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Healing Spell info.png

"Heal your Troops to keep them in the fight!
Cast this spell to create a Ring of Healing. Your units will be healed while they are inside this ring."

Summary

  • The Healing Spell is the second spell unlocked at Level 2 Spell Factory, requiring the Town Hall to be at level 6. When placed, the spell forms a stationary ring of healing on the ground. All friendly Troops and Heroes within the ring will be healed (ground or air), including Healers.
  • While Heroes can also be healed by the Healing Spell, the rate of healing is reduced to 55% the rate of normal troops. On the other hand, Siege Machines are completely unaffected by the Healing Spell.
  • It lasts for a total of 12 seconds (40 healing 'pulses' every 0.3 seconds).
  • Visually, the Healing Spell provides a medium-ranged radius with yellow shades of glowing color representing the healing effect. A similar effect can be seen while the Healer is healing.

Strategy

Offensive

  • It is generally better to use the Healing Spell when a large number of your troops are together, as each troop will be healed individually at the same rate (irrespective of how many troops are being healed).
  • Giants, Hog Riders, Miners and Valkyries all benefit significantly from a Healing Spell, as they have moderate health and can get healed quickly.
  • It is best to save your Healing Spells for when your troops are significantly damaged (when many of them are around half health) to maximize the spell's potential.
  • It can also be used for healing units such as Goblins while they attack Gold Storages and Elixir Storages. However, this might not be effective, as a Mortar or Wizard Tower of sufficient level may be able to instantly defeat them.
  • Any unit that moves out of the Healing Spell's radius will immediately stop being healed. As such, before you place a Healing Spell, make sure that you predict where your units are going to go, so they stay inside the radius longer.
  • The Healing Spell goes well with the Rage Spell, due to the fact that the Rage Spell makes troops faster and stronger while healing them makes them much more durable as well. However, the Rage Spell's speed boost may make troops leave the healing circle faster, so should be used sparingly (such as when tackling the core of a base).
    • It is very effective when they are used with high-health and/or slow troops that are not in range with many defenses.
  • You can stack Healing Spells on top of each other to increase the effect.

Defensive

  • Defending heals is all about where the heals will be placed and what to do to counter them.
  • Keeping splash damage far apart can minimize the value of the Healing Spell. Additionally, keep Giant Bombs away from splash defenses, so they do not get healed over.
  • Bomb Towers, with their considerable damage upon destruction, can easily force Healing Spells similarly to Giant Bombs.
  • Spring Traps should be used where you expect heals, as then troops will be at their strongest so this will remove them when they are at their strongest.
  • Use a Tesla Farm (Multiple Hidden Teslas near each other with some traps in between) to force a heal. This could ruin the attacker's plan if they cannot heal another splash defense.
  • At lower levels, double Giant Bombs will destroy Hog Riders before a Heal even gets a chance to heal them. Try to keep them unnoticeable and place them where attackers cannot easily break the formation.

History

Patch Type Description
September 18, 2012 Sneak Peek Announced the Healing Spell.Healing Spell info.png
September 19, 2012 Update Added the Healing Spell, with 5 levels.
October 27, 2012 Update Reduced brewing time.
  • 16h -> 3h Time
February 5, 2013 Update Reduced brewing time.
  • 3h -> 1h 30m Time
April 17, 2013 Update Reduced brewing time.
  • 1h 30m -> 30m Time
June 17, 2013 Update
  • Added the level 6 Healing Spell
  • The Healing Spell is now more effective at all levels.
  • Changed casted Healing Spell sound effect from this to this.
August 27, 2013 Update
  • Increased radius.
    • 3.5 tiles -> 5 tiles Range
  • Reduced brewing cost at all levels.
    • Level 1: 20,000 -> 15,000 Gold
    • Level 2: 22,000 -> 16,500 Gold
    • Level 3: 24,000 -> 18,000 Gold
    • Level 4: 26,500 -> 20,000 Gold
    • level 5: 29,000 -> 22,000 Gold
    • Level 6 : 32,000 -> 24,000 Gold
November 6, 2013 Update The Healing Spell, along with other spells, now cost Elixir instead of Gold to brew.
December 11, 2014 Update The upgraded Healing Spell now has number displayed that represents its levels instead of pink asterisks.
July 1, 2015 Update Reduced brewing time.
  • 30m -> 20m Time
May 4, 2016 Balance Changes Reduced brewing time.
  • 20m -> 10m Time
October 12, 2016 Update Reduced brewing time.
  • 10m -> 6m Time
December 18, 2017 Update Removed the Inferno Tower's ability from blocking healing effect.
April 2, 2019 Update
  • Reduced upgrade time at levels 5 and 6.
    • Level 5: 5d -> 4d Time
    • Level 6: 7d -> 6d Time
December 9, 2019 Update Added the level 7 Healing Spell.
December 9, 2021 Update Reduced upgrade costs and upgrade times at levels 2-7.

Trivia

  • Healing Spell's brewing time has been reduced multiple times, from 16 hours all the way to 6 minutes.
  • Although the Healing Spell can be upgraded to level 2 in the level 2 Laboratory, only Troops, and Spells that are already unlocked will appear in the Laboratory upgrade interface. The Healing Spell will not appear in the Laboratory until the Spell Factory has been upgraded to level 2 (which requires Town Hall level 6). Most players already have a level 4 Laboratory by that time; if so, the first two upgrades will be available as soon as the Spell Factory level 2 upgrade finishes.
  • Originally, Inferno Towers nullified Healing Spells’ effectivity. However, this was changed in the June 2018 Update.
  • The Healing Spell, Lightning Spell and Rage Spell were the first spells to be added to the game.
Radius Range Number of Pulses

Number

Time Between Pulses

Time

Housing Space

Spell

Brewing Time

Time

Spell Factory Level Required

Spell Factory

5 tiles 40 0.3s 2 6m 2
Level
Level
Total Healing
Total Healing
Healing per Pulse
Hitpoints
Total Healing on Heroes
Total Healing
Research Cost
Elixir
Research Time
Time
Laboratory Level Required
Laboratory
1 600 15 330 N/A N/A N/A
2 800 20 440 75,000 5h 2
3 1,000 25 550 150,000 10h 4
4 1,200 30 660 300,000 20h 5
5 1,400 35 770 900,000 1d 12h 6
6 1,600 40 880 1,800,000 4d 7
7 1,800 45 990 3,600,000 7d 8
8 2,000 50 1,100 14,000,000 16d 11
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
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