Overview
The Healer is the eighth Elixir troop unlocked in the Barracks at Town Hall 6, and the game’s only dedicated support unit. This angelic flyer hovers above the battlefield, emitting a continuous healing aura that restores 90 HP per second to ground troops within a 7-tile radius at max level. With 1,200 HP and no offensive capability, Healers are purely defensive support units designed to sustain ground armies through prolonged engagements.
Healers revolutionized Clash of Clans strategy by enabling the iconic Queen Walk/Charge technique, where 4-5 Healers keep the Archer Queen alive indefinitely while clearing buildings. They’re also essential for Giant-Healer (GiHe) farming strategies at TH6-8 and hybrid attacks at higher levels. However, Healers have critical weaknesses: they cannot heal air troops, heroes trigger a 50% healing reduction when multiple Healers are present, and Air Defenses shred them instantly. Their 14 housing space makes them expensive, but their ability to turn fragile troops into immortal tanks makes them invaluable for specific strategies.
📊 Stats & Upgrade Path
| Town Hall |
Max Level |
HP |
Heal/Sec |
Key Milestone |
| TH6 |
1 |
600 |
35 |
Unlocked — Enables GiHe farming |
| TH7 |
2 |
700 |
42 |
Stronger TH7 farming raids |
| TH8 |
3 |
840 |
55 |
Double Air Defenses challenge emerges |
| TH9 |
4 |
1,000 |
62 |
Queen Walk strategy unlocked |
| TH10 |
5 |
1,100 |
70 |
Queen Charge becomes meta |
| TH13 |
8 |
1,150 |
84 |
Scattershot era sustainability |
| TH15+ |
9 |
1,200 |
90 |
⚔️ MAX — 1,200 HP · 90 Heal/Sec |
Key Attributes: Healers have a movement speed of 16 (moderate), healing range of 7 tiles, and automatically target the ground troop with the lowest HP percentage within range. They occupy 14 housing space and cannot heal air troops or themselves. Multiple Healers on heroes trigger 50% healing reduction.
⚔️ Attack Strategies
Queen Walk/Charge
Deploy 4-5 Healers on Archer Queen to create an immortal hero. Queen Walk clears 25-40% of the base perimeter while Healers sustain her. Eliminate Air Defenses first with Lightning/Earthquake Spells or avoid Air Defense coverage entirely.
GiHe (Giant-Healer) Farming
Deploy 10-15 Giants first, then 2-3 Healers behind them. Giants tank defenses while Healers regenerate their HP. Dominates TH6-8 farming with 70%+ destruction. Add Rage Spells for faster core penetration.
Bowler/Witch Healer Hybrid
Use 2-3 Healers to sustain Bowlers or Witches behind a tank line. Bowlers deal splash damage while healing through Wizard Tower fire. This strategy excels at TH10-12 for trophy pushing and war attacks.
Yeti Healer Combo
Yetis (TH13+) spawn Yetimites on death. Deploy 2 Healers on Yetis to keep them alive longer, maximizing Yetimite spawns for overwhelming swarm attacks. Pair with Freeze Spells on Multi-Target Infernos.
Super Wizard Healer Push
Super Wizards (Level 8+) have 6-tile range and chain lightning. Deploy 1-2 Healers behind 4-6 Super Wizards for sustained high-DPS pushes through heavily fortified compartments. Best for CWL or trophy pushing.
Suicide Hero Setup
Send Queen + King with 4-5 Healers to eliminate 1-2 Air Defenses, then let heroes die. Your main air army (LaLoon, Dragons) can then dominate with reduced Air Defense coverage.
🛡️ Defense Tips
Air Defense Centralization
Position Air Defenses to cover as much base area as possible. Queen Walks rely on avoiding Air Defenses—force attackers into narrow corridors where Healers get shot down, collapsing the Queen Walk.
Seeking Air Mines
Place Seeking Air Mines in common Queen Walk paths (near Archer Queen Altar on defense, or base edges). A single Seeking Air Mine one-shots Healers, forcing attackers to use more or abort the strategy.
Air Sweepers
Position Air Sweepers facing outward toward base edges where Queen Walks typically begin. Air Sweepers push Healers out of healing range, disrupting the Healer-Queen connection and causing Queen deaths.
Red Air Bombs
Scatter Red Air Bombs around base perimeter buildings. While they don’t one-shot Healers, 2-3 Air Bombs plus Air Defense fire will eliminate Healers quickly, killing the Queen Walk before it gains momentum.
🎯 Advanced Tips
Hero Healing Reduction
When 2+ Healers target heroes (Queen, King, Warden, Champion), each Healer’s effectiveness drops by 50%. Optimal Queen Walk uses 4 Healers (180 HP/sec total after reduction), not 6+ which wastes housing space.
Healer AI Targeting
Healers target the troop with the LOWEST HP PERCENTAGE, not lowest absolute HP. A Giant at 50% HP (1,500/3,000) gets priority over a Wizard at 10% HP (32/320). Use this to control Healer focus.
Poison Spell Counter
Defending Poison Spells slow and damage Healers, disrupting Queen Walks. Always carry Rage or Haste Spells to accelerate Queen movement out of Poison zones, maintaining Healer effectiveness.
Cannot Heal Air Troops
Healers ONLY heal ground troops. They cannot heal Balloons, Dragons, Baby Dragons, Minions, or other Healers. This is a hard-coded limitation—no exceptions. Never deploy Healers with pure air armies.
Training Cost vs Value
Healers cost 12,000 Elixir at max level (14 housing space). A 5-Healer Queen Walk costs 60k Elixir. Too expensive for farming but essential for 3-star war strategies where value > cost.
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