“ | 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[]
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 necessary to stay away from fights for the hero to be healed.
Heal works well in combination with offensive spells.
Strengths[]
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 Units 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 neighboring 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 received. It is also effective against the attacks of Mortars and Pyromancers.
Weaknesses[]
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 for 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 much time – more than available to reach and destroy the Castle Gate. In practice, the spell is often limited to healing the hero.
Temporary effect: Unlike other spells, the hero has to stay within range of troops to sustain the healing effect. If he moves away from his troops, the healing will stop for them.
Usage[]
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.
A 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[]
Level | Requirement | Regeneration | Duration | Cooldown | Upgrade Cost | Upgrade Time |
---|---|---|---|---|---|---|
1 | Wizard's Tower lvl 6 | 409 | 5.0s | 14.0s | Unlock with Wizard's Tower lvl 6 | |
2 | Wizard's Tower lvl 6 | 499 | 5.0s | 14.0s | 100K | 1h 30m |
3 | Wizard's Tower lvl 7 | 609 | 5.0s | 14.0s | 250K | 3h |
4 | Wizard's Tower lvl 7 | 743 | 5.0s | 14.0s | 500K | 6h |
5 | Wizard's Tower lvl 8 | 907 | 5.0s | 14.0s | 1M | 12h |
6 | Wizard's Tower lvl 8 | 1,106 | 5.0s | 14.0s | 1.5M | 1d |
7 | Wizard's Tower lvl 9 | 1,350 | 5.0s | 14.0s | 2.5M | 1d 12h |
8 | Wizard's Tower lvl 10 | 1,646 | 5.0s | 14.0s | 3.5M | 2d 6h |
9 | Wizard's Tower lvl 10 | 2,008 | 5.0s | 14.0s | 4.5M | 3d |
10 | Wizard's Tower lvl 10 | 2,450 | 5.0s | 14.0s | 5.5M | 3d 18h |
11 | Wizard's Tower lvl 10 | 2,989 | 5.0s | 14.0s | 6.5M | 4d 12h |
12 | Wizard's Tower lvl 10 | 3,647 | 5.0s | 14.0s | 7.5M | 5d 6h |
13 | Wizard's Tower lvl 10 | 4,450 | 5.0s | 13.5s | 8M | 6d |
14 | Wizard's Tower lvl 11 | 5,207 | 6.0s | 13.5s | 9M | 6d 6h |
15 | Wizard's Tower lvl 11 | 6,091 | 7.0s | 13.0s | 10M | 6d 18h |
16 | Wizard's Tower lvl 12 | 7,919 | 8.0s | 13.0s | 12M | 7d |
17 | Wizard's Tower lvl 14 Treasure Chamber lvl 16 |
10,295 | 8.0s | 12.5s | 18M | 7d |
18 | Wizard's Tower lvl 15 Treasure Chamber lvl 17 |
13,384 | 8.0s | 12.0s | 20M | 7d |
+1 | Only During Seasons | |||||
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