize except when defending the team's Forts. However, their power often makes them worth riding back to make use of, especially between Minion waves. When defending, they should be used to maximum effect.