
Heal Spirit






Combat data baseline: August 11, 2026. Official balance changes applied through: September 2026 (September 7, 2026).
Level Statistics
Hitpoints
346
Total damage this unit can take before being destroyed.
Area Damage
177
Damage dealt to every enemy within the hit's splash radius.
Healing Per Pulse
161
Healing Per Second
644
Card stats use Level 11 as the scaling baseline. Minor rounding differences may occur at other levels, consistent with the source data.
Combat Attributes
Target
Air & Ground
What this card is able to attack.
Range
2.5
Maximum distance at which this unit can attack a target.
Speed
Very Fast (120)
How fast this unit moves.
Deploy Time
1 sec
Splash Radius
1.5
Radius around the point of impact that also takes damage.
Transport
Ground
Special Mechanics
Heal Speed
4 pulses every 1 second
Time Between Pulses
0.25 sec
Radius
2.5
Target
Air & Ground
Combat Mechanics Encyclopedia
Verified 2026-08-17Figures below use Level 11, Clash Royale's tournament standard, regardless of the level selected above.
Heal Spirit is a 1-Elixir troop that sprints toward the nearest enemy at Very Fast speed and detonates the instant it arrives. That detonation does two things at once: it splashes a single hit of light damage onto nearby enemies, and it opens a larger healing field that pulses extra hitpoints into your own nearby troops over the following second — then the Spirit is gone for good. Because it always runs at whatever enemy is closest rather than sitting still, it works best dropped right next to the troop you actually want topped up. An August 2026 balance update trimmed its hitpoints and took away its ability to reach the Crown Tower unsupported, so several common cheap defenders can now snipe it in a single hit before it gets to heal anything.
Heal Spirit is a 1-Elixir Rare troop that unlocks in the Rascal's Hideout arena. It moves at Very Fast speed and, unusually for a melee troop, can target both ground and air units — sprinting toward whichever enemy is closest about a second after being dropped.
When it reaches its target, Heal Spirit detonates immediately, hitting enemies within a 1.5-tile splash radius for a single burst of 110 damage at tournament standard. That's a one-time impact rather than a repeating attack, so a lone target only ever takes that hit once.
At the same moment, it opens a wider healing field — 2.5 tiles across — that pulses four times over one second, about every quarter-second, restoring just over 100 HP per pulse (401 HP in total) to every friendly troop caught inside, whether ground or flying. An ally that stays inside for the whole second gets the full 401 HP; one that only catches the tail end of the pulses gets proportionally less.
An August 2026 balance update cut Heal Spirit's hitpoints by about 6%, from 230 down to 215 at tournament standard. Hitpoints were one of two nerf options Supercell put to the community for the whole Spirit family — the alternative on the table was a movement-speed cut — and the hitpoint reduction is what shipped. Fire Spirit, Ice Spirit, and Electro Spirit were trimmed by the same 6% in the same patch, since all four had become an unusually efficient way to spend a single Elixir.
That patch also stopped Heal Spirit (and the rest of the Spirit family) from being able to reach the Crown Tower unsupported the way it previously could when left unblocked. With the lower hitpoints, several common cheap defenders — Archers, Archer Queen, Bomber, Musketeer, and Tesla — can now kill a Heal Spirit in a single hit.
Because Heal Spirit always runs at whichever enemy is nearest, it's most effective dropped right beside or just behind the troop you actually want topped up, so it detonates close enough for the heal field to still cover that troop. It's commonly used to keep a pushing Hog Rider, Musketeer, or Rascals alive a couple of extra seconds against tower or defensive fire — often worth an extra 80-200 tower damage from a push that would otherwise have died just short.
Although it travels on the ground, Heal Spirit can target and detonate against flying enemies, and its heal pulses restore airborne allies just as well as ground ones — handy for topping up a Baby Dragon or finishing off a nearly-dead flying unit, even though 110 damage is far too little to rely on as a real anti-air answer.
Heal Spirit launched on April 6, 2020 with Season 10, as a direct replacement for the original Heal spell, a card that had been in Clash Royale since 2017 and became the first card ever removed from the game. Supercell pitched the new troop's healing burst as far more powerful than the spell it replaced, for a fraction of the Elixir cost.
Frequently Asked Questions
How does Heal Spirit work?
Heal Spirit is a 1-Elixir troop that sprints toward the nearest enemy at Very Fast speed and detonates the instant it arrives
What is Heal Spirit's elixir cost and rarity?
Heal Spirit costs 1 elixir and is a rare card.
Top Heal Spirit Decks by Meta Score
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