Healing Spell
11/15/201911/13/2022
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"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."
The Healing Spell is an Elixir spell unlocked by upgrading the Spell Factory to level 2, which requires a Town Hall level 6.
This spell was introduced on the September 2012 update with the Spell Factory itself, so it's one of the three original Spells, among with the Lightning and Rage spells.
Content
- 1. Healing Spell Explained
- 2. Stacking Healing Spells
- 3. Upgrade Differences
- 4. How to Use the Healing Spell
- 5. Stats
- 6. Brewing Time
- 7. Upgrade Chart
Healing Spell Explained
The Healing Spell creates a 5 tiles radius yellow ring on the battlefield that heals all troops inside.
The healing process happens in "pulses": there are 40 healing pulses over 12 seconds, one each 0.3 seconds.
This spell heals all friendly troops inside, regardless of how many of how big (housing space) they are.
It also heal Heroes. However, the rate of healing on them is reduced by half.
Inferno Towers no longer interfere with the Healing Spell. Until the June 2018 the Inferno Tower had the power to stop the healing process on the troops it was targeting.
Stacking Healing Spells
You can stack multiple Healing Spell on the top of each other to increase the healing. This spell also stack with Healers - and it will also heal the Healers.
Upgrade Differences
The spell always lasts 12 seconds, regardless of its level.
Upgrading this spell only increases the total amount of healing it will make on the troops.
How to Use the Healing Spell
This spell shows its true value on moderate hitpoints units such as Hog Riders, Miners and Giants. This spell can fully recover their life giving a huge lifespan boost.
On low health troops they can be useless as the troops might die on a single enemy shot anyway. On super heavy troops such as Golems and P.E.K.K.As the healing amount might be insignificant considering the total amount of health they actually have.
Once the troops leave the spell radius the healing stops immediately, so always drop this spell a few tiles ahead of where they currently are, predicting their movement.
This spell works well with the Rage Spell, but not on fast troops such as Hog Riders. The Rage Spell will make them move even faster, which will make them leave the spell radius way too fast.
Stats
Radius ![]() | Number of Pulses | Time Between Pulses ![]() | Housing Space ![]() | Spell Factory Level Required ![]() |
---|---|---|---|---|
5 tiles | 40 | 0.3s | 2 | 2 |
Brewing Time
Brewing Time of Healing Spell | |
---|---|
Spell Factory available | Spell Factory upgrading |
6m | 12m |
Upgrade Chart
Level ![]() | Total Healing ![]() | Healing per Pulse ![]() | Total Healing on Heroes ![]() | Research Cost ![]() | Research Time ![]() | Laboratory Level Required ![]() |
---|---|---|---|---|---|---|
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 | 3,000,000 | 6d | 8 |
8 | 2,000 | 50 | 1,100 | 10,500,000 | 12d | 11 |
9 | 2,200 | 55 | 1,210 | 17,000,000 | 17d | 13 |