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“A mischevious Spirit that leaps at enemies, dealing Damage and leaving behind a powerful healing effect that restores Hitpoints to friendly Troops!”

The Heal Spirit is a Rare card that is unlocked from the Rascal's Hideout (Arena 13). It spawns a very fast, area-damage, air-targeting, short-ranged, ground troop with low hitpoints and low damage. It launches itself at its target when attacking, destroying itself on impact. It creates a small glowing restoration field that heals allied troops nearby. Its physical appearance is similar to an Ice Spirit, but it is a bright yellow color and is shaped more closely to a rectangle. A Heal Spirit card costs 1 Elixir to deploy.


For Battle Decks with this card, click here

  • The Heal Spirit is best played behind the troop the player wants to heal to guarantee that the troop is inside of the healing radius after the Heal Spirit attacks. Even if the troop is already damaged, placing the Heal Spirit in front of any troop that doesn't move at a fast speed will likely still cause the troop to be out of the Heal Spirit's heal radius when the Heal Spirit attacks, wasting most of its value.
    • In certain situation, it might be worth it to use it as a tank for a small push. A Heal Spirit has sufficient hitpoints to reach an opposing Tower Princess. This means that all Goblin cards, Minions, Minion Horde, and Wall Breakers can reach the Crown Tower unscathed while the Heal Spirit tanks the Crown Tower. This will not work if the Heal Spirit is at a lower Level than the Tower Princess or the opponent is using the Cannoneer.
  • The Heal Spirit has enough hitpoints to take a shot from most medium-sized units. The Musketeer, Executioner, Baby Dragon, Witch, Minions, Princess, Ice Wizard, Miner, and Bandit, all take more than 1 hit to eliminate the Heal Spirit, giving it ample time to jump on them.
  • The Heal Spirit's healing radius will spawn around the enemy troop that it jumps on. To get the maximum amount of value healing troops on defense, the player should place the Heal Spirit in a way that will bring the enemy troop closer to their own defenders, so that more of their troops end up being healed. Alternatively, the player can use Tornado to bring enemy troops very close to friendly ones, increasing the likelihood that the healing radius will take effect.
  • The Heal Spirit can tack on a small amount of damage for a cheap cost, allowing other cards to more easily take out other troops. For example, a Heal Spirit in combination with a Fireball will fully take out units like the Musketeer or Wizard. Similarly, a Heal Spirit combined with a Zap or Giant Snowball will be able to fully take out Goblins, Minions, or Rascal Girls.
  • It is much harder to heal long-ranged troops, such as the Musketeer, as the healing radius is quite small. Even when versed against melee troops that will approach the ranged troop, it may not be worth letting them close in as most long-ranged troops have somewhat low hitpoints, potentially leaving them with less health after the healing than if they were to simply be protected.
  • A good counterplay against a Heal Spirit is to separate it from the push that it is supporting. This can be done easily by placing a cheap card like Skeletons, Bats, an Ice Golem or another Spirit card to the side. This works in situations where the Heal Spirit is supporting troops that have a different targeting than the Heal Spirit, such as that of an Elixir Golem.
  • The Log and the Barbarian Barrel are good counters to the Heal Spirit, especially since the Heal Spirit will often be played in tandem with other cards, which allows the defender to get splash value on them. They are still good counters to Heal Spirits that are played at or near the bridge alone, as The Log can chip the Crown Tower, while the Barbarian Barrel can force out another card from the opponent to prevent chip damage. However, the player may want to do this to bait the opponent's spell, which can allow them to more effectively use other cards, such as a Goblin Barrel.
    • Note that with the Barbarian Barrel, it is important that the barrel itself defeats the Heal Spirit before the Barbarian spawns, otherwise it may result in the Heal Spirit jumping onto the Barbarian, possibly healing the troops that the Heal Spirit was used alongside.
  • The Heal Spirit works best with bulkier swarm cards such as Royal Hogs and Minion Horde. The former is subject to Fireball while the latter is subject to Zap, but these two commonly used spells will still leave these units with just a sliver of health. They are typically left alone for the Tower Princess to clean up, but a Heal Spirit following behind them forces them to spend more Elixir on defense, or else their lone Tower will be overwhelmed by the sudden health rejuvenation.
  • Heal Spirit also synergizes well in Sparky and Balloon decks. The sudden health boost of a few hundred hitpoints can allow these cards to get a single deadly connection that would be otherwise difficult to land on a Crown Tower.
  • The Heal Spirit pairs well with the Royal Giant. It is reliable against swarms, and its healing can help the Royal Giant generate damage to the Crown Tower. Because of the Royal Giant being close to the bridge, there are also less placements for the opponent to effectively block without it positively affecting the Royal Giant in some way.
  • It is also quite helpful in Electro Giant and Elixir Golem pushes. The troops that are commonly used in those pushes would benefit significantly from the extra healing but the tanks themselves would also benefit, with the Electro Giant having more opportunities to deal damage with the Zap Pack to any defender, and the Elixir Golem having the drawback of giving Elixir to the opponent delayed by surviving for a bit longer. It can also be helpful in Giant, Goblin Giant, and Golem pushes in a similar way, although with not as much of benefit for the tank, as its healing would be pretty negligible.
  • With perfect timing and placement, a Heal Spirit combined with the Tower Princess can completely prevent a Fire Spirit from connecting to either the Tower Princess or the Heal Spirit and prepare itself for a counterattack.
  • The Heal Spirit has enough hitpoints to stop a pair of Archers when they are split with the help of the Tower Princess for a +2 Elixir trade. It may not be able to jump on either on them, but it will be able to distract them long enough for the Tower Princess to finish them off. However, unlike the Ice Spirit, it is not able to prevent all damage if the Archers are not split, as the lack of a stun will still allow the second Archer to engage the Tower Princess and get one hit.
  • If the player can suspect the opponent using a Poison alongside their main attacker, the player can deploy the Heal Spirit to counteract the damage from Poison, either saving the troops from being killed by the spell or simply delaying their death, allowing them to defend for slightly longer.
  • Against the Mother Witch, you want to place it close to her instead, so that it is killed as part of its attack instead of being killed by the Mother Witch, otherwise she will spawn a Cursed Hog from it.
  • A Skeleton Barrel heading toward a Crown Tower can be fully countered by dropping an Heal Spirit behind the Tower when the barrel's shadow is one tile away from the Tower. The Heal Spirit should spawn right as the barrel pops, and finish deploying right as all the Skeletons spawn, and proceed to jump onto all of them. This will prevent all damage from the Skeleton Barrel, excluding its Death Damage.
  • The Heal Spirit does not deal enough damage to take out the Guards' shields but it does deal enough damage to finish off the Guards themselves. Knowing this, you can combine the Heal Spirit with The Log to counter Guards for a neutral Elixir trade, however that requires precise timing.
  • If a Royal Ghost is coming from one lane, the Heal Spirit should be used to kite him towards the other lane. This is most useful when the Royal Ghost is supporting a larger push to separate him from it.


Heal Spirit Attributes

Deploy Time
Deploy Time
Splash Radius
1 Very Fast (120) 1 sec 2.5 1.5 Air & Ground Ground Troop Rare

Healing Attributes

Heal Speed
Time Between Pulses
4 pulses every 1 second 1 sec 2.5 Air & Ground

Card Statistics

Area Damage
Area Damage
Healing Per Pulse
Healing Per Second
3 109 52 47.25 189
4 119 57 51.75 207
5 131 62 57 228
6 144 69 62.75 251
7 159 75 68.75 275
8 174 83 75.5 302
9 191 91 83 332
10 210 100 91 364
11 231 110 100 400
12 253 121 110 440
13 279 133 120.75 483
14 306 146 132.75 531
15 336 160 146 584

Card Mastery

Type Level/Tier Objective Rewards
Damage Dealer
Damage Dealer
1 Deal a total of 10,000 Damage to enemy Troops or buildings 100 Heal Spirit cards
50 XP
2 Deal a total of 30,000 Damage to enemy Troops or buildings 4,000 Gold
50 XP
3 Deal a total of 50,000 Damage to enemy Troops or buildings 150 Gem
50 XP
1 Heal a total of 640 Troops 6,000 Gold
125 XP
2 Heal a total of 1,800 Troops 100 Rare Wild Card
125 XP
3 Heal a total of 3,150 Troops 9,000 Gold
125 XP



  • The Heal Spirit card was added to the game on 2/4/2020, in a maintenance break, replacing the Heal.
  • On 31/8/2020, the Clan Wars II Update, added the Damage, Healing, Range and Targets statistics on the Heal Spirit's card info screen. It also made it so that cloned troops can no longer be healed by the Heal Spirit.
  • On 9/9/2020, a Balance Update, decreased the Heal Spirit's healing radius to 3.5 tiles (from 4 tiles).
  • On 6/10/2020, a Balance Update, decreased the Heal Spirit's healing effect by 9%.
  • On 9/12/2020, a Balance Update, decreased the Heal Spirit's damage by 69%.


  • On 30/3/2021, the 2021 Quarter 1 Update, increased the Heal Spirit's damage by 225%, but decreased its healing radius to 2.5 tiles (from 3.5 tiles).
  • On 7/6/2021, the Summer 2021 Update, moved the Arena to unlock the Heal Spirit from Hog Mountain to Rascal's Hideout and fixed an issue where the Heal Spirit was considered a spell card in its info menu.
  • On 27/10/2021, the Champions Update, increased the Level cap of all cards to 14 (from 13).





  • The Heal Spirit, along with Skeletons, Electro Spirit, Fire Spirit, Ice Spirit, and Heal, are the cheapest cards, costing 1 Elixir. Also, along with Heal, the Heal Spirit is the cheapest Rare card.
  • The Heal Spirit is 1 of 7 troops to die as a part of their attack, the others being the Electro Spirit, Fire Spirit, Ice Spirit, Skeleton Barrel, Battle Ram, and Wall Breakers.
  • The Heal Spirit is 1 of 9 troops that have the same sprite for both players, the others are Skeletons, Electro Spirit, Fire Spirit, Bats, Ice Spirit, Elixir Blob, Phoenix, and Lava Pup.
  • In the French, Portuguese and Malaysian language settings of the game, the Heal Spirit's name translates to "Spirit of Healing". In the German, Spanish, Dutch, Korean, Russian, Arabic, Portuguese, Finnish and Vietnamese language settings of the game, the Heal Spirit's name translates to "Healing Spirit". In the Italian, Norwegian, Turkish, Chinese, and Persian language settings of the game, the Heal Spirit's name translates to "Spirit of Treatment", "Spirit of Sanitation", "Restoration Spirit", "Healer", and "Healing Soul" respectively.
  • The Heal Spirit is 1 of 22 troops that has been featured in the Troop Rush game mode, the others being Skeletons, Skeleton Dragons, Fire Spirit, Bats, Elite Barbarians, Firecracker, Rascal Girls, Royal Hogs, Elixir Golem, Guards, Prince, Balloon, Golem, Wall Breakers, Ram Rider, Sparky, Phoenix, Royal Ghost, Bandit, Lumberjack, and the Monk.
  • The Heal Spirit was the first card to replace another card, which was Heal. This is referenced in a line of text below the description which reads "R.I.P. Heal. 2017 - 2020. Alas, we hardly used ye.", referring to its extremely low usage rate in both casual and competitive play.
  • The Heal Spirit was erroneously considered a spell card in its info menu despite being a troop, likely as a result of being converted from the Heal spell. However, this issue was fixed after the release of the Summer 2021 Update.
  • The Heal Spirit has received the largest percentage buff to a singular upgradeable stat out of all cards in the game, with a 225% damage increase in the 2021 Quarter 1 Update.
  • In Touchdown, if a Heal Spirit jumps into the enemy end zone as it attacks, it does not count as a touchdown. This is because a jumping spirit no longer counts as a troop; it becomes similar to a projectile.
  • The Heal Spirit is the subject of 3 Emotes.
    • The Heal Spirit Buddy Jesus Emote is a reference to the Buddy Christ meme.
  • Before the Heal Spirit's release, the card description was changed. It used to read, “A little ball of sunshine that jumps on enemies but heals your Troops.