IMPORTANT CLARIFICATION: The unicorn does not heal like other healing cards. The unicorn has single target healing.
Before you say that it's bad, its healing per second is more than the tower DPS.
IMPORTANT CLARIFICATION: The unicorn does not heal like other healing cards. The unicorn has single target healing.
Before you say that it's bad, its healing per second is more than the tower DPS.
Since Zap, Snowball, Rage exist, why don't we do something like it with heal? Forgot to say it does same tower damage too.
26 Votes in Poll
Or, it would have been if IT WAS STILL IN THE GAME.
38 Votes in Poll
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Smacks enemies with his red hot frying pan as his dish flies everywhere! One shot goes to the enemies behind while the majority goes to the main target. For example, if chef his rascal boy, he does three attacks in one to the boy and one attack to each of the girls. If no troop is near, and the chef is on your side, it will run up to troops and heal them with meals. He cannot feed himself
Elixir: 4
Type; Troop
Target: Ground
Rarity; Legendary
HP: 720
Damage: 162x5
Hit Speed: 1.4sec
DPS: 116x5
Range: Melee, Long
Food Range: 2.5
Speed: Fast
Deploy Time: 1.5 sec
Feeding Range: 2
Feeding Time: 1 sec
Healing: 300
Feeding Cooldown: 5 sec
Thoughts?
Fire Spirit Has Fireball
Ice Spirit Has Freeze
Electro Spirit Has Zap
So Why Can't We Bring Back Heal?
50 Votes in Poll
43 Votes in Poll
A 6-elixir tank with around 3,500 hit points. Every punch does 120 damage. Hit speed is 1.6 seconds. When it explodes it creates 2 healimites with 500 hit points and each do 50 damage ( same attack speed). Also when it explodes it heals your cards in a radius. That's pretty good for golem beatdown cause it will heal the night witch. Big golem heals about 300 hit points. Tiny golems heal 50 hit points each. Btw the rarity is epic card. Would this replace golem in beatdown?
Good:
It's good in cycle decks because it can bring some free 91 damage to ur tower if ignored because it's just 91 damage for 1 elixir, but it's good in cycle.
If one of ur cards has little hit points left, say a knight has like only a little, it can jump into something and heal the knight to get a few more hits.
It can defend skarmy from reaching ur tower with its splash for 1 elixir.
Bad:
It can't heal RG when RG is at it's tile raidus to shoot and there is no troop or building there except princess tower since RG won't be in the radius.
If a princess tower is 2 levels above it, it takes the heal spirit out.
Long ranged units like magic archer or princess and the royal ghost ( which is invisible, but not long ranged) takes it out before it can jump into anything ( unless there is another troop or building there)
Increase radius to 5, make it heal 87 health a second, increase duration to ten seconds, make it 6 elixir.
So many spirits have been made and dedicated to already existing spells. Why don't they add more? (rage spirit, poison spirit, etc.), let me know your thoughts in the comments.
- I did not make this image, it is off a Reddit thread. -
The idea came from the classic deck 3M Ram Miner. Now Heal Spirit may buff Ram / Miner / Horde / Musk when attacking. ? (just for experiment, dont mind the card level)