

BRINGS THE LIGHT INTO THE
DARKEST OF PLACES




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EZE'S GUIDE TO THE HEALER



Healers are a 14 housing space areal troop
that deals no damage what so ever. Instead she
flies over her companions casting rays of energy
that gives the troops a continuous healing effect.
This only effects GROUND troops/ air is NOT effected!
Of course the amount of healing that she
administers will depend on her level. Although the Healer
does attract Air Traps the Cannons and the Mortar
can not shoot her out of the sky.
The Healer ability has a splash effect meaning that
everyone in her range (2 tiles) will get the healing effect. She is especially effective in the lower TH levels, hovering over a groups of Giants or the large hordes of Barbarians and Archers that are so widely used. There was a time that
the Healer was not used in the upper TH levels at all. Her
ability was not strong enough to protect troops from the
larger defenses like the X-Bows and especially the
Inferno Towers. Inferno Towers will damage troops as
if the Healer is not there at all. Times have changed!
Advanced players learned that the Healers can be used
in larger groups so they would cluster 5-8 Healers over
the Archer Queen and give her an almost invincible ability.
SuperCell developers quickly caught on to this trend and
did what clashers call a "Nerf" meaning they adjusted the
game, depreciating the overall value of a particular troop.
In the Healers case, they limited the healing effects of
the Healer after 3-4 healers,
so 8 Healers on a troop would heal just as much as only 4.
Still, the use of the Healer is now more popular than ever at ALL TH levels. The Queen Walk is the use of a small group of Healers over the Archer Queen (as mentioned before) that has been utilized as the beginning of the elite players 3 star attack. Players will use the Queen Walk to eliminate key defenses and increase their chances of being able to drop their 2nd wave of troops and "funnel" them into the core of the base.
The Healers ability can be amplified tremendously with the use of a Rage Spell. A carefully placed Rage Spell will not only strengthen the attacking troops overall offensive posture but will increase the Healers ability to incredible measures. When teamed up with 2-3 other Healers the Raging Healer can help troops withstand both encounters with strong opposing Clan Castle troops and the fire from multiple defenses all at once. This tactic is one that all clasher should try to perfect if they plan on using the Healer in their army.
Healers have also been known to have an impact on defense in the Clan Castle. Two Healers in the CC can help keep your Heroes alive (but you must have the Hero pedestals near the CC) furthermore, the Healer will even heal walls and buildings BUT only if they are close to the troops or Hero that the Healer is actually targeting to heal… the healing of the buildings is sort of a side effect of the troops healing, nice one too! Remember that the attacking player can drop spells at key times and location and can utilize their Hero abilities if they have Heroes so more times than not they will still be able to take out the defending CC troops or Heroes BUT there have been many, many occasions where a defending Healer has healed your defensive troops just enough to save that BIG Town Hall star or even the 50% star! Healers in the defensive CC is also a great way to keep the attacking player off guard. They are certainly rare troops to keep in the defensive CC so it will be a surprise most of the time and we all know how important surprises are in the middle of an attack!
Controlling which troops your Healer chooses to stay over can be very tricky. Their programming is complex and may seem unorthodox at times so there is a common rule that should be in your mind as you are deploying your troops. Size Matters! Healers are drawn to the largest HP troops in one area, this means that if you have one Giant with a Healer protecting it and a larger troop like your Barbarian King comes into the Healers range, she may choose to switch her target and start Healing the Barb. King. Healers will switch assignments frequently in a frantic effort save the world! So this being said, if your goal is to maintain your Healers target on a specific troop try to keep other potential targets away from her, especially if they are larger HP troops OR if they are smaller HP troops but in a large group.
Overall the Healer is a vital troop at every Town Hall level that they are available in. (They are currently maxed out in TH9 so I will predict that the Healer will be on one of SuperCell's upcoming updates!) Remember the key to success with the Healers is your starting point on troop
deployment/ stay away
from Air Defenses near
the edge of their Village!
You do not want your
Healers to get shot down
before your troops enter
the base's walls!

HERE ARE LINKS TO EVERY AVAILABLE IN-GAME ITEM AND
A FEW HELPFUL GUIDES. CLICK ON NAME TO GO TO LINK
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HOME VILLAGE
ARMY
ELIXIR TROOPS
Barbarian, Archer, Giant, Goblin, Wall Breaker, Balloon, Wizard, Healer, Dragon, Pekka, Baby Dragon, Miner
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Minion, Hog Rider, Valkyrie, Golem & Golemite, Witch & Skeleton, Lava Hound & Lava Pup, Bowler
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Barbarian King, Archer Queen, Grand Warden
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Cannon, Archer Tower, Mortar, Wizard Tower, Hidden Tesla, Air Sweeper, Bomb Tower, X-Bow, Inferno Tower, Eagle Artillery, Walls
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TRAPS
Spring Trap, Bomb, Giant Bomb, Air Bomb, Seeking Air Mine
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BUILDINGS
SPECIALITY BUILDINGS
Town Hall, Clan Castle, Builders Hut
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ARMY BUILDINGS
Clan Castle, Laboratory, Barracks, Dark Barracks, Spell Factory, Dark Spell Factory, Army Camps, Barbarian King Altar, Archer Queen Altar, Grand Warden Altar/ Statue
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RESOURCE BUILDINGS
Treasury, Gold Mines, Elixir Collector, Dark Elixir Drill, Gold Storage, Elixir Storage, Dark Elixir Storage
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ARMY
Raged Barbarians, Sneaky Archers, Boxer Giants, Beta Minions, Bombers, Baby Dragons, Cannon Cart, Night Witch & Bats, Drop Ship, Super P.E.K.K.A.
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Walls, Cannon, Archer Tower, Double Cannon, Hidden Tesla, Firecracker, Crusher, Guard Post, Air Bomb, Multi Mortar, Roaster, Giant Cannon, Mega Tesla
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TRAPS
Push Trap, Spring Trap, Mine, Mega Mine
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Star Laboratory, Army Camps, Barracks
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Gem Mine, Gold Mine, Elixir Collector, Gold Storage, Elixir Storage