So, imagine you’re in Clash of Clans, right? You’ve reached Town Hall 6, upgraded your Spell Factory to level 2, and bam! You unlock the Healing Spell. It’s like magic but with a twist of elixir.
This spell is loved at lower Town Hall levels. You drop it on your enemy’s village, and voila! A healing circle appears. It’s like a spa day for your troops, except instead of cucumber slices, they get slowly healed.
It’s like a mini miracle happening right in the midst of battle. But hey, miracles only last for a few seconds, so make those moments count!
Healing Spell’s Upgrade Cost & Upgrade Time
Level | Upgrade Cost (Elixir) | Upgrade Time | Town Hall |
---|---|---|---|
2 | 75,000 | 5 hours | 6 |
3 | 150,000 | 10 hours | 6 |
4 | 300,000 | 20 hours | 7 |
5 | 900,000 | 1 day, 12 hours | 8 |
6 | 1,800,000 | 4 days | 9 |
7 | 3,000,000 | 6 days | 10 |
8 | 8,500,000 | 9 days, 12 hours | 13 |
9 | 17,000,000 | 17 days | 15 |
Healing Spell’s Max Levels
Alright, let’s talk about the Healing Spell’s upgrade journey. It’s got a total of 9 levels, but hold your horses, the final level only comes knocking at Town Hall 15.
Each upgrade on Healing Spell takes its healing potential up a notch. It’s like giving your healing powers a steroid boost, making your troops feel like they’re on a spa retreat in the midst of chaos.
Oh, but wait, there are a few Town Hall levels where the spell decides to take a break from leveling up. Town Hall 11, 12, and 14 get left out in the cold, like they missed the memo for the upgrade party.
Don’t worry, though, they’ll catch up eventually. It’s just a little intermission, like the spell needs a quick coffee break to gather its magical energy before returning with even more healing awesomeness.
Here is the list of max levels of Healing Spell:
- Max level of Healing Spell at Town Hall 6 is level 3.
- Max level of Healing Spell at Town Hall 7 is level 4.
- Max level of Healing Spell at Town Hall 8 is level 5.
- Max level of Healing Spell at Town Hall 9 is level 6.
- Max level of Healing Spell at Town Hall 10 is level 7.
- Max level of Healing Spell at Town Hall 13 is level 8.
- Max level of Healing Spell at Town Hall 15 is level 9.
Healing Spell’s Statistics
Alright, buckle up for some Healing Spell statistics!
This spell is like the ultimate doctor, working wonders on both air and ground-based units. It’s like having a magical medical team on standby, ready to mend those battle wounds and boost your troops’ morale.
But hey, even superheroes need a little reminder that they’re not invincible. When it comes to healing Heroes, the spell’s effect gets a little shy, like it’s starstruck by their heroic awesomeness.
So, it dials down the healing potential to 55 percent for them, kind of like a VIP discount at the magical healing spa.
Oh, and don’t even think about sending your Siege Machines to the spell’s therapy sessions. Nope, they’re left out in the cold, like that one awkward friend who never gets invited to parties.
The Healing Spell’s magic just doesn’t work its wonders on those Siege Machines.
Healing Spell creates a magical circle with a radius of 5 tiles. It’s like a healing force field, making your troops feel all warm and fuzzy inside.
But hey, this force field doesn’t stick around forever. It’s like a limited-time offer, healing your troops within its radius for a solid 12 seconds. It’s like a mini healing marathon, giving your troops the spa treatment they deserve before the clock runs out.
Now, let’s talk about housing space. The Healing Spell likes to keep things cozy, so it takes up a cute little 2-space slot in the Spell Factory. It’s like a tiny magical tenant, making the most of its compact living quarters.
When it comes to brewing time, well, patience is key. You’ll have to wait for 6 minutes in the Spell Factory, like a kid waiting for cookies to bake in the oven.
Healing Spell’s Popularity Around Different Town Halls
Now let’s talk about the Healing Spell’s popularity throughout the Town Hall journey. It’s like the star of the show at lower Town Hall levels, especially Town Hall 6.
Giants, those mighty bruisers, can’t get enough of its healing powers. It’s like having a personal nurse by their side, making sure they stay in tip-top shape as they smash their way through enemy defenses.
Then, at Town Hall 7, it’s time for the Hog Riders to hog the spotlight. During a mass Hog attack, the Healing Spell becomes their best buddy.
It’s like a magical first aid kit, giving those fearless warriors a boost of rejuvenation as they destroy everything in the enemy villages.
Now, don’t get me wrong, the Healing Spell doesn’t retire after Town Hall 7. Oh no, it keeps pulling its weight up until Town Hall 9, where it becomes the go-to spell in various attack strategies.
But after that? Well, let’s just say the Healing Spell takes a backseat. It’s like that one forgotten item in the pantry, rarely seen in action. Every spell has its prime, and the Healing Spell leaves behind a legacy of glorious healings at the lower Town Hall levels.