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“Heal your troops to keep them in the fight! Friendly troops are healed over time while in the target area. Doesn't affect buildings.”
The Heal card was unlocked from the Hog Mountain(Arena 10). It was an area of effect spell that healed friendly troops. The Heal regenerated the player's units' health every 0.5秒, for a total of 4 pulses over the 2秒 duration of the Heal. A Heal card costed 1 Elixir to cast.
Strategy[]
- It could heal back a part of the damage done by the opponent's Poison, allowing the troops to live longer.
- The Heal spell was also effective against the Fireball if it did not one-shot the player's troops.
- The Heal Spell could heal middle to low health troops while they were targeting a Crown Tower such as a Wizard, Musketeer, or Inferno Dragon, allowing them continue dealing heavy damage towards the Tower. It could be effective as a surprise to the opponent if it remained unused up until then. This was especially deadly when used with an Inferno Dragon, as this could also give it enough time to reach maximum damage and must be countered very quickly.
- If the opponent Zapped the Lava Pups from a Lava Hound, Heal could be used to heal the Pups and they would continue to do heavy damage to the opponent's tower.
- Healing troops that the opponent would normally ignore and let the Crown Tower defeat could catch the opponent off guard and result in the Tower taking significant damage.
- While the Heal had healing capabilities, it did not heal any troops that have been destroyed. Also, it could not heal troops over their original health. Once the troop had been fully healed, it would not be affected by the Heal. If the troop was eliminated by a particular attack in one hit, the Heal would be incapable of doing anything. For example, Skeletons that are under an enemy Poison could not be kept alive using a Heal unless the Skeletons were sufficiently leveled such that they did not die in one pulse of the Poison.
- A potentially deadly strategy was to use a Miner and a Minion Horde with a Heal, but only if the opponent does not have Arrows or any other high-damage spell, excluding Lightning. If the enemy used a Zap, a Princess, or Ice Spirit, the Heal would keep the Minions alive while attacking the Tower. This would work with a Goblin Barrel too if the opponent did not have a direct counter to the Goblins.
History[]
- Heal was featured in its own Special Event Challenge, the Heal Draft Challenge, which started on 28/4/17. By achieving 6 wins, a one-time reward provided the player with Heal cards, with more Heal cards obtainable at 12 wins as another one-time reward.
- The Heal card was added to the game on 1/5/2017.
- On 12/6/17, a Balance Update made it so that multiple Heals now stack.
- On 11/8/17, a Balance Update decreased its duration to 2.5秒(from 3秒). This also fixed inconsistencies where the Heal healed either six pulses or seven pulses; it will now pulse exactly five times, in effect decreasing its effectiveness by two-sevenths.
- On 20/6/18, a Balance Update increased the Heal's radius to 4(from 3). It also moved the Arena to unlock this card from Hog Mountain(Arena 10) to Royal Arena(Arena 7).
- On 7/1/19, a Balance Update decreased the Heal’s Elixir cost to 1(from 3). It also decreased its duration to 2秒(from 2.5秒) and reduced its healing/sec by 63%.
- On 4/11/19, an Update moved the Arena to unlock this card from Royal Arena(Arena 7) to Hog Mountain(Arena 10).
- On 2/4/20, a maintenance break replaced Heal with the Heal Spirit.
Trivia[]
- It was 1 of the 5 Elixir spells from Clash of Clans to also be in Clash Royale, the others being the Lightning, Rage, Freeze and Clone.
- It is the first card to be removed and replaced.