Updated for Town Hall 18 (October 2026).
The Healing Spell drops a 5-tile ring on the battlefield that restores health to every friendly troop and hero standing in it for 12 seconds. It unlocks with the level 2 Spell Factory at Town Hall 6 and takes 2 housing space. At the current max, level 12 (Town Hall 18), one spell restores 3,075 hitpoints to each troop that stays inside for the full duration.
How the Healing Spell works
When the bottle lands it leaves a stationary yellow ring. From then on it pulses 41 times, once every 0.3 seconds, and each pulse tops up every friendly unit inside the ring by a fixed amount. Every troop gets the same heal no matter how many others are in the circle, so a pack of 20 Hog Riders gets 20 times the value of a single one.
A few rules decide who gets what:
- Ground and air troops are both healed, including your own Healers and Druids.
- Heroes heal at 55% of the normal rate, which is why the table below has a separate hero column.
- Siege Machines get nothing.
- A troop that walks out of the ring stops healing on the spot, and starts again if it walks back in.
- Two rings on the same spot stack, so troops inside both get both heals.
Healing Spell levels and healing
Total healing assumes a troop stays in the ring for all 41 pulses. Research is done in the Laboratory with Elixir; costs and times are the standard ones before a Gold Pass discount.
| Level | Heal per pulse | Total heal (troops) | Total heal (heroes) | Research cost (Elixir) | Research time | Lab level | Town Hall needed |
|---|---|---|---|---|---|---|---|
| 1 | 15 | 615 | 338 | None | None | None | 6 |
| 2 | 20 | 820 | 451 | 75,000 | 3h | 2 | 6 |
| 3 | 25 | 1,025 | 564 | 150,000 | 6h | 4 | 6 |
| 4 | 30 | 1,230 | 677 | 300,000 | 12h | 5 | 7 |
| 5 | 35 | 1,435 | 789 | 900,000 | 1d | 6 | 8 |
| 6 | 40 | 1,640 | 902 | 1,800,000 | 1d 12h | 7 | 9 |
| 7 | 45 | 1,845 | 1,015 | 3,000,000 | 3d | 8 | 10 |
| 8 | 50 | 2,050 | 1,128 | 6,000,000 | 5d | 11 | 13 |
| 9 | 55 | 2,255 | 1,240 | 11,000,000 | 6d 12h | 13 | 15 |
| 10 | 60 | 2,460 | 1,353 | 14,000,000 | 7d | 14 | 16 |
| 11 | 67 | 2,747 | 1,511 | 19,000,000 | 10d 12h | 15 | 17 |
| 12 | 75 | 3,075 | 1,691 | 29,000,000 | 15d | 16 | 18 |
Hero values are rounded to the nearest hitpoint. Note the gap between level 7 and level 8: the level 8 upgrade needs a level 11 Laboratory, so a Town Hall 10 to 12 player is capped at level 7.
How to use the Healing Spell
Which troops it suits
Healing pays off most on groups of mid-health troops that take steady damage: Hog Riders, Miners, Giants and Valkyries. A single big tank gets far less out of the ring than a crowd does, because the heal is per troop.
Timing and placement
- Wait until the group is around half health. Healing troops that are already full wastes pulses.
- Drop the ring slightly ahead of the troops, on the path they will take, so they spend all 12 seconds inside it.
- The classic trigger is a splash defense or a Giant Bomb going off. If a Bomb Tower or Multi Mortar is hitting your Hogs, heal on top of it.
Healing plus Rage
The Rage Spell makes troops hit harder while the heal keeps them alive, so the pair is strong in the core of a base. The catch is speed: raged troops walk out of the heal ring sooner. Overlap the two rings on a spot where the troops will be busy destroying buildings, not walking.
Your Clan Castle can also carry a Healing Spell, which needs a Clan Castle that holds at least 2 spell spaces (level 7 or higher).
How to defend against Healing Spells
Make the attacker spend heals early and in bad spots. Place Giant Bombs and Spring Traps away from your splash defenses, so the attacker can’t cover both with one ring. A Bomb Tower deals a burst of damage when it falls, and a cluster of Hidden Teslas with traps between them can force a heal before the troops reach your real damage. Keep your splash defenses apart, too, so one ring can’t protect a group from two of them.
Recent changes
- October 10, 2022: level 9 added (Town Hall 15).
- December 12, 2023: level 10 added (Town Hall 16).
- November 25, 2024: level 11 added (Town Hall 17).
- March 2025, “Clash Anytime” update: brewing time removed.
- November 17, 2025: level 12 added for Town Hall 18; pulses raised from 40 to 41 at every level; level 11 heal per pulse raised from 65 to 67 and its research time cut from 15 days to 10 days 12 hours.
Looking for a heal that brings back a dead hero? That’s the Revive Spell, a separate Town Hall 17 spell.
Healing Spell FAQ
Does the Healing Spell heal heroes?
Yes, at 55% of the normal rate. A max level 12 spell gives a hero about 1,691 hitpoints over its full duration, compared with 3,075 for a regular troop.
Does it heal Siege Machines?
No. Siege Machines are the one friendly unit the ring ignores.
What Town Hall do I need for the Healing Spell?
Town Hall 6, where you can build the level 2 Spell Factory that unlocks it.
How long does a Healing Spell last?
12 seconds, with 41 pulses 0.3 seconds apart.
Sources: Supercell release notes (Town Hall 18 update, Clash Anytime update), in-game data.





