Healer - Truppeneinheiten in Clash of Clans


Clan Badge

"This majestic creature lives to protect and aid her fellow troops . Any army is improved with her healing support, but make sure to protect her from air defenses !"


Preferred Target None
Effect Type Heal Splash; 1.5 Tiles (Ground Only)
Housing Space 14
Movement Speed 16
Heal Speed 0.7s
Barracks Level Required 8
Range 5 tiles
Level Healing per second Healing per pulse Hps on heroes Hpp on heroes Hitpoints Research cost Research time Laboratory level required
1 36 25.2 19 13.3 500 N/A N/A N/A
2 48 33.6 26 18.2 700 450,000 12h 5
3 60 42 33 23.1 900 900,000 1d 6
4 66 46.2 36 25.2 1,200 2,500,000 2d 7
5 72 50.4 48 33.6 1,500 4,000,000 3d 9
6 72 50.4 56 39.2 1,600 6,000,000 4d 12h 11
7 72 50.4 62 43.4 1,700 9,500,000 6d 12h 12
8 76 53.2 68 47.6 1,800 11,000,000 7d 13
9 80 56 75 52.5 1,900 13,000,000 7d 6h 14
10 80 56 78 54.6 2,000 17,000,000 11d 15
11 82 57.4 88 61.6 2,100 28,500,000 15d 16
  • The Healer is the eighth Elixir Troop unlocked at Barracks level 8, which requires Town Hall level 6. She is a flying unit and the only troop with no attacking capabilities, but can heal any ground troops.
  • When the Healer is deployed, a pulsating circular aura appears around her. She will heal the closest unit or Hero to her, regardless of how damaged they are. For example, if she has already locked on to your Archer Queen , she will not heal anything else until the Archer Queen is destroyed.
  • Healers do not heal air units (other Healers, Dragons , Balloons , Minions , Lava Hounds , etc.), unlike a Healing Spell which heals every kind of troop, as well as the Druid . Healers will also not affect any Siege Machines like the Wall Wrecker . The Healer will not heal if the ground troops have a combined housing space of 2 or less: this means she will not heal a single Barbarian , nor she will heal a Wall Breaker.
  • The Healer will not heal if the ground troops have a combined housing space of 2 or less: this means she will not heal a single Barbarian , nor she will heal a Wall Breaker.
  • Note that Healers will heal Heroes at a rate different from that of other units; keep this in mind when using Healers with your heroes.
  • Healers cannot attack at all. They are completely unable to defend themselves, and will totally ignore any enemy buildings or troops attacking them. If they have no target to heal, they will simply remain stationary even if they are taking damage.
  • When defending as a Clan Castle troop, she heals injured Clan Castle troops, Heroes and the Skeletons from Skeleton Trap .
  • Unlike all other troops, Healers are measured in healing per second (abbreviated as HPS; stated in-game as "Heal"), rather than in damage per second. The same principle applies to the Druid's initial form.
  • The same principle applies to the Druid's initial form.
  • Each additional Healer affecting the same unit after the second will have a reduced effect on healing the unit. Only up to seven Healers can have an effect on a unit at a time.
  • A Healer does not last long if she is in the range of an Air Defense , so make sure you destroy the Air Defenses first or otherwise occupy them before sending in your Healer(s). One strategy to get rid of them is to send an indirect attacker like a Bowler , Electro Dragon , Super Wizard or Super Archer to snipe the Air Defense before it can be of use. The remaining Air Defenses can be a problem so be sure to use a few more troops or spells to take it out.
  • An alternative to taking out the Air Defenses, doing a Hero Walk with a ranged hero will have sufficient range to negate the Air Defense.
  • If at any point in the battle all of your non-healing troops are killed and you have no more non-healing troops or Lightning Spells / Earthquake Spells to deploy, the battle will end, even if you have Healers deployed that are still alive or non-Lightning/Earthquake Spells that are still in effect.
  • You are able to heal a Healer with a Healing Spell or a Druid.
  • As of the December 2015 update, the effect of stacking multiple Healers to heal the same target is reduced. The stacking effectiveness begins to decrease after 4 Healers and decreases drastically after 6 Healers. For this reason, it is not advised to use too many Healers on the same target as the healing efficiency will decrease if they are massed on one target, like the Archer Queen .
  • A Healer can trigger air traps, including the Seeking Air Mine , so be careful when deploying them. Using Balloons will get rid of any SAMs lurking in your preferred spawning location. While the Air Bomb will usually not be enough to kill a Healer, the Seeking Air Mine will prove fatal for almost all Healer levels. Skeleton Traps set to air mode can chip away at a Healer if no other troops that can target air are nearby. You can use this to your advantage when a Hero from a walk with a Healer is defeated, you can pull the Healers with ground troops, thus activating air traps and helpful if you are using an air attack. However, for 14 housing space, it is not the most efficient way and should only be used in desperate situations and can be a final point of value for Healers.
  • You can use this to your advantage when a Hero from a walk with a Healer is defeated, you can pull the Healers with ground troops, thus activating air traps and helpful if you are using an air attack. However, for 14 housing space, it is not the most efficient way and should only be used in desperate situations and can be a final point of value for Healers.
  • Despite the reduced healing rate on Heroes, the Healer is popularly paired with them to increase their survivability, in strategies known as Hero Walks. The most common Hero Walk is the Queen Walk, which involves your Archer Queen funneling and then eventually coming into the base with the help of Wall Breakers to destroy crucial defenses and cover for attacks like the Miner Hog Hybrid, Yeti Smash, BoWitch etc. This works due to the Archer Queen's high damage output. A second Hero Walk is the Warden Walk, where the Healers support the Grand Warden instead of the Queen. Due to the Warden's range being longer, he can outrange a small number of defenses (i.e. Wizard Towers and Bomb Towers ) and so he and the Healers will come across less fire overall. This can be helpful for certain situations, such as facing a multi-target Inferno Tower (when attacking the Inferno, the Queen will bring the Healers into the Inferno's range, while the Warden does not), and can also be done in tandem with a normal Queen Walk. However, due to the Warden's much lower DPS, it is only feasible at Town Hall 12 or above and when the Warden is at least nearly maxed (level 35 or above is considered the bare minimum). However, when the Grand Warden is equipped with the Rage Gem, this speeds up the funneling greatly, improving the chances of success as long as the attack is done correctly. The third Hero Walk is the Champion Walk, which is much less popular because of the champion being defense-targeting and is fast in movement speed, thus only being able to heal when the hero is still, and it runs inside the base, which makes it unpredictable and hard to perform, as well as being ineffective on a whole when paired with the Champion, as the Hero's range is shorter, making the Healers vulnerable to fire from Air Defenses. The fourth Hero Walk is the King Walk, which is commonly used at Town Halls 7-8, due to being to the Barbarian King being the only hero. Since the King is a close ranged attacker, they aren't used very often at higher town hall levels, as he cannot cover the Healers well. If you are using any form of Hero Walk, consider first deploying Balloons to test for Seeking Air Mines . Not doing so can cause the Healers to be destroyed quickly by these Mines which will ruin the walk. You can even couple this further by using the Balloons to also protect other air troops such as Baby Dragons . When using any of the above Hero Walk strategies, one should pay attention to the timer. Using one will usually consume a significant amount of time which may leave insufficient time for the remainder of the attack (especially the Warden Walk due to his low DPS). As a result it may be desirable to execute other phases of the attack at the same time, such as additional funneling or a supporting kill squad. It's recommended to use 5 Healers as it ensures your hero will stay at high HP when being targeted by defenses, and also to ensure sufficient healing if a Healer is killed by a Seeking Air Mine.
  • A second Hero Walk is the Warden Walk, where the Healers support the Grand Warden instead of the Queen. Due to the Warden's range being longer, he can outrange a small number of defenses (i.e. Wizard Towers and Bomb Towers ) and so he and the Healers will come across less fire overall. This can be helpful for certain situations, such as facing a multi-target Inferno Tower (when attacking the Inferno, the Queen will bring the Healers into the Inferno's range, while the Warden does not), and can also be done in tandem with a normal Queen Walk. However, due to the Warden's much lower DPS, it is only feasible at Town Hall 12 or above and when the Warden is at least nearly maxed (level 35 or above is considered the bare minimum). However, when the Grand Warden is equipped with the Rage Gem, this speeds up the funneling greatly, improving the chances of success as long as the attack is done correctly.
  • The third Hero Walk is the Champion Walk, which is much less popular because of the champion being defense-targeting and is fast in movement speed, thus only being able to heal when the hero is still, and it runs inside the base, which makes it unpredictable and hard to perform, as well as being ineffective on a whole when paired with the Champion, as the Hero's range is shorter, making the Healers vulnerable to fire from Air Defenses.
  • The fourth Hero Walk is the King Walk, which is commonly used at Town Halls 7-8, due to being to the Barbarian King being the only hero. Since the King is a close ranged attacker, they aren't used very often at higher town hall levels, as he cannot cover the Healers well.
  • If you are using any form of Hero Walk, consider first deploying Balloons to test for Seeking Air Mines . Not doing so can cause the Healers to be destroyed quickly by these Mines which will ruin the walk. You can even couple this further by using the Balloons to also protect other air troops such as Baby Dragons .
  • When using any of the above Hero Walk strategies, one should pay attention to the timer. Using one will usually consume a significant amount of time which may leave insufficient time for the remainder of the attack (especially the Warden Walk due to his low DPS). As a result it may be desirable to execute other phases of the attack at the same time, such as additional funneling or a supporting kill squad.
  • It's recommended to use 5 Healers as it ensures your hero will stay at high HP when being targeted by defenses, and also to ensure sufficient healing if a Healer is killed by a Seeking Air Mine.
  • Rage Spells will increase the Healer's healing, just like how it increases any other troop's damage. Doing so can be extremely useful for Hero Walk strategies; this extra healing can save the Hero from a heavy assault from defenses without having to use their abilities. If placed properly, the Rage Spell will also affect the Hero, greatly increasing their damage.
  • A Healer does not last long if she is in the range of an Air Defense , so make sure you destroy the Air Defenses first or otherwise occupy them before sending in your Healer(s). One strategy to get rid of them is to send an indirect attacker like a Bowler , Electro Dragon , Super Wizard or Super Archer to snipe the Air Defense before it can be of use. The remaining Air Defenses can be a problem so be sure to use a few more troops or spells to take it out.
  • An alternative to taking out the Air Defenses, doing a Hero Walk with a ranged hero will have sufficient range to negate the Air Defense.
  • If at any point in the battle all of your non-healing troops are killed and you have no more non-healing troops or Lightning Spells / Earthquake Spells to deploy, the battle will end, even if you have Healers deployed that are still alive or non-Lightning/Earthquake Spells that are still in effect.
  • You are able to heal a Healer with a Healing Spell or a Druid.
  • As of the December 2015 update, the effect of stacking multiple Healers to heal the same target is reduced. The stacking effectiveness begins to decrease after 4 Healers and decreases drastically after 6 Healers. For this reason, it is not advised to use too many Healers on the same target as the healing efficiency will decrease if they are massed on one target, like the Archer Queen .
  • A Healer can trigger air traps, including the Seeking Air Mine , so be careful when deploying them. Using Balloons will get rid of any SAMs lurking in your preferred spawning location. While the Air Bomb will usually not be enough to kill a Healer, the Seeking Air Mine will prove fatal for almost all Healer levels. Skeleton Traps set to air mode can chip away at a Healer if no other troops that can target air are nearby. You can use this to your advantage when a Hero from a walk with a Healer is defeated, you can pull the Healers with ground troops, thus activating air traps and helpful if you are using an air attack. However, for 14 housing space, it is not the most efficient way and should only be used in desperate situations and can be a final point of value for Healers.
  • You can use this to your advantage when a Hero from a walk with a Healer is defeated, you can pull the Healers with ground troops, thus activating air traps and helpful if you are using an air attack. However, for 14 housing space, it is not the most efficient way and should only be used in desperate situations and can be a final point of value for Healers.
  • Despite the reduced healing rate on Heroes, the Healer is popularly paired with them to increase their survivability, in strategies known as Hero Walks. The most common Hero Walk is the Queen Walk, which involves your Archer Queen funneling and then eventually coming into the base with the help of Wall Breakers to destroy crucial defenses and cover for attacks like the Miner Hog Hybrid, Yeti Smash, BoWitch etc. This works due to the Archer Queen's high damage output. A second Hero Walk is the Warden Walk, where the Healers support the Grand Warden instead of the Queen. Due to the Warden's range being longer, he can outrange a small number of defenses (i.e. Wizard Towers and Bomb Towers ) and so he and the Healers will come across less fire overall. This can be helpful for certain situations, such as facing a multi-target Inferno Tower (when attacking the Inferno, the Queen will bring the Healers into the Inferno's range, while the Warden does not), and can also be done in tandem with a normal Queen Walk. However, due to the Warden's much lower DPS, it is only feasible at Town Hall 12 or above and when the Warden is at least nearly maxed (level 35 or above is considered the bare minimum). However, when the Grand Warden is equipped with the Rage Gem, this speeds up the funneling greatly, improving the chances of success as long as the attack is done correctly. The third Hero Walk is the Champion Walk, which is much less popular because of the champion being defense-targeting and is fast in movement speed, thus only being able to heal when the hero is still, and it runs inside the base, which makes it unpredictable and hard to perform, as well as being ineffective on a whole when paired with the Champion, as the Hero's range is shorter, making the Healers vulnerable to fire from Air Defenses. The fourth Hero Walk is the King Walk, which is commonly used at Town Halls 7-8, due to being to the Barbarian King being the only hero. Since the King is a close ranged attacker, they aren't used very often at higher town hall levels, as he cannot cover the Healers well. If you are using any form of Hero Walk, consider first deploying Balloons to test for Seeking Air Mines . Not doing so can cause the Healers to be destroyed quickly by these Mines which will ruin the walk. You can even couple this further by using the Balloons to also protect other air troops such as Baby Dragons . When using any of the above Hero Walk strategies, one should pay attention to the timer. Using one will usually consume a significant amount of time which may leave insufficient time for the remainder of the attack (especially the Warden Walk due to his low DPS). As a result it may be desirable to execute other phases of the attack at the same time, such as additional funneling or a supporting kill squad. It's recommended to use 5 Healers as it ensures your hero will stay at high HP when being targeted by defenses, and also to ensure sufficient healing if a Healer is killed by a Seeking Air Mine.
  • A second Hero Walk is the Warden Walk, where the Healers support the Grand Warden instead of the Queen. Due to the Warden's range being longer, he can outrange a small number of defenses (i.e. Wizard Towers and Bomb Towers ) and so he and the Healers will come across less fire overall. This can be helpful for certain situations, such as facing a multi-target Inferno Tower (when attacking the Inferno, the Queen will bring the Healers into the Inferno's range, while the Warden does not), and can also be done in tandem with a normal Queen Walk. However, due to the Warden's much lower DPS, it is only feasible at Town Hall 12 or above and when the Warden is at least nearly maxed (level 35 or above is considered the bare minimum). However, when the Grand Warden is equipped with the Rage Gem, this speeds up the funneling greatly, improving the chances of success as long as the attack is done correctly.
  • The third Hero Walk is the Champion Walk, which is much less popular because of the champion being defense-targeting and is fast in movement speed, thus only being able to heal when the hero is still, and it runs inside the base, which makes it unpredictable and hard to perform, as well as being ineffective on a whole when paired with the Champion, as the Hero's range is shorter, making the Healers vulnerable to fire from Air Defenses.
  • The fourth Hero Walk is the King Walk, which is commonly used at Town Halls 7-8, due to being to the Barbarian King being the only hero. Since the King is a close ranged attacker, they aren't used very often at higher town hall levels, as he cannot cover the Healers well.
  • If you are using any form of Hero Walk, consider first deploying Balloons to test for Seeking Air Mines . Not doing so can cause the Healers to be destroyed quickly by these Mines which will ruin the walk. You can even couple this further by using the Balloons to also protect other air troops such as Baby Dragons .
  • When using any of the above Hero Walk strategies, one should pay attention to the timer. Using one will usually consume a significant amount of time which may leave insufficient time for the remainder of the attack (especially the Warden Walk due to his low DPS). As a result it may be desirable to execute other phases of the attack at the same time, such as additional funneling or a supporting kill squad.
  • It's recommended to use 5 Healers as it ensures your hero will stay at high HP when being targeted by defenses, and also to ensure sufficient healing if a Healer is killed by a Seeking Air Mine.
  • Rage Spells will increase the Healer's healing, just like how it increases any other troop's damage. Doing so can be extremely useful for Hero Walk strategies; this extra healing can save the Hero from a heavy assault from defenses without having to use their abilities. If placed properly, the Rage Spell will also affect the Hero, greatly increasing their damage.
  • Healers do not last long if they are in range of single-target defenses or an Air Defense so make sure you upgrade and protect your Air Defense as much as possible. Also make sure that it is not in the direct way of defense targeting troops, and is off to the side a little bit along with being protected by Walls . This will make sure they do not attack that Air Defense. Put your Air Defense in the middle of the base to prevent ground troops like Giants from destroying it quickly.
  • Put your Air Defense in the middle of the base to prevent ground troops like Giants from destroying it quickly.
  • Since Healers take up 14 housing space, unless you wish to use them on offense, it is not recommended to request or donate them as she does almost nothing on defense and only heals other Clan Castle troops, Skeletons from Skeleton Traps and Heroes . There are much better troops with less or more capacity that would work better anyway.
  • Seeking Air Mines can one shot a relatively leveled Healer. If you plan to counter ground attacks, put your Seeking Air Mines where you predict ground armies to be placed or where ground troops will attack.
  • Initially, the Healer is a woman with long, white angelic wings and short, white hair. She wears a golden dress that ends in four long pieces. Her dress has a white 4-sided star.
  • At level 3, the color of both her aura and her dress turn from light yellow to a bright magenta color (similar to Elixir-pink or level 6 Walls).
  • At level 4, her aura reverts to yellow but becomes brigher, and her dress remains the same.
  • At level 5, her aura turns to white and her dress is now azure. She also wears a light blue headband.
  • At level 7, she now wears a blue tiara on her headband. She now has two auras, which pulsate in anti-phase from each other.
  • At level 8, her wings turn bright yellow, and her headband changes to a hollow triangle (matching many aesthetics of Town Hall 15). Her auras are now differently colored, with one being yellow and the other being bright lavender.
  • At level 9, her wings turn green, her dress becomes jade, and her headband changes to a green strip. She now wears a green tiara and her aura turns green.
  • At level 10, her wings are now colored gold, her inner aura turns golden and her outer white, and her clothes are now a deep cobalt color. Additionally, her tiara turns golden and the decorative piece is diamond-shaped.
  • At level 11, her dress and wings are now charcoal in color, while her hair is changed to azure. Both her dress and wings have blue details on them. The aura around her is now cyan.
  • Added the level 4 Healer.
  • Decreased Healer's housing space requirement from 20 to 14.
  • Reduced training time from 20m to 15m.
  • Decreased training cost at all levels.
  • Added the level 4 Healer.
  • Decreased Healer's housing space requirement from 20 to 14.
  • Reduced training time from 20m to 15m.
  • Decreased training cost at all levels.
  • Added the level 4 Healer.
  • Decreased Healer's housing space requirement from 20 to 14.
  • Reduced training time from 20m to 15m.
  • Decreased training cost at all levels.
  • In the Chinese language setting of the game, the Healer is called "Angel", which the unit resembles.
  • You can have a maximum of 24 Healers at one time in a complete set of fully upgraded Army Camps . This number increases to 27 if you include 3 that can fit into a level 9 or higher Clan Castle . On the battlefield, you can clone an additional 12 Healers with four fully upgraded Clone Spells (three from the regular spell inventory and one from a level 10 or higher Clan Castle). Additionally, a total of 3 can be summoned by an Archer Queen equipped with a level 15 or higher Healer Puppet . These total to a maximum of 42 Healers. Note: Having this many Healers is highly discouraged as your troops will have no offensive capabilities unless you bring Clan Castle troops or use them with Heroes . However, at Town Hall 13, Mass Healers with all four heroes is a possible strategy, so long as if those Heroes are set to ground. Healers cannot target and heal the Minion Prince , since he is an aerial unit.
  • Note: Having this many Healers is highly discouraged as your troops will have no offensive capabilities unless you bring Clan Castle troops or use them with Heroes . However, at Town Hall 13, Mass Healers with all four heroes is a possible strategy, so long as if those Heroes are set to ground. Healers cannot target and heal the Minion Prince , since he is an aerial unit.
  • To prevent the player from getting softlocked when the player returns after 90 days of staying off the game, an all-Healer army will be replaced by a different army, so that the player can still reclaim their base. However, there was a time when it actually happened, where a user named SociableBuilding posted on Reddit that they were locked out after training all Healers and was permanently locked out of their account. This video can be seen here. After this, Supercell took notice and later fixed it.
  • However, there was a time when it actually happened, where a user named SociableBuilding posted on Reddit that they were locked out after training all Healers and was permanently locked out of their account. This video can be seen here. After this, Supercell took notice and later fixed it.
  • Although Healers have no favorite target, as of the September 16, 2014, update, Healers now prioritize healing larger groups of troops.
  • As a result of the diminishing effects of additional Healers, the maximum possible healing per second on any troop (barring the use of Rage Spells ) is exactly 5 times that of a single Healer's healing per second. For max-level Healers, this is equal to 360 HPS, or 280 HPS on heroes.
  • Because the Healer cannot attack, a battle will end if she is the only remaining troop on the battlefield.
  • Defensive Healers will not try to escape the poison radius nor heal defensive Clan Castle troops and Heroes while being poisoned.
  • In the Clash-a-rama! series, she was described as both quite pacifistic and an opportunist, as shown helping Barbarians in their Elixir refills, preventing Builders from chopping down trees and healing with a lower price. Unlike her Clash of Clans appearance, the Healer appears to be blind or severely myopic and can even mistake a Balloon for another Healer.
  • Healers in Clash of Clans are vulnerable to anti-air traps. This was not the case between February 24, 2016 and August 25, 2016.
  • The Healer is responsible for creating the Revive Spell , according to the Revive Spell's description.
  • The Healer is one of the several troops not to have Builder Base or Super Troop counterpart, the others are the Miner , Electro Dragon , Yeti , Dragon Rider , Golem , Ice Golem , and the Headhunter .
  • The Healer, the Balloon , Rocket Balloon , Ice Hound and the Lava Hound are the only air troops in the Home Village that can only target things on the ground.
  • The Healer, along with the Barbarian , Archer , Giant , Goblin , Wall Breaker , Balloon , Wizard , Dragon and P.E.K.K.A are the oldest units in the game.
  • The Healer, along with the Wall Breaker , Minion and Valkyrie are the only troops to have higher levels with no visual changes.
  • The Healer, along with the Valkyrie and the Yeti are the only troops that do not fully fill a complete set of fully upgraded Army Camps.
  • The Druid and the Healer are similar in different ways: The Druid is a ground unit capable of healing both ground and air troops, but only for a limited time for 16 housing space, moves faster, and does not reduce the Hero Heal. However, he has less hitpoints, his healing is higher and is only limited to 5 targets, has a slower heal speed, and is prone to ground traps such as Spring Traps The Healer is an aerial unit which heals only ground troops, and her heal type is splash, for 14 housing space. She has a higher heal speed and hitpoints, but she is slower, her healing is lesser and is reduced on Heroes, and is prone to air traps such as Seeking Air Mines .
  • The Druid is a ground unit capable of healing both ground and air troops, but only for a limited time for 16 housing space, moves faster, and does not reduce the Hero Heal. However, he has less hitpoints, his healing is higher and is only limited to 5 targets, has a slower heal speed, and is prone to ground traps such as Spring Traps
  • The Healer is an aerial unit which heals only ground troops, and her heal type is splash, for 14 housing space. She has a higher heal speed and hitpoints, but she is slower, her healing is lesser and is reduced on Heroes, and is prone to air traps such as Seeking Air Mines .
  • The Druid and Healer cannot heal each other; therefore, they will stand still. However, when the Druid transforms into a Bear , she will heal the Bear. However, if another troop is close enough to the Healer (which can happen if the player deploys a troop with 2 or more housing space or a Hero), the Druid's healing will bounce onto the Healer and heal her.
  • However, if another troop is close enough to the Healer (which can happen if the player deploys a troop with 2 or more housing space or a Hero), the Druid's healing will bounce onto the Healer and heal her.
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