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The Heal spell allows you to heal your troops from damage, fire and poison. Depending on your strategy, this could be a very strong spell.


General Assessment Edit

The Heal spell is the only way to heal the hero besides regeneration and the Blessing scroll. It also heals friendly troops within range. Unlike regeneration, it isn't necesarry to stay away from fights in order for the hero to be healed.

Heal works well in combination with offensive spells.

Strengths Edit

Getting more out of the hero: While Heal doesn't do any damage by itself, it allows using the hero more often to attack and move into position to use other spells.

Getting more out of troops: By healing friendly troops it's possible to keep them much longer. This is especially helpful for troops who don't die too quickly and can be nursed back to health between fights.

Range: Heal is among the spells with the biggest range, making it easy to extend the effect to troops. This can be used even when the hero runs ahead of his troops, but comes close in a neighbouring lane.

Heals status problems:This spell is helpful while attacking snake towers or firebolt towers since it heals the hero from fire and poison and can be used to attack snake towers with minimum damage recieved.It is also effective against the attacks of mortars and pyromancers.

Weaknesses Edit

Limited healing power: Even though the spell can be of great help to keep the hero alive, it won't be enough for a full recovery from the brink of death. It also can't be relied upon to compensate all damage when used during a fight.

Range: While helpful when troops are close (on the screen, at least), there are often situations when the hero runs ahead of his troops, out of range to heal them. Although it may be tempting to keep a big number of units healthy and rolling through enemy defenses, this usually takes too a lot of time – more than available to reach and destroy the castle gate. In pratice, the spell is often limited to healing the hero.

Temporary effect: Unlike other spells, the hero has to stay within range of troops in order to sustain the healing effect. If he moves away from his troops, the healing will stop for them.

Usage Edit

In battle, it makes sense to focus on healing the hero and take healing troops as a bonus. Since the hero takes damage all the time and rarely ever regains full health, the spell should be used as often as possible to get the most out of it. This usually means using it right away when it becomes available again.

There are also opportunities to heal units. In these cases it can make sense to stay back and allow the spell to encompass them as well. This is especially true when important troops may otherwise die soon, with replacements far out. Aside from that, the hero shouldn't stay back too much, since otherwise his fighting power and other spells go to waste.

As special situation can arise at the castle gate if cannons are brought along. The gate often fires its arrows at the cannons, which can make it necessary to heal them. However, if the hero attacks the gate as well, the cannons are often just out of reach of the heal spell. To reach the cannons the hero either has to move back a little or find the right position to attack and heal at the same time. It is possible to position the hero so he can heal the cannons and attack the castle gate at the same time, but it requires manually positioning the hero back from the gate slightly.

Levels Edit

Level Requirement Regeneration Upgrade Cost Upgrade Time
1 Wizard's Tower lvl 6 Healing 409 Unlock with Wizard's Tower lvl 6
2 Wizard's Tower lvl 6 Healing 499 Gold 100K Time 1h 30m
3 Wizard's Tower lvl 7 Healing 609 Gold 250K Time 3h
4 Wizard's Tower lvl 7 Healing 743 Gold 500K Time 6h
5 Wizard's Tower lvl 8 Healing 907 Gold 1M Time 12h
6 Wizard's Tower lvl 8 Healing 1,106 Gold 1.5M Time 1d
7 Wizard's Tower lvl 9 Healing 1,350 Gold 2.5M Time 1d 12h
8 Wizard's Tower lvl 10 Healing 1,646 Gold 3.5M Time 2d 6h
9 Wizard's Tower lvl 10 Healing 2,008 Gold 4.5M Time 3d
10 Wizard's Tower lvl 10 Healing 2,450 Gold 5.5M Time 3d 18h
11 Wizard's Tower lvl 10 Healing 2,989 Gold 6.5M Time 4d 12h
12 Wizard's Tower lvl 10 Healing 3,647 Gold 7.5M Time 5d 6h
13 Wizard's Tower lvl 10 Healing 4,450 Gold 8M Time 6d
14 Wizard's Tower lvl 11 Healing 5,073 Gold 9M Time 6d 6h
15 Wizard's Tower lvl 11 Healing 5,783 Gold 10M Time 6d 18h
MORE COMING SOON




Forgings LevelsEdit

Forgings Levels Pearls Cost Cooldown Success Chance Max Fails
+1 Pearl 63 Time 9h 18m ButtonConfirm 66.6% ButtonCancel 0
+2 Pearl 125 Time 18h 36m ButtonConfirm 55.5% ButtonCancel 0
+3 Pearl 188 Time 1d 3h 54m ButtonConfirm 44.4% ButtonCancel 1
+4 Pearl 250 Time 1d 13h 12m ButtonConfirm 33.3% ButtonCancel 1
+5 Pearl 250 Time 2d 7h 48m ButtonConfirm 33.3% ButtonCancel 1
+6 Pearl 250 Time 3d 11h 42m ButtonConfirm 33.3% ButtonCancel 1
+ Pearl 250 Time 6d 23h 24m ButtonConfirm 33.3% ButtonCancel 1
HEAL FORGINGS
IconUpgradePearl Forgings Countdown Cooldown Range Range Healing Regenaration
+1 14,85 5,58 +104
+2 14,70 5,67 +208
+3 14,55 5,75 +312
+4 14,40 5,83 +416
+5 14,25 5,91 +520
+6 14,10 6,00 +624
+7 13,95 6,08 +728
+8 13,80 6,16 +832
+9 13,65 6,24 +936
+10 13,50 6,33 +1,040
+11 13,35 6,41 +1,144
+12 13,20 6,49 +1,248
+13 13,05 6,57 +1,352
+14 12,90 6,66 +1,456
+15 12,75 6,74 +1,560
+16 12,61 6,82 +1,662
+17 12,50 6,88 +1,757
+18 12,42 6,92 +1,838
+19 12,37 6,95 +1,905
+20 12,34 6,96 +1,960
+21 12,31 6,98 +2,005
+22 12,29 6,99 +2,041
+23 12,28 7,00 +2,071
+24 12,27 7,00 +2,096
+25 12,26 7,01 +2,117
+26 12,25 7,01 +2,134
+27 12,24 7,02 +2,150
+28 12,24 7,02 +2,163
+29 12,23 7,02 +2,174
+30 12,23 7,03 +2,185
● ● ● ● ● ● ● ● ● ● ● ●
MAX Countdown 12,17 Range 7,06 Healing +2,337

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