Clash of Clans Wiki
Clash of Clans Wiki

Healer info.png
"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!"

Healer1.png Healer3.png Healer4.png Healer5.png Healer7.png
Level 1-2 Level 3 Level 4 Level 5-6 Level 7


  • The Healer is a flying unit that is unlocked at Barracks level 8, which requires Town Hall level 6. She is 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.
  • Note that Healers will not heal air units (other Healers, Dragons, Balloons, Minions, Lava Hounds, etc.), unlike a Healing Spell which heals every kind of troop. Healers will also not heal ground Siege Machines like the Wall Wrecker.
  • Note that Healers will heal heroes at a reduced 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.
  • Each additional healer affecting the same unit after the fourth will have a reduced effect on healing the unit. Only up to nine 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-Healer troops are killed and you have no more non-Healer 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.
  • 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.
  • 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.
    • 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.
    • The third Hero Walk is the Champion Walk, which is much less popular because it is very easily destroyed.
    • The fourth Hero walk is the King walk, which isn't commonly used either, but is often 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, due to the king being unable to cover for the healers.
    • 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 wasted 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). 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.
  • Rage Spells will increase the Healer's HPS, just like how it increases any other troop's DPS. Doing so can be extremely useful for Hero Walk strategies; this extra HPS 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 she is 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 the air defense.
    • 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, it is not recommended to donate for defense her as she does almost nothing on defense and only heals other Clan Castle troops, Skeletons from Skeleton Traps and heroes.
  • Seeking Air Mines kill 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.

Upgrade Differences

  • The Healer undergoes significant visual changes at all levels except levels 2 and 6.
    • Initially, the Healer has long, white angelic wings with short, white hair. She wears a golden dress that ends in 4 long pieces. Her dress has a white 4 sided star.
    • At level 3, the color of her aura and the color of her dress both turn from light yellow to a bright magenta color (Similar to elixir- pink or level six walls).
    • At level 4, her aura reverts to yellow but her dress remains the same.
    • At level 5, her aura turns to white and her dress is now light blue. She also wears a light blue headband.
    • At level 7, she now wears a blue tiara on her headband. She now has two auras.


Patch Description
August 2, 2012 Introduction of the Healer, with 3 levels.Healer1.png
August 30, 2012 Fixed Healer's AI.
September 19, 2012 The upgraded Healer now has pink asterisks on her icon that represents her level.
October 15, 2012 The Healer now has an upgrade difference at level 3.Healer3.png
March 12, 2013 Healers can be deployed near obstacles.
May 23, 2013
  • Added the level 4 Healer.Healer4.png
  • Decreased Healer's housing space requirement from 20 - 14.Troop Capacity
  • Decreased training time from 20m to 15m.Time
  • Decreased training cost at all levels.Elixir
September 30, 2013 Increased hitpoints and heal of Healer (levels 3 and 4).
September 16, 2014
  • Healers have been trained to avoid distraction: now they will always try to stick with and protect the same group of friendly troops.
  • Defensive Healers no longer heal damaged buildings.
February 24, 2015 Healers no longer trigger air Traps.
February 27, 2015 Healer does not trigger the Skeleton Trap anymore.
December 10, 2015 Large amounts of Healers now have reduced effectiveness on the same unit.
March 24, 2016 Healers' heal rate on Heroes will revert to normal values (unintentionally set to 70%, we'll revert it to the usual 50%).
May 4, 2016 Decreased Healer's training time from 15m - 10m.Time
August 25, 2016 Healers now trigger air Traps
June 27, 2017 Added the level 5 Healer.Healer5.png
April 2, 2019
  • Reduced level 3 and 4 upgrade times.Time
  • Reduced level 5 training cost.Elixir
June 18, 2019 Healers’ heal radius was reduced from 2 tiles to 1.5 tiles.Radius
December 9, 2019
  • Added the level 6 Healer.Healer5.png
  • Reduced healing power on troops at level 5.
April 12, 2021 Added the level 7 Healer.Healer7.png
June 15, 2021 Healers no longer target the Unicorn.
December 9, 2021
  • Reduced upgrade costs and times of level 2-6 Healers.
  • Increased hitpoints of level 2 and 3 Healers:
    • Level 2: 600 -> 700 Hitpoints
    • Level 3: 840 -> 900 Hitpoints
  • Increased healing per second of level 1-4 Healers:
    • Level 1: 35 -> 36 Hitpoints
    • Level 2: 42 -> 48 Hitpoints (23 -> 26 Hitpoints on heroes)
    • Level 3: 55 -> 60 Hitpoints (30 -> 33 Hitpoints on heroes)
    • Level 4: 65 -> 66 Hitpoints (35 -> 36 Hitpoints on heroes)



  • In the Chinese language setting of the game, the Healer is called "Angel", which the unit resembles.
  • You can have a maximum of 21 Healers at one time in a complete set of fully upgraded Army Camps. This number increases to 24 if you include the 3 that can fit into a level 9 or higher Clan Castle. On the battlefield, you can clone an additional 8 Healers with four level 5 or higher Clone Spells (three from the regular spell inventory and one from a max-level Clan Castle), for a total of 32 Healers.
    • Note: Having this many Healers is highly discouraged as your troops will have no offensive capabilities unless you bring Clan Castle troops or heroes. However, at Town Hall 13, mass Healers with all four heroes is a possible strategy.
    • To prevent the player from getting softlocked when the player returns after 90 days of staying off the game, an all-Healer will be replaced by a different army, so that the player can still reclaim their base.
  • 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. Also, in Clash-a-rama, she was seen to be blind.
  • Also, Healers in Clash of Clans were prone to damage from air traps but the feature was removed on February 24, 2015. Healers stopped triggering traps that were set to Air mode. However, this change got reverted again on August 25, 2016.


Preferred Target Favorite Target Effect Type Damage Type Housing Space Housing Space Movement Speed Movement Speed Heal Speed Attack Speed Barracks Level Required Barracks Range Range
None Heal Splash; 1.5 Tiles (Ground Only) 14 16 0.7s 8 5 tiles
Training Time of Healers
1 Barracks 2 Barracks 3 Barracks 4 Barracks
8m 4m 2m 40s 2m
Healing per Second
Healing per Pulse
HPS on Heroes
Training Cost
Research Cost
Research Time
Laboratory Level Required
1 36 25.2 19 500 5,000 N/A N/A N/A
2 48 33.6 26 700 6,000 450,000 12h 5
3 60 42 33 900 8,000 900,000 1d 6
4 66 46.2 36 1,200 10,000 2,700,000 2d 7
5 72 50.4 48 1,500 14,000 6,000,000 10d 9
6 72 50.4 56 1,600 17,000 13,000,000 14d 11
7 72 50.4 62 1,700 20,000 17,000,000 17d 12

Effectiveness of Multiple Healers

The table below shows the effectiveness of adding another Healer when multiple are healing the same target(s).

Total Number of Healers Effectiveness of Additional Healer Overall Efficiency
1 100% 100%
2 100% 100%
3 90% 96.7%
4 90% 95%
5 70% 90%
6 40% 81.7%
7 10% 71.4%
8 0% 62.5%
Home Village Army
Elixir Troops BarbarianArcherGiantGoblinWall BreakerBalloonWizardHealerDragonP.E.K.K.ABaby DragonMinerElectro DragonYeti (Yetimite) • Dragon Rider
Dark Elixir Troops MinionHog RiderValkyrieGolem (Golemite) • Witch (Skeleton) • Lava Hound (Lava Pup) • BowlerIce GolemHeadhunter
Super Troops Super BarbarianSuper ArcherSuper GiantSneaky GoblinSuper Wall BreakerRocket BalloonSuper WizardSuper DragonInferno DragonSuper MinionSuper ValkyrieSuper Witch (Big Boy) • Ice Hound (Ice Pup) • Super Bowler
Heroes Barbarian KingArcher QueenGrand WardenRoyal Champion
Elixir Spells Lightning SpellHealing SpellRage SpellJump SpellFreeze SpellClone SpellInvisibility Spell
Dark Spells Poison SpellEarthquake SpellHaste SpellSkeleton Spell (Skeleton) • Bat Spell (Bat)
Siege Machines Wall WreckerBattle BlimpStone SlammerSiege BarracksLog LauncherFlame Flinger
Pets L.A.S.S.IElectro OwlMighty YakUnicorn