CONSUMABLE STRATEGY
What to carry, when to use it, and whether to craft or buy
Last updated: 2026-02-01
* TL;DR - Key Points
- * TP rest is free and heals your whole team — always use it first when there's no time pressure
- * Buck Capsules handle everyday damage, Yazhen items are for real fights, Ginseng Stew is your panic button
- * Buff consumables like Fortifying Infusion and Tartpepper Pickle stack with gear and talents — use them in hard content
- * Once your crop loops are producing, craft everything — before that, buying from Stock Redistribution is fine
- * Consumables are meant to be used. Hoarding them until you "really need them" just means they never help you
Contents
Healing Items Breakdown
Not all healing works the same way. Endfield splits its healing consumables into two categories: instant recovery and heal-over-time. Knowing which is which changes how you use them mid-fight.
Instant Healing
These restore HP the moment you use them. No waiting, no ticking — the health bar jumps up immediately. They're the safest option when you're getting pressured and need to stabilize right now.
| Item | HP Restored | Tier | Notes |
|---|---|---|---|
| Buck Capsule C | 654 HP | 3 | Cheapest option, good for chip damage |
| Buck Capsule B | 909 HP | 3 | Solid everyday heal, easy to mass-produce |
| Buck Capsule A | 1,188 HP | 4 | Good mid-game option |
| Jincao Drink | 1,629 HP | 3 | Strong instant heal, surprisingly accessible |
| Jincao Tea | 1,791 HP | 4 | Reliable for harder content |
| Jincao Tisane | 22% Max HP + 1,791 | 4 | Scales with your health pool |
| Jincao Infusion | 22% Max HP + 1,954 | 5 | Best instant heal in the game |
The Jincao line gets interesting at higher tiers. Tisane and Infusion scale with your maximum HP, which means they get stronger as your operators level up. In endgame with fully built operators, that 22% Max HP component often restores more than the flat number does.
Heal-Over-Time
These restore HP gradually over 6 seconds. Total healing is often higher than instant items of the same tier, but you need those 6 seconds of not getting one-shot to benefit. Use them during breathing windows — after dodging a big attack, during a stagger phase, or while repositioning.
| Item | Healing | Duration | Tier | Notes |
|---|---|---|---|---|
| Canned Citrome C | 164/s (984 total) | 6s | 3 | Budget option |
| Canned Citrome B | 227/s (1,362 total) | 6s | 3 | Good value for early-mid game |
| Yazhen Syringe C | 407/s (2,442 total) | 6s | 4 | Strong sustained healing |
| Yazhen Spray S | 6% Max HP/s + 448 | 6s | 4 | Scales with HP, excellent late game |
| Yazhen Spray L | 6% Max HP/s + 488 | 6s | 5 | Best sustained heal, percentage-based |
| Tartpepper Salad | 2% Max HP/s + 96 | 6s | 4 | Heals the entire team |
Yazhen Sprays: The Standout
That 6% Max HP per second component is the key. On a well-built operator with 15,000+ HP, you're recovering 900+ HP per tick on top of the flat amount. Over 6 seconds, that's 8,000+ total HP — more than most instant heals can offer.
Tartpepper Salad: Team Heal
Despite looking modest, it's the only consumable that heals your entire team. If multiple operators took hits and you don't want to swap and heal each one, a single Salad patches everybody up. Keep a few on hand.
The Free Option: TP Rest
Every unlocked Teleport Point lets you rest and fully heal your team for free. No materials, no cooldown, nothing. If you're between fights with no time limit, always TP rest before reaching for a consumable. The only downside: you have to travel to a TP point, which isn't always convenient mid-dungeon.
Buff Consumables
Buff items don't heal you — they make your team hit harder or take less damage for a fixed duration. Most players ignore these entirely, which is a mistake. In hard content, the difference between clearing and failing often comes down to whether you popped a buff before the fight.
| Item | Effect | Duration | Tier | Best For |
|---|---|---|---|---|
| Tartpepper Pickle | DMG Reduction +16% | 180s | 3 | Survival, cheap to produce |
| Ginseng Meat Stew | ATK +127, Crit Rate +12% | 180s | 5 | Boss attempts, burst DPS |
| Fortifying Infusion | Crit Rate +11%, Crit DMG +33% | 180s | 4 | Crit builds, raw damage amp |
When Buffs Matter Most
All three last 180 seconds (3 minutes), long enough for most boss encounters and dungeon runs. These buffs stack with everything else — gear set bonuses, operator talents, weapon passives. They're purely additive power on top of your existing build.
Ginseng Meat Stew
The premium choice. +127 ATK and +12% Crit Rate is a major damage spike. Requires Redjade Ginseng, which isn't infinitely farmable — save it for content that actually challenges you.
Fortifying Infusion
Arguably stronger for crit-focused builds. The +33% Crit DMG multiplier is enormous if your operators already stack crit rate from gear. Also uses Redjade Ginseng — pick one per boss attempt.
Tartpepper Pickle
The unsung hero. A flat 16% damage reduction is the difference between surviving a boss combo and wiping. Cheap to produce from Tartpepper farms — no reason not to run it.
Pro Tip: Pre-buff Before Boss Doors
180 seconds is generous. Pop your buff before walking through a boss door or starting a Protocol Space run. The timer starts on use, so you get the full 3 minutes of combat benefit from the first hit.
Quick Slot Loadouts
Your consumable slots are limited, so what you carry should match what you're about to do. Here are three loadouts that cover most situations.
Exploration (Overworld Roaming)
Wandering the map, gathering materials, maybe fighting a random elite. Damage is light and TP rest is usually nearby.
- * 2x Buck Capsule B — Cheap, easy to restock, handles any chip damage
- * 1x Tartpepper Salad — Team heal for when multiple operators take hits
Dungeon Runs (Protocol Space, Farming)
Sustained fights with no TP rest access. You need reliable mid-combat healing and enough supplies to last the full clear.
- * 2x Yazhen Spray S — Strong HoT that scales with your health pool
- * 1x Jincao Tea or Tisane — Instant heal for emergencies between waves
- * 1x Tartpepper Pickle — 16% DMG reduction for the entire run
Boss Attempts (Story Bosses, Hard Content)
Maximum preparation. You're going in expecting to take serious hits and need every advantage.
- * 1x Jincao Infusion — Best-in-class emergency heal (22% Max HP + 1,954)
- * 1x Yazhen Spray L — Sustained healing for longer fights
- * 1x Ginseng Meat Stew or Fortifying Infusion — Offensive buff, pop before engaging
- * 1x Tartpepper Pickle — Defensive safety net
Pro Tip: Equip on Operators
You can assign consumables directly to operators for auto-use when their HP drops below a threshold. This is valuable in content where you're juggling 4 operators and can't manually heal everyone. Set your DPS to auto-consume Yazhen Sprays and supports to use Buck Capsules.
Crafting vs. Buying
The short version: craft when you can, buy when you can't.
When to Craft
- * Crop loops are running. Once Sandleaf, Buckflower, and Tartpepper cycle automatically, raw ingredients cost nothing. Free consumables forever.
- * You need bulk quantities. Stock Redistribution has daily purchase limits. Crafting has no cap.
- * It's a daily staple. Buck Capsules, Canned Citromes, Pickles — anything you use regularly should come from your own production.
When to Buy
- * No planting yet. Early game, you lack infrastructure. Just buy from terminals.
- * Item is discounted. Stock Redistribution prices fluctuate — a deep discount beats free crafting.
- * Rare materials. Redjade Ginseng can't be farmed at scale through infinite loops.
- * You need it NOW. Don't wait for a production cycle before a boss attempt.
The Decision Tree
- 1. Do I have infinite farm loops running? → Craft it
- 2. Is the item discounted at Stock Redistribution? → Buy it
- 3. Do I need it in the next 10 minutes? → Buy it
- 4. Is it a rare ingredient I can't farm? → Buy it
- 5. Everything else? → Craft it
The Break-Even Point
The transition happens mid-game, roughly when you unlock infinite planting loops and have your basic AIC factory set up. Before that, buying from terminals is perfectly reasonable. After, crafting is almost always cheaper because your crop inputs are free.
For full trading strategy, see our Stock Redistribution Guide. For crop loop setup, see the Planting Guide.
Common Mistakes
Hoarding consumables "for later"
The most common trap. Players sit on stacks of Ginseng Meat Stew and Jincao Infusions waiting for content that's "hard enough" to justify using them. Meanwhile, they fail content they could clear with a buff active. Once your production loops are running, consumables are a renewable resource. Use them.
Burning expensive heals on small damage
Ginseng Meat Stew and Jincao Infusion are overkill for topping off after a minor scuffle. If you're at 80% HP between encounters, TP rest or pop a Buck Capsule. Save the high-tier items for mid-combat emergencies where you actually need them.
Ignoring buff food entirely
Many players treat consumables as "healing items only" and never touch Tartpepper Pickle or Fortifying Infusion. These buffs stack with your gear and last 3 full minutes. In any content where you might fail, activating a buff before the fight is free power.
Buying at full price when discounts rotate
Stock Redistribution prices change daily. If you're buying regularly, check the percentage before purchasing. A 15-20% discount adds up over time, especially on items you use every day.
Forgetting that TP Rest exists
It sounds obvious, but in the flow of gameplay it's easy to reflexively pop a consumable when a free full heal is one fast-travel away. Build the habit: not in combat and not in a timed event? TP rest first.
Not equipping consumables on operators
You can assign consumables directly to operators for auto-use when their HP drops below a threshold. This is valuable in content where you're juggling 4 operators and can't manually heal everyone. Set it up once and forget about it.