Best Cards to Play With Heal Spell
Nitrome95 here with a short tier list on synergies with the Heal spell.
With the new release of the Heal spell coming soon, there has been a lot of speculation about how good this card is, and what it can be used with.
This will be a guide explaining how Heal spell might be useful from the information we already know. So let’s get started!
Best Cards to Play With Heal Spell
These are the cards that synergy best with the Heal spell, including Lava Hound, Balloon, Three Musketeers, and both of the Barbarians.
Lava Hound and Balloon
Mostly, these cards are always played together, making it a deadly combo with the Heal Spell. With the Balloon, the extra 500 or so hitpoints are enough to make the difference between none, to massive damage. With the Lava Hound, the Heal on the pups means that Zap is no longer effective against them, as they will just quickly Heal. The longer the pups are alive, the harder it is for the enemy’s troops to lock on to your Balloon.
The biggest weakness to Three Musketeers is Fireball, practically giving your opponent a 2 Elixir positive trade. By using the Heal, you are reversing the damage done to the Musketeers, while doing so with 1 Elixir cheaper.
Huh, Barbarians? Let me explain why. At tourney standards, a Barbarian has 636 HP. With the Heal Spell at 576 total Heal (I think), each Barbarian will pretty much be healed. Think of the Heal spell healing at 4* effectiveness because there are four barbarian units.
With the Elite Barbarians’ HP at 970, the Heal spell gives them about 50% more. I envision the card to be used when the Elite Barbarians arrive to the Tower with a sliver of health, and you Heal them, allowing them to shred through the Tower. If your opponent does not have a hard counter, they will have to justify more Elixir than it cost to play the Heal Spell.
These are the cards that synergy well with Heal spell, including most medium sized support units, Goblin Barrel, Minion Horde, Goblin Gang, and Hog Rider.
This includes Musketeer, Electro Wizard, Mega Minion, etc. The Heal Spell practically revives them to full health, giving them extra value from defense to counter push. For example, you defend an Elite barbs push with Musketeer and Ice Golem, but the Elite Barbarians still got 2 shots off of your Musketeer. No worries, add your Ice Golem and Hog Rider and Heal it all, providing a much stronger counterpush.
Spell Bait Troops
This excludes Skeleton Army because it is one shot by pretty much everything. By healing spell bait troops, you are forcing your opponent to only use troops that will one shot your Goblin Barrel, Minion Horde, or Goblin Gang or else they Heal right back up.
I’m not 100% sure if this will work, but I believe that because Hog Rider is such a low commitment push, it allows you to both make chippy pushes and big Giant pushes with the Heal.
Besides what I mentioned, I can’t think of any other cards with good synergy with the Heal Spell. If you have any suggestions, voice your opinion in the comments section.
Possibly Strong Best Heal Spell Decks
Now, I will list some suggested decks with the Heal Spell.
The deck is Lava Hound, Balloon, Heal Spell, Minions, Mega Minions, Goblin Gang, Arrows, and Elixir Collector. Very similar to the meta Balloon Freeze deck, this deck uses the Heal instead of the Freeze. But look at all of the troops and the tier list; all of the cards have good to great synergy with the Heal Spell! This is crucial for building death ball pushes to overwhelm your opponent.
The deck is Hog Rider, Musketeer, Barbarians, Cannon, Heal Spell, Ice Spirit, Arrows, and Elixir Collector. This deck relies on using the new “Trifecta” of Barbarians, Musketeer, and Cannon for defense. Then, you will have the Hog Rider push the Barbarians and Heal the entire push, making the damaged defense troops fresh again. The sped up Barbarians along with the extra HP makes this a deadly combo.
Three Musketeers Beatdown
The deck is Three Musketeers, Hog Rider, Barbarians, Elixir Collector, Ice Wizard, Arrows, Heal Spell, and Minion Horde. Not only does this whole deck practically use cards that are good with Heal, it has a Fireball bait feel to it with the Three Musketeers, Barbarians, Minion Horde, and Elixir Collector. Although very expensive, its shear offensive power should work well.
Hey guys, thanks for reading this guide about my predictions of the Heal Spell. If you have any ideas, tell me below and I will try to answer your comment.
Disclaimer: Not everything will be accurate in this guide because I can’t just see into the future :P.
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