The Healing Spell is used by almost all players from when it is first available through Town Hall 11. This dedicated guide will show you how you can use the Healing Spell and what you should always keep in mind.

What the Healing Spell is Used For

Well, the name already tells you that this spell is used for restoring health within an attack in Clash of Clans.

The Healing Spell is the only spell with supportive effect that will stack. There is a myth that spells don’t stack in general, but the Healing Spell does stack on your troops!

Troops that love the Healing Spell

In general, all the troops that group up in bigger packs and have medium to high hitpoints are perfect to use along with the Healing Spell. Specifically, that’s:
  • Giants
  • Balloons (not so well but that has other reasons)
  • Miners
  • Hog Riders
  • Valkyries
  • Bowlers
The Balloons actually perform better with a Rage Spell than a Healing Spell. I wanted to have them on the list above because based on the definition they are also working with it.

I think it’s very obvious why the Healing Spell is wasted on Barbarians and Archers, but maybe you ask why I don’t name Dragons or P.E.K.K.A. If you compare their total health with the amount of healing the Healing Spell provides you will see that this is only a limited percentage. Those two kinds of troops (three if you also consider the Lava Hound) are getting massive damage because they are normally attacked from a lot of buildings at once and the Healing Spell has it’s biggest benefit in healing groups. Let’s make a short example with actual numbers…

The Healing Spell Level 6 provides 1.600 health, and a Dragon Level 4 has 2.500 hit points. Let’s say you manage to have a pack of 4 Dragons together in the range of the Healing Spell, which is quite optimistic if you look how fast they spread out.

This would mean in the perfect situation that you will give them altogether 6.400 additional health. The max healing would be 64% of the Dragon, but if you watch you see how fast they die when they are under heavy fire. If we now take a group of 20 Hog Riders we see that the additional healing would be 32.000 hit points.

You see the difference here and the Healing Spell is the most powerful when you can use it on groups of troops. The best groups of troops are made by troops that target Defenses first because they don’t split up into lots of smaller groups very quickly.

Normally you see Giants, Hog Riders, Bowlers, Valkyries split up in not more than two groups, so you can keep them alive with Healing Spells easily. This is the reason I don’t recommend the Healing Spell for Dragons, etc.

Placing the Healing Spell Correctly

There are two things you can do wrong here and completely blow it up.

One is the place where you use it and the other is the timing when you use it.

You can either give your troops a second or third life or just waste two housing space in your spell factory. Here are some things you will need to keep in mind.

1) Look into the future

I always see people deploying their Healing Spell right on their troops, even Town Hall 11 players at 4000 trophies. I understand that it seems to be a good idea, but it’s also a huge waste.

The Healing Spell is active 12 seconds, and the Healing effect is the same all the time. Some think it gets less because the visuals become less strong when the spell is about to end.

In 12 seconds, troops move over a big part of the base, so always deploy the spell ahead of them!


If you don’t do that and your troops leave the area before the spell is over, you simply wasted healing, which makes the spell less effective than it could be.

2) First Aid Healing

Many troops that work great along a Healing Spell have a nemesis called Giant Bombs or Bomb Tower (the damage that is dealt when it goes down).

This damage won’t kill them, but take away so many of their hitpoints that they are under a big threat of dying soon – especially when there is a lot of damage around them.

Dropping a preventive Healing Spell will help in these cases. However, it only helps if you do it fast enough.

In the case of a Bomb Tower, it’s preventive. Simply drop the Healing Spell right on the Tower when your troops reach the area.


Giant Bombs, or even worst double Giant Bombs, are more tricky. The trigger time is 1 second, that’s the time you have to get your Healing Spell deployed.

3) Healing through the Inferno Tower

When the Inferno Tower was introduced, the Healing Spell was not used anymore at Town Hall 10+. That’s very interesting, because nothing has changed in the stats of the Healing Spell ever since that happened, but today you still see TH11 attacks with a Healing Spell.

The reason is that you need to combine the Healing Spell either with a Rage Spell (in case of Valkyries, Bowlers) or a Freeze Spell.

The additional hitpoints are still needed and welcome. A lot of defensive power was introduced since the Inferno Tower was released, but the max housing space for our army is still the same.

Simply don’t drop the Healing Spell next to a Multi-Mode Inferno Tower – either heal your troops up before they encounter it or use it along with another spell to get the Inferno Tower destroyed as fast as possible.

The only situation when you can heal through the Inferno Tower is when it is on Single-Mode or you have more than 20 units attacking in that area.

Conclusion

To be honest, I was doing a few Healing Spell attacks when I was refactoring this guide with my Town Hall 11 account, and I really liked the results.


I had a bad feeling at the beginning because I haven’t used this spell for almost two years now, but the results in the end game are quite good.

Amnash

Amnash Anwar

Amnash Anwar is a long time computer geek and a tech enthusiast.He spends all his valuable time for updating technamyite on a daily basis, and all-around Windows, Android, iPhone and Internet Geek.

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