Updated for Town Hall 18 (October 2026).
The Healer is a flying support troop that never attacks. She hovers over your ground troops and heroes and heals everything in a small area around her target. She unlocks at Barracks level 8 (Town Hall 6), takes 14 housing space, and her max level is 11 at Town Hall 18, healing 82 hitpoints per second on troops and 88 on heroes.
Healer stats at a glance
| Stat | Value |
|---|---|
| Unlocked at | Barracks level 8 (Town Hall 6) |
| Housing space | 14 |
| Favorite target | The closest ground troop or hero (she only heals) |
| Effect | Heals in a 1.5-tile radius, ground units only |
| Range | 5 tiles |
| Heal pulse | Every 0.7 seconds |
| Movement speed | 16 |
| Max level | 11 (Laboratory 16, Town Hall 18) |
| Super Troop | None |
How the Healer works
When you drop a Healer she picks the nearest ground troop or hero and follows it, healing it and anything else inside her 1.5-tile circle. She stays locked on: if she has latched onto your Archer Queen, she keeps healing the Queen until the Queen dies. A May 2023 change made her more likely to pick a damaged unit when damaged and undamaged ones are close together.
A few limits decide how you use her:
- She heals ground units only. Dragons, Balloons, Minions, Lava Hounds and other Healers get nothing from her.
- Siege machines are never healed.
- She ignores tiny groups: if the ground troops near her add up to 2 housing space or less (one Barbarian, one Wall Breaker), she won’t heal them.
- Heroes receive a reduced heal rate, shown in its own column below.
- Stacking Healers has diminishing returns. The first two work at full strength, the third and fourth at 90%, the fifth at 70%, the sixth at 40% and the seventh at 10%. An eighth Healer on the same unit adds nothing.
Healer levels, healing and hitpoints
Healers are upgraded in the Laboratory with Elixir. Costs and times are base values before Gold Pass or event discounts. The Town Hall column is the lowest Town Hall whose Laboratory can research that level.
| Level | Healing per second (troops) | Healing per second (heroes) | Hitpoints | Research cost (Elixir) | Research time | Laboratory level | Town Hall |
|---|---|---|---|---|---|---|---|
| 1 | 36 | 19 | 500 | None | None | None | 6 |
| 2 | 48 | 26 | 700 | 450,000 | 12h | 5 | 7 |
| 3 | 60 | 33 | 900 | 900,000 | 1d | 6 | 8 |
| 4 | 66 | 36 | 1,200 | 2,500,000 | 2d | 7 | 9 |
| 5 | 72 | 48 | 1,500 | 4,000,000 | 3d | 9 | 11 |
| 6 | 72 | 56 | 1,600 | 6,000,000 | 4d 12h | 11 | 13 |
| 7 | 72 | 62 | 1,700 | 9,500,000 | 6d 12h | 12 | 14 |
| 8 | 76 | 68 | 1,800 | 11,000,000 | 7d | 13 | 15 |
| 9 | 80 | 75 | 1,900 | 13,000,000 | 7d 6h | 14 | 16 |
| 10 | 80 | 78 | 2,000 | 17,000,000 | 11d | 15 | 17 |
| 11 | 82 | 88 | 2,100 | 28,500,000 | 15d | 16 | 18 |
Healing on troops barely moves after level 5, but healing on heroes keeps climbing: level 11 heals heroes at 88 per second, more than four times the level 1 rate. That is why Healer upgrades matter most to players who run Queen-based attacks.
Best uses for Healers in 2026
Healers have one job in modern armies: keep a damage dealer alive long enough to matter.
The best-known pattern is the Queen Charge. At Town Halls 10 to 13, a group of Healers follows the Archer Queen along one side of the base while she takes out defenses, then the main army (often Hog Riders and Miners) goes in once the side is clear. Drop the Healers just behind the Queen so they lock onto her, not onto a nearby wall-breaking troop.
At Town Halls 15 to 18, many smash armies built around Yetis, Super Yetis or Root Riders carry two Healers behind the main push. Healers also pair well with Giants at low Town Halls, as long as you deal with the Air Defense first.
How to defend against Healers
An Air Defense that reaches the path of a Queen Charge shuts it down fast, so keep Air Defenses a little inside the base, where the Queen reaches them only after the Healers have been under fire. A Seeking Air Mine can kill a Healer of similar level in one blast; place one where you expect ground armies to walk. A Skeleton Trap set to air distracts Healers if they drift away from troops that can shoot back. On defense in the Clan Castle, Healers are close to useless because they only heal other defending troops and heroes.
Healer changes by date
- May 15, 2023: AI adjusted to favor damaged units.
- June 12, 2023: level 8 added.
- December 12, 2023: level 9 added.
- February 10, 2025: level 10 added.
- March 24, 2025: training time removed for all troops.
- June 30, 2025: healing on heroes increased at levels 8 to 10.
- October 6, 2025: research times cut for levels 7 to 9.
- November 17, 2025: level 11 added; level 10 research cut from 15 to 11 days and from 22,500,000 to 17,000,000 Elixir.
Healer FAQ
What is the max Healer level?
Level 11 at Town Hall 18. Town Hall 17 caps at level 10.
Do Healers heal air troops?
No. For air armies, use a Healing Spell, which heals every kind of troop.
How many Healers should I use on a Queen Charge?
Up to seven can affect one unit, but only the first four keep 90% or more of their strength. The fifth adds 70% of a Healer and the sixth 40%, so past four or five you get more from spending the 14 housing space on something else.
Does the Healer have a Super Troop?
No, there is no Super Healer.
Sources: Supercell release notes: Town Hall 18 update (November 2025), Clash Anytime update (March 2025); in-game data.





