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Thread: Healer Hate

  1. #31
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    today a th10 attacked me with 17 giants behind them 4 max healers and rest barbs arch and goblins and bk aq both lvl15 used 5 spells 1 lightening 2 heal 2 rage
    he could get %39 of my base and i offer 200k both and 2.5k de he could take 40k gold 100k elixir no de
    i mean healers are very usefull yes
    i m a maxed th9 full lavas aq upgrading bk lvl22 cc full with arch mins

  2. #32
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    Quote Originally Posted by Superfinch30 View Post
    Fair nuff. Might try them sometime, just for you.

    Never cared much bout the spell wait time, I'm a spell boost junkie.
    Virtually never boosted a barracks until fairly recently with high level barch, but always loved my spells.
    Im the opposite with spells, I didn't even have a spell factory until I needed to get it to max th7
    Lvl 144, TH 10, 223 lavas, 52 magmas
    King= (30, upgrading to 31), Queen- (40)

    TH10 as of February 7th 2016.

  3. #33
    Pro Member Janz's Avatar
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    Can anybody share some videos of high level giant-healer attacks? Against decent TH9 bases maybe?

    I tried it recently with pretty poor results. I'd like to try it again if it actually works well.

    Town Hall 10 | Level 132 | 61 Magma Walls | 214 Lava Walls | BK 40 | AQ 40
    Gold Looted: 1.5 Billion | Elixir Looted: 1.5 Billion | Dark Elixir Looted: 7.6 Million
    War Stars: 379 | Trophy Record: 4001

  4. #34
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    I suffered a 70% damage loss with heroes both level 30 awake and clan castle filled. My defense is fully maxed, besides walls (l9/l10). This is the biggest loss I have suffered since ages!

    My opponent used 31 giants and 2 healers, and almost maxed heroes

    I am currently at 3114 cups, with 18 defensive wins this tournaments, so I would say that my base does not have any apparent weak spots.

    So from my perspective the healer is indeed underrated.
    GG >1009M. EE >986M. HH >5.6M.
    EXP 126. Trophy record: 3312

  5. #35
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    I am a mid-TH9 and my healers are lvl 1. So no, I don't use them.

  6. #36
    1k bytes bbodega's Avatar
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    I used Hogs with healers @ TH9 until they introduced more air mines and switched the reload to gold from DE.

    They are really useful, but if you have to take 4 along it kinda defeats the purpose.

    BB


  7. #37
    Forum Elder Yoyobuae's Avatar
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    Quote Originally Posted by NioTheDreamer View Post
    Healers are about blind spots. Air mines are actually very predictable. They tend to be where Air Defenses are!

    Healers need not survive a battle of you use them correctly. Especially if you are attacking a rusher.

    I visually break a base into sections when I attack based on coverage. Some times I go for an AD, other times just a defensive gap. I actually love those as they tend to be air mine free.

    One tactic I love for centralized AD is a sort of rolling assault. I will hit the outside of a base, then move my forces along the outside edge with strategic WB deployment. Then when the blind spot is whipped out send in the Valks and rage. Very effective with the right base
    These tactics make all the difference. People focus so much on the threat of AD they fail to spot the blind spots in air coverage.

    The fact that healers have 5 tile range just makes the blinds spots even worst. The giants can even be killing a defense adjacent to the AD and the healer can still be safe due to her range.

    Quote Originally Posted by bbodega View Post
    They are really useful, but if you have to take 4 along it kinda defeats the purpose.
    There's additional benefits to bringing lots of healers.

    For one the giants being healed simply wont die at all. This works great to keep the healers locked onto the giants, because healers tend to retarget when the giant they are healing happens to die. Also works great to keep the defenses locked onto the giants, because defenses won't retarget unless their current target dies. Which means a few archers can easilly kill off those defenses without any risk.

    Also air mines won't take all the healing power away at once, and they even have a chance at surviving AD fire long enough until it is killed by giants (healers take like 4 rockets to die, thats 16 rockets to take down all 4 healers).


    As for the complains about training time, have the barracks train them while endlessly nexting. After 4 mins of nexting the healer will only have 10 mins left to go. Also could have barracks train up to 4 healers while army camps are already full and you're away from the game. When you come back you can raid once and immediately have 4 healers ready for another attack.
    Ignore list: rydogg20 bouges jarvee nerfedname Rampantarmadillo JohnSnow83 Vikky CriPpLeR RakeNoris ClashRoyaleTeam AsyanHari
    Quote Originally Posted by TooBizar4u View Post
    Only troop you need is the goblin. The rest are just luxury troops.

  8. #38
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    I'm a big fan of Giant/Healer and use them to great effect - farming up to weak th10's.

    1) Bang in +/- 20 giants where most AD's lurk to get rid of them quick (most likely the most traps there, I know)

    2) Assist giants health with heal spell if needs be, while AD's are being taken down

    3) Send in wallbreakers to break into the core - rage spell really helps penetration. I use wallbreakers quick in case the giants get diverted with cunning base layouts. Rage takes too long to cook, so not always used.

    4) With 1 or even 2 AD's gone, a single healer to cover the giants for as long as it lasts.

    5) Backup giants with barbarians/archers to help kill defences as the giants work through the base. They also wipe out storages and collectors along the way.

    6) If my lazy hero is not asleep, I chuck him into the fray to cleanup after the main troops have left the area.

    I mostly manage to win a respectable amount of loot in bases I attack, but do usually have to boost spells and 2 barracks to stay attacking.

    Based on attacks I've seen on my base, I see no reason to change tactic at the moment.

    Not tried using minions to flush out likely air mines. Might try that, though I think they don't set off seeking air mines which are mostly what seems to kill my healers.

    Currently lowly TH8 & farming happily...

  9. #39
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    I loved using healers at TH6 and TH7, because loot was so easy to come, with just few attacks I could make enough for few upgrades, since upgrades are cheaper at that level. Now at TH8 I have to make a lot of attacks to get enough for an upgrade, so the long cook time of the healer has made me not use them. This is pretty much the only reason. In the 15 mins to cook a healer, I usually have my whole army ready. I just use 3 heal spells and only used them when needed. Works much faster that way.

  10. #40
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    Im a hater too,
    Too much Housing, Heavy elixir n train-time are my primary turn offs.
    Air-Coverage (except for Wiz towers, they can take a pounding from them for some reason)
    Air Bomb, Air Def Air mine shred them. (if there are more than 2 A/Defs so TH8 on up)
    and the "I love this single Barb only" AI flaw while the pack of giants get shredded that burned me up a few times

    so that being said I would normally take two, which get vaporized pretty quick order normally.. so I stopped using them around TH7, early TH8 trying to take on TH8s.

    after reading through this thread I think I will give them another shot on my TH 9 acct that has the max Valks. Valk-nado sounds interesting..

    I was toying around with a 'Femme Fatal' with
    2 Healers
    4 Witches
    6 Valks
    8 WBs & Archers to fill camps

    replays were fun to watch!

    When I did use healers, I liked them since they would potentially last longer than the heal spell, and had variable range around the map, and followed the troops around, saving on spells.

    Ill give them a try again, and report back if I get better results that my pre-conceived impressions of them as wasted Space/Elixir/Time in my camps..

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