Unicorn – COC

🦄
Max Lvl 15

Unicorn

Personal Hero Healer

HP
2,300
HPS
85
Unlock
TH 14
Range
2.5

Overview

Unicorn Unicorn is the fourth Hero Pet unlocked at Pet House Level 4 (Town Hall 14), serving as a personal healer that continuously restores hero health throughout battle. Unlike Healers (which only heal ground units), Unicorn can heal both ground and air heroes within 2.5-tile range. With 85 healing per second at max level, Unicorn extends hero survivability dramatically, making it essential for Queen Walk and Queen Charge strategies where Archer Queen needs sustained healing under defense fire.

Unicorn revolutionized hero charge strategies by acting as a dedicated hero healer that follows the hero over walls (wall-jump ability like L.A.S.S.I). The healing stacks separately from the Healer cap (maximum 6 Healers), providing additional healing per second without consuming army space. However, Unicorn’s low HP (2,300) makes it extremely vulnerable to splash damage from Scattershots and Multi-Target Inferno Towers. Its 2.5-tile healing range (closer than Healers’ 5.5 tiles) means Unicorn stays near the hero, increasing exposure to area damage. Unicorn pairs best with Archer Queen for Queen Walks/Charges and Barbarian King for extended tanking, but struggles with fast-moving heroes like Royal Champion who can create separation.

📊 Stats & Upgrade Path

Pet House Level Max Level HP DPS/HPS Key Milestone
Level 4 (TH14) 1 1,600 50 Unlocked — Hero healing introduced
Level 4 (TH14) 10 2,100 75 TH14 max — Reliable healer
Level 4 (TH15+) 15 2,300 85 ⚔️ MAX — 2,300 HP · 85 HPS

Key Attributes: Unicorn has movement speed 16, healing range 2.5 tiles, and can heal both ground and air units. Special Ability – Hero Healing: Continuously heals paired hero at 85 HPS (max level). Healing stacks separately from Healer cap. Wall Jump: Can follow heroes over walls. Attack Type: Healing (no offensive attacks).

⚔️ Best Hero Pairings

Archer Queen (Best Pairing)
Unicorn + Archer Queen = Queen Walk/Charge dominance. Unicorn acts as 7th Healer (bypasses 6-Healer cap), providing extra 85 HPS. Queen’s low HP pool (1,890 at max) benefits massively from sustained healing. Unicorn follows Queen over walls during compartment penetration, maintaining healing throughout charge. Essential for Queen-heavy strategies at TH14-17.
Barbarian King (Strong Pairing)
King’s high HP pool (2,600+ at max) benefits from Unicorn’s slow sustained healing. Extends King’s tank duration by 20-30%, allowing longer compartment clears. King’s slower movement (speed 16) matches Unicorn perfectly, preventing separation. Particularly effective when King uses Giant Gauntlet or Vampstache equipment for extended melee engagements.
Grand Warden (Moderate Pairing)
Works in ground mode Warden Walks. Unicorn healing keeps Warden alive during extended support pushes. However, in air mode (most common), Warden flies while Unicorn stays grounded, making healing impossible. Electro Owl or Poison Lizard offer better air mode synergy.
Royal Champion (Poor Pairing)
Not recommended. RC’s extreme speed (32 with Royal Gem) far outpaces Unicorn’s movement (16), creating constant separation. RC frequently jumps walls and dashes ahead, breaking Unicorn’s 2.5-tile healing range. Diggy or Spirit Fox provide better RC support with matching mobility.

🎯 Strategic Tips

Healer Cap Synergy
Unicorn healing stacks separately from the 6-Healer cap. Deploy 6 Healers + Unicorn for maximum healing (6 Healers × 65 HPS + Unicorn 85 HPS = 475 total HPS at max level). This healing rate allows Queen to tank single-target Inferno Towers and Scattershots for extended periods.
2.5-Tile Range Vulnerability
Unicorn’s close healing range (2.5 tiles vs Healers’ 5.5) keeps it near hero, exposing it to splash damage. Position Queen/King to avoid Scattershot and Wizard Tower fire arcs. If Unicorn dies, healing drops dramatically—preserve Unicorn by avoiding area damage zones.
Wall Jump Coordination
Unicorn automatically jumps walls to follow heroes, maintaining healing during compartment transitions. Time wall jumps with hero—if Unicorn lags behind walls, healing temporarily stops. Use Jump Spells or Earthquake Spells to create open paths where Unicorn can follow without wall-jump delays.
Freeze Spell Protection
When Unicorn enters high-damage zones (Multi-Target Inferno, Scattershot clusters), use Freeze Spell to disable defenses for 5 seconds. This protects Unicorn from burst damage while maintaining healing uptime. Freeze + Unicorn healing = Queen survives otherwise lethal defense combinations.
Low HP Awareness
Unicorn has only 2,300 HP—dies to 2-3 Wizard Tower hits or single Scattershot volley. Monitor Unicorn’s health during Queen Charge. If Unicorn is low HP, Recall hero to safe zone, allowing Unicorn to regenerate (pets don’t require regen but resetting position helps avoid further damage).

🛡️ Countering Unicorn

Scattershot Positioning
Position Scattershots to hit both hero and Unicorn simultaneously. Scattershot’s area damage (350+ at max) quickly eliminates Unicorn’s 2,300 HP while damaging hero. Place Scattershots inside core compartments where Queen Charges typically path.
Multi-Target Inferno Towers
Set Infernos to multi-target mode. Infernos engage hero + Unicorn + Healers simultaneously, overwhelming healing with multi-beam damage. Unicorn’s low HP makes it first casualty, eliminating 85 HPS and weakening Queen Charge significantly.
Wizard Tower Clusters
Position 2-3 Wizard Towers to create overlapping splash damage zones. Unicorn must stay within 2.5 tiles of hero, making it vulnerable to concentrated Wizard Tower fire. Multiple Wizard Towers targeting same area = Unicorn elimination in 3-4 seconds.
Air Bombs Near Ground Paths
Deploy Air Bombs along common Queen Walk routes. While Air Bombs won’t damage Unicorn (ground unit), they eliminate Healers supporting Queen. With fewer Healers, Unicorn’s 85 HPS becomes insufficient to sustain Queen under heavy defense fire.

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