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Thread: Healers should not triggering seeking air mines

  1. #1
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    Healers should not triggering seeking air mines

    I know after TH 8+ and definitely at TH9+, people pretty much stop using healers as the amount of space they take up in an army does not justify how easy it is for a healer to be simply destroyed by triggering a seeking air mine.

    Because healers only heal ground units, the majority of one's army is going to be ground with a small number of healers mixed in. This means that the only air units that are going to be in the army mix will be healers and these will be the only targets eligible for those seeking air mines to target. Considering there is already a lot of anti air towers covering most of the base, it is already difficult to use healers well at higher TH levels. Add to the fact that after taking out the air defenses, a well designed base will usually have some seeking air mines near by which will take out any healer.

    If healers only triggered red air bombs, I could see them being viable again in armies but if they are going to be vulnerable to seeking air mines as well and can only heal ground units they are pretty much a waste of space in an army.
    Last edited by jma999; January 9th, 2015 at 09:58 PM.

  2. #2
    Forum Veteran BattleBorn007's Avatar
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    I think it should stay the same as it is, I still see people using healers. Is it a challenge? Yes but its part of the game to find ways around things such as this. Maybe throw a loon in front of the healer to take the air mine hit? I dont know,but I do know that people still use giant healer very effectively.
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    Millennial Club W4RD3N's Avatar
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    Healers are viable, it's just difficult. Sometimes things are supposed to be difficult. It's called a challenge. I think the most reasonable answer I've heard to this is upping the healers health a little bit or some sort of ground based healing unit. I see where you're coming from. Fact is people aren't reallly using healers that much above th8. Don't know if SC sees it as a problem though.


  4. #4
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    I haven't seen a giant healer mix that is effective in wars for going after th 8+. It's a challenge sure but it makes the unit irrelevant which is the problem. Most times I see it in wars, it gets 2 stars at best whereas a simple mass dragon or mass hogs which is really very little skill to use will be much more likely to 3 star a base. if Giants / wiz / healer is able to 3 star the base, chances are the base is quite poorly designed defensively (Air defences all placed near edge of base etc)

    I think this small change actually gives the unit some more utility to actually use in armies

  5. #5
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    Quote Originally Posted by W4RD3N View Post
    Healers are viable, it's just difficult. Sometimes things are supposed to be difficult. It's called a challenge. I think the most reasonable answer I've heard to this is upping the healers health a little bit or some sort of ground based healing unit. I see where you're coming from. Fact is people aren't reallly using healers that much above th8. Don't know if SC sees it as a problem though.

    Yeah, I see where OP is coming from, but i believe that everything in clash is meant as a challange. Maybe healers are one of them.
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