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“Heal your troops to keep them in the fight! Friendly troops are healed over time while in the target area. Doesn't affect buildings.”

The Heal was a Rare card that was unlocked from the Hog Mountain (Arena 10). It was an area-damage, air-targeting spell with a large radius that healed friendly troops. The Heal regenerated the player's units' hitpoints every 0.5 seconds for 2 seconds. It is the same as that spawned by the Santa Hog Rider. A Heal card costed 1 Elixir to deploy.

Strategy

For Battle Decks with this card, click here

  • It could heal back a part of the damage done by the opponent's Poison, allowing the troops to live longer.
  • The Heal spell was also effective against the Fireball if it did not one-shot the player's troops.
  • The Heal spell could heal middle to low health troops while they were targeting a Crown Tower such as a Wizard, Musketeer, or Inferno Dragon, allowing them continue dealing heavy damage towards the Tower. It could be effective as a surprise to the opponent if it remained unused up until then. This was especially deadly when used with an Inferno Dragon, as this could also give it enough time to reach maximum damage and must be countered very quickly.
  • If the opponent used Zap on the Lava Pups from a Lava Hound, Heal could be used to heal the Lava Pups and they would continue to do heavy damage to the opponent's tower.
  • Healing troops that the opponent would normally ignore and let the Crown Tower defeat could catch the opponent off guard and result in the Tower taking significant damage.
  • While the Heal had healing capabilities, it did not heal any troops that have been destroyed. Also, it could not heal troops over their original health. Once the troop had been fully healed, it would not be affected by the Heal. If the troop was eliminated by a particular attack in one hit, the Heal would be incapable of doing anything. For example, Skeletons that are under an enemy Poison could not be kept alive using a Heal unless the Skeletons were sufficiently leveled such that they did not die in one pulse of the Poison.
  • A potentially deadly strategy was to use a Miner and a Minion Horde with a Heal, but only if the opponent does not have Arrows or any other high-damage spell, excluding Lightning. If the enemy used a Zap, a Princess, or Ice Spirit, the Heal would keep the Minions alive while attacking the Tower. This would work with a Goblin Barrel too if the opponent did not have a direct counter to the Goblins.

Statistics

Cost
Elixir
Radius
Radius
Duration
Time
Target
Targets
Type
Type
Rarity
Rarity
1 4 2 sec Friendly Troops Spell Rare
Level
Level
Healing per second
HPS
3 37
4 40
5 44
6 49
7 54
8 59
9 65
10 71
11 78
12 86
13 94

History

2017

  • The Heal was once available in the Heal Draft Challenge, which started on 28/4/2017. In this challenge, gameplay was similar to a regular Draft Challenge, except that one of the players was able to choose who would use the Heal. If the player achieved at least 6 wins, they obtained the Heal early.
  • The Heal card was generally released on 1/5/2017.
  • On 12/6/2017, the June 2017 Update, allowed multiple Heal spells to stack.
  • On 11/8/2017, a Balance Update, decreased its duration to 2.5 seconds (from 3.05 seconds). This also fixed inconsistencies where the Heal healed either six pulses or seven pulses; it will now pulse exactly five times, in effect decreasing its effectiveness by two-sevenths.

2018

  • On 25/4/2018, the Clan Wars Update, allowed the Heal to be placed on the river.
  • On 20/6/2018, the Summer 2018 Update, increased the Heal's area radius to 4 tiles (from 3 tiles). It also moved the Arena to unlock the Heal from Hog Mountain to Royal Arena.
  • On 5/9/2018, the September 2018 Update, changed it so that Rare cards start at Level 3 and end at Level 13 (from 1 to 11).

2019

2020

Trivia

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