Originally Posted by
ragnus
giants-healer strategy is fundamentally flawed because it's vulnerable to both air and ground defense. Most successful strategies are either all-air (balloonians, dragons) or all ground (hogs, GoWiWi, GoWipe). Those high-level ADs become a pain-in-the-♥♥♥ to take out and there are 4 of them (usually nested somewhere inside). You don't want to worry about them AND the mortars/cannons
Healers are intrinsically random in their performance: you have 5 seeking-mines at TH10 that can destroy a healer with 4-tile radius. That's too much dice-roll to put on a 14-space troop. They are also random in whom they decide to heal. They can end up healing a single barbarian throughout the battle while rest of your army get destroyed.
Randomness is very bad when you're pushing for cups. A strategy that works 95% of the time is 8 times better than one that works 80% of the time in terms of net cup gain. This disparity becomes wider as you get higher since on average a loss takes away 3x many cups as a win.
I religiously used 2-3 healers as recently as 2 month ago, and got up to crystal 2, but I took many many detours since I couldn't win with any consistency.