“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 card is unlocked from the Hog Mountain (Arena 10). It is a very short-ranged troop with low hitpoints and damage. Like the Ice Spirit, the Heal Spirit attacks by jumping onto the target before disintegrating. When it does this, it creates a field that heals nearby friendly troops. A Heal Spirit card costs 1 Elixir to deploy.
The Heal Spirit is best played behind the troop you want 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 Very Fast speed will likely cause the troop to be out of the Heal Spirit's heal radius when the Heal Spirit attacks, wasting some of its value.
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 defence, place the Heal Spirit in a way that will bring the enemy troop closer to your own defenders, so that more of your troops end up being healed.
The Log and the Barbarian Barrel are good counters to the Heal Spirit, as the Heal Spirit will often be played in tandem with other cards, allowing you to get splash value on them. They are still good counters to Heal Spirits that are played at or near the bridge alone. The Log can chip the Princess Tower, while the Barbarian Barrel can force out another card from your opponent.
The Heal Spirit works best with certain swarm cards such as Royal Hogs and Minion Horde. The former is subject to Fireball while the latter is subject to Zap, both commonly used spells that leave these units with just a slither of health. They are typically left alone for the Princess Tower to clean up, where a Heal Spirit alongside them forces them to spend more Elixir on defense, lest their lone tower be overwhelmed by the sudden health rejuvenation.
Heal Spirit also synergizes well in Sparky and Balloon decks. The health boost of a few hundred hitpoints can allow these cards to get their single deadly connection that would be otherwise difficult to land on a Princess Tower.
The Heal Spirit card was added to the game after a maintenance break on 2/4/2020, replacing the Heal spell.
Heal Spirit was the first card to replace another card. Heal was removed and replaced by Heal Spirit.
Heal Spirit's damage, movement speed and range are same as that of the Ice Spirit.
Heal Spirit has 1 more health than Ice Spirit. Due to this, an equivalently leveled Tesla cannot defeat it in one hit as it can against an Ice Spirit.