Life Leech in Task Bar Hero — How It Works & Where to Get It
Life Leech heals a percentage of eligible damage dealt; it is not flat HP per hit. Learn the passive values, material sources, and Ranger, Priest, and Slayer use cases.
Life Leech converts a percentage of eligible damage dealt into healing. It scales with damage, while HP per hit restores a fixed amount each time an eligible hit lands. That distinction is the answer to the most common TBH Life Leech question.

Life Leech vs HP per hit
| Stat | Healing model | Best when |
|---|---|---|
| Life Leech / HP Leech | A percentage of damage dealt | Your hits or damaging skills are already strong |
| HP per hit | A fixed amount per eligible hit | You attack very quickly but individual hits are small |
| HP per kill | A fixed amount when an enemy dies | You clear ordinary waves consistently |
| Regeneration | Healing over time | You need recovery that does not depend on attacking |
A simple way to estimate Leech is:
Estimated healing = eligible damage × Life Leech percentage
The exact eligible-hit rules can change with patches and skill behavior, so verify unusual damage-over-time, summoned, or multi-hit interactions in the current client.
How much does the passive give?
Ranger and Slayer both have a Life Leech Enhancement passive in the extracted skill data.
- Each skill point adds +0.5% HP Leech.
- Ten points total +5% HP Leech.
- The raw database value
5represents0.5%per point, not 5% per point.
Open the exact records:
Where else can Life Leech come from?

Current community reports commonly point to accessory decorations such as Coral Piece for percentage-based Leech. Players also report weapon engraving routes, but material availability and crafting outcomes are patch-sensitive.
Before buying or consuming a material:
- Confirm the tooltip says percentage HP Leech rather than HP per hit.
- Confirm the material applies to the intended equipment slot.
- Compare the resulting percentage with the damage that hero actually deals.
- Avoid paying for Leech on a hero whose damage is too low for the healing to matter.
Community references: Hell 3-9 and Life Leech discussion and Life Leech material discussion.
Who benefits most?
Slayer
Slayer fights in melee and already has the passive in the class tree. Life Leech fits a damage-plus-sustain loop, but it still needs enough maximum HP and mitigation to survive burst damage.
Ranger
Ranger can take the passive, but the usual priority remains attack speed and physical/projectile damage. Treat Leech as insurance after the damage loop works, not as a replacement for damage.
Priest
Priest does not rely on the Ranger/Slayer passive. Community builds instead obtain Leech from equipment and combine it with a damaging skill such as Wrath of Heaven. This can work because percentage healing improves as the damaging hit improves.

Treat this as a community-tested build direction, not a universal requirement. Heal-and-buff Priest remains a valid alternative when your party damage can end waves before the frontline collapses.
Practical targets
| Situation | Starting approach |
|---|---|
| Early progression | Do not sacrifice core damage or survival just to force Leech |
| Ranger passive | Add points after the basic attack-speed damage loop is online |
| Slayer sustain | Combine Leech with Max HP and enough damage to create meaningful healing |
| Priest damage-tank experiment | Test equipment-based Leech with a damaging skill; keep a normal heal setup available |
| Hell/Torment wall | Compare Leech, burst survival, resistances, and clear speed instead of changing one stat alone |
Common mistakes
- Buying an item with HP per hit while searching for percentage Life Leech
- Reading the raw value
5as 5% per skill point - Stacking Leech before the hero deals enough damage
- Assuming healing prevents one-shot damage
- Copying a community build without checking its patch, stage, skill slots, and equipment quality
Related pages
Game-data values are converted into player-facing percentages. Community build advice is linked and should be rechecked after balance patches.