M it's a orange juice what's up everyone
this is OJ the stats for the heel has a
three tile radius this is larger than a
fireball and smaller than a poison at
tournament standard the profile states
that it heals 176 Health per second for
a period of 3 seconds this mechanic is
like a tornado it heals every 0.5
seconds so it heals 88 Health every tick
here's one overlooked fact it ticks
seven times that's right unlike tornado
it has a seventh tick this means it'll
heal a total of
616 Health the card itself has been
balanced around this value with the
seventh tick this is confusing deal with
it similar to poison and tornado the
healing does not stack so mirroring your
heal spell will not heal twice as much
health the heal spell will not heal
buildings so all active and passive
buildings will not be affected cannons
mortar pumps spawners and even Crown
Towers will not be influenced by the
heal spell a clone spell temporarily
immobilizes units thus leaving it
vulnerable and the Clones can be
countered with a single Splash card like
zap or
executioner rage spell is mostly a card
you use when you're winning to win even
harder in the past you would see it used
a lot in triple musketeer decks but once
two musketeers have already locked onto
the tower they're going to deal a lot of
damage to it anyways the rage and clone
spells boost your troop's offensive
capabilities whereas the heal spell will
boost the defensive capabilities best
used on your opponent's side of the
river it is not a free spell either take
this situation for example had I packed
freeze spell in this situation I would
have had to choose between freezing the
minions or the King's Tower whereas the
heal spell focused on just my balloon
allowing my balloon to wreck that Tower
with a bomb typically you get the most
value out of it by healing a large group
of cards with over 600 Health to fully
maximize its healing it's extremely
handy for things that survive Fireball
like an ice Wizard or musketeer the heal
spell prevented by the log from
finishing off the Musketeers that being
said there are situations where it makes
sense to use just one minion it's kind
of a surprise factor and makes my
opponent severely regret not using that
furnace and counter that one minion
another example is if you zap a mega
minion it will die before it reaches the
tower so you don't usually have to worry
about the mega minion if it's alone even
if your opponent has free spell this
isn't quite as deadly because you could
play spear goblins or anything small
that can Target air to finish it off
before it deals too much damage negating
their free spell however with a heal
spell it brings the minions Health back
up and spear goblins ain't going to save
you from this it's going to deal more
damage to your Tower since the spear
goblins aren't going to one-hot that
Mega minion another situation where it
makes sense to use it is with a goblin
Barrel but only if your opponent doesn't
have the login rotation if they really
don't have any other counters typically
a knight can stop a fair amount of
damage but with that heal spell it
cancels all the Tower and the knight
from taking out two goblins again this
sounds really scary but but it's not as
long as you have arrows or the log in
rotation this combo will never happen
the heal spell will help your giant hog
and larger pushes but of course with a
hog combo that's seven Elixir the cannon
won't hold up but a fireball or freeze
would have been much more effective in
this situation heal really shines when
you're able to heal multiple units but
against the hog not so much especially
considering that the heal spell recovers
176 Health per second and four skeletons
deal 268 damage per second within
Inferno Tower at 4 seconds The Inferno
reaches its maximum tier three damage at
1760 the heal spell only heals 176
Health per second there is no way to
saving your tank from that Inferno Tower
in this case a freeze lightning or zap
would have been much more effective fire
Spirits are kind of an exception against
minion hordes since each pulse heals 88
Health every 0.5 seconds it's not enough
healing to protect the Minions from
dying to the second Fire Spirit the heal
spell can assist the minion horde pretty
well poison will kill the minion horde
on the third tick so it's best to cast
the heal immediately after the second
tick of poison especially anything that
counters minion horde such as cards that
don't on-shot minion horde like zap
princess or poison these cards can be
counteracted with a heal spell on the
topic of poison since it on-shot
skeletons you will not be able to save
the skeletons with heal spell the
skeletons die immediately it's nearly
pointless to ever heal skeletons except
if you have a scar me or graveyard and
their answer is an Ice Wizard or spear
goblins just because these units don't
want one shot skeletons though it's very
situational tornado delivers 29 damage
every 0.5 seconds this means it takes
three ticks to kill skeletons that is a
1.5 second window if you can react or
predict the tornado fast enough for your
scar me or graveyard you can effectively
save all of your
skeletons of course you literally have
0.5 seconds to react to this so there's
a very high chance of failure if you
fail to predict their tornado since heal
and poison are opposite cards it's very
important important to realize how many
ticks will kill certain units guards die
in five ticks archers and four ticks
whereas stab goblins minions darkart
goblins and the princess all die in
three ticks to poison while spear
goblins die in Two
ticks heal last 3 seconds and poison
last 8 seconds you'll want to time it so
that you activate the heal on the last
tick right before they die rejuvenating
their health right up until the last
moment of poison it also serves as a
defensive spell to counter graveyard
poison archers dark goblins and Minion
soft counter the graveyard poison kills
them but with a heal spell it can cancel
out the poison keeping them alive Three
Musketeers feel incredibly threatening
with heal spell if you know your
opponent's deck and they don't have
lightning or rocket you don't
necessarily need to worry about
splitting your Musketeers in this case
log plus tornado and my Electro wizard
would have taken care of the Three
Musketeers but that heal spell denied me
from one-shotting them with my EZ's
spawn zap Fireball and the log combo are
not quite as effective at taking out
three Musk
since the log has a slower travel
distance and the fireball has a
knockback effect it's kind of hard to
time it to one shot three musketeers
with these two
spells against the deck that packs heal
and Three Musketeers using Fireball plus
zap or rocket or lightning is going to
be more important than ever against
Three Musketeers poison log simply isn't
threatening anymore to a Three Musketeer
user zap and poison will be quite
ineffective against minion horde if the
heal spell becomes meta arrows and
Fireball are going to make more sense to
you against minion horde heal combos
rocket cycle decks don't usually have
many answers to balloon and since rocket
does not onot the balloon it can be
healed just enough to get it to the
tower for one shot plus its death damage
that's over a th000 damage right there
an electro wizard can counter a balloon
that's sent in alone even with a heal
spell it can stop the balloon it can
stop the balloon just before it's within
range of dropping its bomb lava pups
aren't one- shot by the arena Tower or
an electro wizard the heal spell
synergizes is fairly well the pups as
long as there aren't arrows to counter
them pair the Lava Hound with a balloon
and the heal spell will be pretty deadly
with a 16 Elixir push heal spell works
great with a huge group of units with
over 600 Health especially against
spells or Splash units the Lava Hound
sustains some damage from the tower and
executioner but the heal rejuvenated his
health back to full allowing him to
destroy that executioner and just
shredding that Tower
Apart here's another real game situation
where my opponent's e was would have
countered this push but with assistance
of heal spell it brought their health
back up as a bonus I pulled this e-s out
of range of my troops and far enough
that couldn't attack my princess Tower
let me know in the comments if you all
want a tornado attch
video as a final example my opponent
split their triple Musketeers and he
didn't heal the two musketeers on the
left I wasn't worried because a knight
would have easily killed that single
musketeer then immediately deal with a
knight but the heal spell changed the
entire outcome of this battle brought
the Knight and Musketeers Health back up
2,000 damage done to my tower all
because of a three Elixir spell I think
the heal spell is going to be super fun
to use have fun in the arena stay tuned
for more quality
OG