"Heal your Troops to keep them in the fight!
Cast this spell to create a Ring of Healing. Your units will be healed while they are inside this ring."
Summary
- The Healing Spell is the second spell unlocked at Level 2 Spell Factory, requiring the Town Hall to be at level 6. When placed, the spell forms a stationary ring of healing on the ground. All friendly Troops and Heroes within the ring will be healed (ground or air), including Healers.
- While Heroes can also be healed by the Healing Spell, the rate of healing is reduced to 55% the rate of normal troops. On the other hand, Siege Machines are completely unaffected by the Healing Spell.
- It lasts for a total of 12 seconds (40 healing 'pulses' every 0.3 seconds).
- Visually, the Healing Spell provides a medium-ranged radius with yellow shades of glowing color representing the healing effect. A similar effect can be seen while the Healer is healing.
Strategy
Offensive
- It is generally better to use the Healing Spell when a large number of your troops are together, as each troop will be healed individually at the same rate (irrespective of how many troops are being healed).
- Giants, Hog Riders, Miners and Valkyries all benefit significantly from a Healing Spell, as they have moderate health and can get healed quickly.
- It is best to save your Healing Spells for when your troops are significantly damaged (when many of them are around half health) to maximize the spell's potential.
- It can also be used for healing units such as Goblins while they attack Gold Storages and Elixir Storages. However, this might not be effective, as a Mortar or Wizard Tower of sufficient level may be able to instantly defeat them.
- Any unit that moves out of the Healing Spell's radius will immediately stop being healed. As such, before you place a Healing Spell, make sure that you predict where your units are going to go, so they stay inside the radius longer.
- The Healing Spell goes well with the Rage Spell, due to the fact that the Rage Spell makes troops faster and stronger while healing them makes them much more durable as well. However, the Rage Spell's speed boost may make troops leave the healing circle faster, so should be used sparingly (such as when tackling the core of a base).
- It is very effective when they are used with high-health and/or slow troops that are not in range with many defenses.
- You can stack Healing Spells on top of each other to increase the effect.
Defensive
- Defending heals is all about where the heals will be placed and what to do to counter them.
- Keeping splash damage far apart can minimize the value of the Healing Spell. Additionally, keep Giant Bombs away from splash defenses, so they do not get healed over.
- Bomb Towers, with their considerable damage upon destruction, can easily force Healing Spells similarly to Giant Bombs.
- Spring Traps should be used where you expect heals, as then troops will be at their strongest so this will remove them when they are at their strongest.
- Use a Tesla Farm (Multiple Hidden Teslas near each other with some traps in between) to force a heal. This could ruin the attacker's plan if they cannot heal another splash defense.
- At lower levels, double Giant Bombs will destroy Hog Riders before a Heal even gets a chance to heal them. Try to keep them unnoticeable and place them where attackers cannot easily break the formation.
Statistics
Statistic Modifiers
Input values into these modifiers below to modify the statistics in the tables below accordingly
Gold Pass modifiers
Super Dragon Spotlight modifiers
ApplyReset |
Radius | Number of Pulses
|
Time Between Pulses
|
Housing Space | Spell Factory Level Required |
---|---|---|---|---|
5 tiles | 40 | 0.3s | 2 | 2 |
Brewing Time of Healing Spell | |
---|---|
Spell Factory available | Spell Factory upgrading |
6m | 12m |
Level |
Total Healing |
Healing per Pulse |
Total Healing on Heroes |
Research Cost |
Research Time |
Laboratory Level Required |
---|---|---|---|---|---|---|
1 | 600 | 15 | 330 | N/A | N/A | N/A |
2 | 800 | 20 | 440 | 75,000 | 5h | 2 |
3 | 1,000 | 25 | 550 | 150,000 | 10h | 4 |
4 | 1,200 | 30 | 660 | 300,000 | 20h | 5 |
5 | 1,400 | 35 | 770 | 900,000 | 1d 12h | 6 |
6 | 1,600 | 40 | 880 | 1,800,000 | 3d | 7 |
7 | 1,800 | 45 | 990 | 3,000,000 | 4d | 8 |
8 | 2,000 | 50 | 1,100 | 8,500,000 | 6d | 11 |
9 | 2,200 | 55 | 1,210 | 17,000,000 | 13d 6h | 13 |
10 | 2,400 | 60 | 1,320 | 19,000,000 | 15d | 14 |
History
Patch | Type | Description |
---|---|---|
September 18, 2012 | Sneak Peek | Announced the Healing Spell. |
September 19, 2012 | Update | Added the Healing Spell, with 5 levels. |
October 27, 2012 | Update | Reduced brewing time.
|
February 5, 2013 | Update | Reduced brewing time.
|
April 17, 2013 | Update | Reduced brewing time.
|
June 17, 2013 | Update | |
August 27, 2013 | Update | |
November 6, 2013 | Update | The Healing Spell, along with other spells, now cost Elixir instead of Gold to brew. |
December 11, 2014 | Update | The upgraded Healing Spell now has number displayed that represents its levels instead of pink asterisks. |
July 1, 2015 | Update | Reduced brewing time.
|
May 4, 2016 | Balance Changes | Reduced brewing time.
|
October 12, 2016 | Update | Reduced brewing time.
|
May 22, 2017 | Update | Added the level 7 Healing Spell. |
December 18, 2017 | Update | Removed the Inferno Tower's ability from blocking healing effect. |
April 2, 2019 | Update |
|
December 9, 2019 | Update | Added the level 8 Healing Spell. |
December 9, 2021 | Update | Reduced upgrade costs and upgrade times at levels 2-7. |
June 30, 2022 | Update | Reduced healing by 33. |
October 10, 2022 | Update | Added the level 9 Healing Spell. |
Trivia
- Healing Spell's brewing time has been reduced multiple times, from 16 hours all the way to 6 minutes.
- Although the Healing Spell can be upgraded to level 2 in the level 2 Laboratory, only Troops, and Spells that are already unlocked will appear in the Laboratory upgrade interface. The Healing Spell will not appear in the Laboratory until the Spell Factory has been upgraded to level 2 (which requires Town Hall level 6). Most players already have a level 4 Laboratory by that time; if so, the first two upgrades will be available as soon as the Spell Factory level 2 upgrade finishes.
- Originally, Inferno Towers nullified Healing Spells’ effectivity. However, this was changed in the June 2018 Update.
- The Healing Spell, Lightning Spell and Rage Spell were the first spells to be added to the game.
- For the Home Village variant, see Healing Spell/Home Village.
"Heal your troops to keep them in the fight!
Cast this spell to create a Ring of Healing. Your units will be healed while they are inside this ring."
Summary
- The Healing Spell is a Spell unlocked in the Clan Capital, available when the Heal Spell Factory is rebuilt from its ruin (this occurs immediately after unlocking the Wizard Valley district).
- Just like the Healing Spell from the Home Village, the Healing Spell heals troops in its radius, whether they be ground or air troops. Like most other spells in the Clan Capital, it lasts for two attacks: the attack in which it is deployed, as well as the next.
Strategy
Offensive
- The Healing Spell can quickly heal up any swarms, such as Sneaky Archers and Minion Horde, that are severely damaged by defenses such as the Multi Mortar, Bomb Tower, or/and the Super Wizard Tower. This is also effective for groups of Super Barbarians and Super Wizards, because they have medium health that could be gradually healed. Given enough time, this can even work for Super Giants, as long as there are no Multi Cannons chipping away a Super Giant's health more than the heal spell could heal.
- Even for troops with higher health, the Healing Spell works quite well to tackle an area with only splash defenses (of which examples are mentioned above) or to sustain an attack on a low-mid level Capital Hall if it's the only thing targeting them. Although the Capital Hall's damage is great enough to counteract a Healing Spell, the spell will nonetheless greatly reduce the average DPS taken.
- Just like Healing Spells in the Home Village, multiple Healing Spells can be stacked on top of each other to increase the healing effect, though before Capital Hall 8 this is only possible by carrying over a spell between attacks. With two Healing Spells, the DPS of the Capital Hall will effectively be completely mitigated.
- The Healing Spell is generally ineffective on troops that can be one-shot by most defenses, such as Barbarians, Sneaky Archers or Minions, and may be less effective against heavy splash defenses if they can one-shot troops (which is especially true with high-level Capital Halls).
Defensive
- Make sure there are traps/defenses, such as the Mine, Mega Mine, or Log Trap, that one-shot low to medium health troops, so as to make sure that the Healing Spell can't heal back those troops, instantly killing the main force of an attack and weakening the attack itself.
- One can spread out splash defenses such that a single Healing Spell cannot cover all of them, forcing attackers to use more in order to navigate them safely. For example, if the splash defenses are split into two groups, an attacker may have to use one Healing Spell against one group; if they do not have another, they will be disadvantaged against the other group.
History
April 27, 2022 | Teased the Healing Spell. | |
---|---|---|
Patch | Type | Description |
May 2, 2022 | Update | Added the Healing Spell, with 5 levels. |
June 27, 2022 | Update | Healing Spell no longer heals destroyed Siege Carts. |
June 30, 2022 | Maintenance Break | Decreased heal of Healing Spell by 33.
|
Statistics
Radius |
Duration |
Time Between Pulses |
Housing Space |
Required Spell Factory |
---|---|---|---|---|
4.5 tiles | 2 attacks | 0.3s | 3 | Heal Spell Factory |
Level |
Healing per Second |
Healing per Pulse |
---|---|---|
1 | 80 | 24 |
2 | 93 | 28 |
3 | 106 | 32 |
4 | 120 | 36 |
5 | 133 | 40 |
Clan Capital Army | |
---|---|
Troops | Super Barbarian • Sneaky Archers • Super Giant • Battle Ram (Barbarian) • Minion Horde • Super Wizard • Rocket Balloons • Skeleton Barrels (Skeleton) • Flying Fortress (Skeleton Glider • Skeleton) • Raid Cart (Siege Cart • Barbarian) • Power P.E.K.K.A • Hog Raiders • Super Dragon • Mountain Golem • Inferno Dragon • Super Miner • Mega Sparky |
Spells | Healing Spell • Jump Spell • Lightning Spell • Frost Spell • Rage Spell • Graveyard Spell • Endless Haste Spell |