Hey guys. I'm here to share with you something a lot of people, especially th10s, have thought long overdue; a new Healer level!
The level 5 healer has 1318 health, and heals 100 per pulse. The dress she wears changes from purple to blue, and the aura changed to a sky blue. The dress also gets sapphires all around it, and are most easily seen when she is at camp. It costs 5.5 million to get level 5 healers, and it takes 13 days for the upgrade to finish, and is available to town hall 10 and 11.
Troop cost and info
The cost of level 5 healers is increased from 10k elixir to 13.5k elixir. The healing power of these healers is sharply decreased when there are more than 4 healers, cutting 35 from all healers at five, cutting 42 when there is 7 healers, and cutting 65 when there are 9 or more healers healing the same troop. They also heal stronger and high health troops(health over 2000) troops, such as golems and pekkas, at half the rate of normal troops, a disability only for these levels of healers, used to get "magic three stars" on rushed or new town halls, even if they have strong defenses. These healers can also heal buildings, but acts as if there are already 9 healers on it, meaning don't let your troops sit there, attack quickly, they can heal buildings in a small area within 2 tiles with no space in between. They cannot heal walls. If you think that all healer levels need this, tell me.
Offensive strategies
Since they can take a little more damage, they can be useful as an air tank for minions for a short amount of time. It is highly unrecommended, especially if your troops have low health and need to be healed. As troops target air defenses, release one Healer to keep them alive. This also pairs well with Breaker Spells, as the damage is decreased from the effect of the Spell slowing the defenses down. Mass healers is the worst idea to use, since the majority of the healing power will be eliminated, as level 5 healers heal effect reduces as soon as it hits 4, and sharply takes it down every additional healer until 9, where it takes 65 from every Healer in the group.
Defensive Strategies
Make sure, if you do have this in your clan castle, to leave it behind your strongest defenses, near the core. Since it's difficult to lure a Healer without damaging any buildings, with no dead zones(which is really hard to do because of the Archer Queen) your base could potentially survive the majority of attacks, until someone manages to take out the Healer.
Changes and additions
A few AI changes, which include:
Healers no longer target Heroes, even if they are in a big group, unless they are the troop that has the most damage received.
Healers no longer stray away from troops that need the most healing(this includes giants, which are not included in the Tank category, since lvl 1 giants have less than 2000)(Does not apply to heroes)
Healers now gain self-healing at ⅛ the rate of Heroes, which means they may be able to stay alive longer seconds(only applies to level 5 healers)
Healers now stay with the current group of troops until either another group needs healing, the current group dies, or if fleeing away from lava pups or lava hounds, which do 2x more damage against them.
A few additions to mechanics of healers:
They no longer swap current targets for other troops that deal more damage(big game changer in wars, since many giants and golems die because they switch to healing wizards).
They no longer heal troops at full health that aren't targeted by any defenses(big change in pvp attacks, since this happens most often(also goes for heroes that gain health from abilities that achieve full health from it)ⁿ)
They die off if there are no traps tripped or defenses that can harm the troops target any of them within 80 seconds(if there are traps you can trip, don't try to intentionally do it)
They move quicker when under attack by an air defense
And, finally, healers don't, and never will, heal any troop under fire from an inferno tower.
Well, that's all I have for this post. I'll probably make a new Spell level later on, but this is as much as you guys see from me for now. Be sure to check out the Frost Spell and Dark Spell Factory 4 posts!

