Battle Healer card — Clash Royale

Battle Healer

rare4 Elixir
Card TypeTroop
ArenaFrozen Peak
Release Date6 January 2020
Elixir Cost4
Rarityrare
Max Level16
EvolutionNone

Combat data baseline: August 11, 2026. Official balance changes applied through: September 2026 (September 7, 2026).

Level Statistics

Hitpoints

3,092

Total damage this unit can take before being destroyed.

Damage

432

Damage dealt by one normal attack to a valid target.

Damage Per Second

216

Average damage dealt per second, factoring in hit speed.

Spawn Healing Per Pulse

81

Spawn Healing Per Second

324

Active Healing Per Pulse

41

Active Healing Per Second

164

Card stats use Level 11 as the scaling baseline. Minor rounding differences may occur at other levels, consistent with the source data.

Combat Attributes

Hit Speed

2 sec

Time between repeated attacks, after the first attack.

First Hit Speed

0.3 sec

Time from deployment (or becoming able to attack) until this unit's first attack lands.

Target

Ground

What this card is able to attack.

Range

Melee: Long (1.6)

Maximum distance at which this unit can attack a target.

Speed

Medium (60)

How fast this unit moves.

Deploy Time

1 sec

Count

x1

How many individual units this card deploys.

Transport

Ground

Special Mechanics

Active Healing Attributes

Heal Speed

4 pulses every 1 sec

Time Between Pulses

0.25 sec

Radius

3

Target

Friendly Troops

Spawn Healing Attributes

Heal Speed

4 pulses every 1 sec

Time Between Pulses

0.25

Radius

2.5

Target

Friendly Troops

Combat Mechanics Encyclopedia

Verified 2026-08-17

Figures below use Level 11, Clash Royale's tournament standard, regardless of the level selected above.

Battle Healer is a 4-Elixir Rare, single-unit ground melee troop (1920 HP / 268 damage / 134 DPS at level 11) that doubles as a support healer. She has two distinct heal effects: a strong instant "spawn healing" burst on deployment (4 pulses in 1 second, ~202 HP/sec, 2.5-tile radius) that can patch up a push the moment she lands, and a weaker sustained "active healing" aura while she fights (4 pulses/sec, ~102 HP/sec, 3-tile radius). She is also one of Clash Royale's rare "hover" troops — despite counting as a Ground unit for targeting purposes, she crosses the river directly like a flying unit instead of needing a bridge. An August 4, 2026 Supercell rework roughly doubled her damage (148→268) and raised her hit speed and hitpoints, in exchange for removing her ability to heal herself — shifting her from a pure self-sustaining tank into more of an offensive support unit. Supercell's patch post frames this alongside a companion Witch Evolution self-heal nerf as part of a broader stated skepticism toward "recurring healing mechanics" in the game.

  • At tournament-standard level 11, Battle Healer has 1920 hitpoints, deals 268 damage per hit (134 damage/sec), attacks every 2 seconds after an unusually fast 0.3-second first hit, moves at Medium speed (60), deploys in 1 second, and attacks with Long melee range (1.6 tiles) as a single ground-targeting, ground-transport unit for 4 Elixir.

  • These current level-11 stats are the result of a full rework in Supercell's 'Final August Balance Changes' patch, which went live August 4, 2026: damage rose from 148 to 268 (+81%), hit speed slowed from 1.5s to 2s (+33%), and hitpoints rose from 1717 to 1920 (+12%). The blog post frames this within a broader anti-recurring-healing design philosophy, but the specific sentence 'While she's extremely popular on Trophy Road, her persistent self-healing has proven frustrating to play against' is written as introductory text under the adjacent Witch Evolution entry (which received its own self-healing nerf in the same patch), not as Battle-Healer-specific copy. That same paragraph continues: 'More broadly, we don't believe recurring healing mechanics have a healthy place in Clash Royale in their current form. That's why we're also trying a full rework for Battle Healer' — so Supercell does explicitly extend this design rationale to Battle Healer's rework, but via a shared/adjacent paragraph rather than dedicated Battle Healer text. It should not be read as a quote specifically about Battle Healer's own self-healing.

  • Before the final patch shipped, Supercell's earlier work-in-progress 'August Balance Changes' blog post had proposed a much smaller version of the same rework: damage 148→204 (+38%) and hit speed 1.5s→1.6s (+7%), alongside the same heal-radius cut and self-heal removal. These WIP numbers never went live — they were superseded by the larger 268-damage/2s-hit-speed version that actually shipped on August 4, 2026.

  • As part of the same August 2026 rework, Battle Healer no longer heals herself — the official patch text states plainly that she is 'No longer heals herself.' She still heals nearby friendly troops via her spawn and active healing pulses, but her own hitpoints are no longer restored by them.

  • The same patch also shrank her healing radius from 4000 to 3000 game units (roughly 4 tiles down to 3 tiles), a 25% cut. This matches the LOCAL_SNAPSHOT's current active_healing radius of 3 tiles, confirming the snapshot reflects the post-patch radius rather than the older 4-tile value.

  • Plain-English: 'Spawn Healing' is an instant burst effect that fires the moment Battle Healer is deployed — 4 healing pulses over 1 second (one every 0.25s), each restoring 50.5 HP (about 202 HP/sec total) to friendly troops within 2.5 tiles. This lets her immediately top off a damaged push (e.g. countering chip spell damage) as soon as she lands, before she has even attacked anything.

  • Battle Healer is a 'hover' troop: although she is classified as a Ground-target/Ground-transport unit, she moves like a flying unit and can cross the river directly without using a bridge, colliding with air troops during that crossing instead of ground troops — while remaining a valid target for ground-focused defenses at all other times. This hover behavior was introduced for her via a June 10, 2020 balance update and later refined (no longer passes through buildings, pushes back air units, or bounces off the river when knocked back) in the November 18, 2020 Clan Wars Improvement update; only she and Royal Ghost have this trait.

  • Plain-English: the 0.3-second 'first hit speed' means Battle Healer's very first attack after engaging a target lands almost immediately (0.3s) rather than waiting through her full 2-second hit-speed cycle; only her second and later attacks follow the standard 2-second cadence. This lets her start dealing damage — and triggering her active healing pulses — right away when she meets an enemy.

Frequently Asked Questions

How does Battle Healer work?

Battle Healer is a 4-Elixir Rare, single-unit ground melee troop (1920 HP / 268 damage / 134 DPS at level 11) that doubles as a support healer

What is Battle Healer's elixir cost and rarity?

Battle Healer costs 4 elixir and is a rare card.

Early Battle Healer Decks

2 distinct decks seen in ranked battles

This is an early sample. CrownStats has observed 2 distinct decks using Battle Healer in the last 7 days — enough to list what has actually been played, not enough to rank it. The list grows as more ranked battles are crawled.

#1ControlLow Sample

Control Deck

Usage0.1%
Elixir3.6
Battles34
Cycle5.0
Skeletons card — Clash Royale
Berserker card — Clash Royale
Monk card — Clash Royale
Three Musketeers card — Clash Royale
Electro Spirit card — Clash Royale
Battle Healer card — Clash Royale
Heal Spirit card — Clash Royale
Elixir Collector card — Clash Royale
Hover over card icons to check elixir usage
View Stats
#2Beat DownLow Sample

Beat Down Deck

Usage0.1%
Elixir4.4
Battles38
Cycle14.0
Electro Dragon card — Clash Royale
Goblinstein card — Clash Royale
Barbarians card — Clash Royale
Giant card — Clash Royale
Battle Healer card — Clash Royale
Bomber card — Clash Royale
Tornado card — Clash Royale
Elixir Collector card — Clash Royale
Hover over card icons to check elixir usage
View Stats
72 deck appearances analyzed · last 7 days · Updated 4h ago