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 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 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 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.
- The Heal Spirit's damage is almost always negligible; in fact, a Heal Spirit below Level 11 is unable to one-shot Level 1 Skeletons or Bats. However, a Heal Spirit in combination with a Fireball will fully take out units like the Musketeer or Wizard, but not if the Heal Spirit is underlevelled. Similarly, a Heal Spirit combined with a Zap or Giant Snowball will be able to fully take out Goblins, except a Heal Spirit of any level will be able to do enough damage (provided the spell is levelled equally to the Goblins).
- 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 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. The Log can chip the Princess Tower, while the Barbarian Barrel can force out another card from the 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, 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 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. Compared to Heal, the Heal Spirit's healing effect is 181% more potent.
- On 9/9/20, a Balance Update decreased the Heal Spirit's healing radius to 3.5 tiles (from 4 tiles).
- On 6/10/20, a Balance Update decreased the Heal Spirit's healing effect by 9%.
- On 9/12/20, a Balance Update decreased the Heal Spirit's damage by 69%.
- Heal Spirit was the first card to replace another card. Heal was removed and replaced by Heal Spirit.
- Because Heal Spirit is a Rare card whereas Ice Spirit is a Common card, 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.
|1||Very Fast (120)||1 sec||2.5||Air & Ground||1 sec||3.5||Ground||Troop||Rare|