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Command An Army Guide

Healer - Stats, Cost & How to Unlock

Rarity: Uncommon

Role: Support

Cost: $800

How to Unlock the Healer

The Healer unlocks in the Shop for $800 — the first support unit in Command An Army and the first purchase that does not add damage. $800 is a real saving goal early on, roughly the cash from a few clean raids once your Archer line is established. Resist the temptation to spend it on more Archers: one Healer typically extends a push further than four extra bodies would.

Combat Performance

The Healer does not attack. Community estimates put its heal at roughly 15 HP per second directed at the most damaged nearby unit — not burst rescue, but constant trickle that keeps a frontline standing through chip damage. It cannot out-heal a focused Epic strike, so it is a sustain tool, not an immortality button. Positioned behind the line and in front of the Archers, it multiplies everything around it.

Stats and Upgrades (Community Estimates)

Healer upgrades raise heal output and its own survivability — players report each tier adding roughly 15% heal rate. Its priority rises with your army's cost: healing a $50 Swordsman is nice, healing a $25,000 Golem is the entire strategy. Once tanks are in play, the Healer is the single highest-return upgrade in the Shop.

Where It Fits in Your Army

One Healer per eight to ten combat units is the ratio most lobbies settle on. It is the bridge between the cheap Common armies and the expensive Epic endgame — Golem-plus-Healer sustain wars are how mid-game players farm distance without losing units. Every serious endgame army in Command An Army fields one, and its tier-list placement reflects that: the Healer is the only Uncommon unit that never leaves your formation.

Last updated: September 3, 2026