Healer




 * Summary
 * The Healer is a flying unit. She has no attack abilities, but can rapidly heal any ground units, except when in defense (in which case she heals damaged Buildings).
 * When the healer is deployed, a halo appears around her. If all units have full health, she won't do anything. Should a unit be hurt by a Defense, she will fly over and start healing.
 * Note that Healers will not heal flying units (other Healers, Dragons, Balloons, or itself) (unlike a healing spell which heals everything, healers included).


 * Offensive Strategy
 * A healer does not last long if she is in the range of an Air Defense, so make sure your take away the air defense before sending in healer. One strategy is to send a few wall breakers in to break the wall that is protecting the air defense. Then send in 12+ giants to destroy it.  Finally send in a healer along with other troops after the giants. The giants will be alive for a long time from the healers and will distract the defenses while the other troops destroy everything.
 * Healers can allow Giants and other defensive troops to withstand massive amounts of damage, even doubling that of their normal health.
 * If the Healer is donated as a clan reinforcement, she will heal buildings damaged by attackers.
 * Support the healer with durable troops like Giants or P.E.K.K.As.
 * You are able to heal a Healer with a Healing Spell, try for yourself!


 * Defensive Strategy
 * When defending the Healer will heal buildings
 * If you are thinking of using a healer in your clan castle as a defense, I would strongly recommend not to ask for them. Archers are much better in this situation as healers really don't affect anything because it takes far to long for them to heal.

