Healer cards: 15 cards of the five healer branches
Three cards for each healer branch: where they work, how to put them in your deck instead of attack cards, what each does, how residents use them.
Every card in the gameSpellbookCards, talents and relicsOpen the bookEach of the five healer branches has three healer cards of its own. They are healing against cold and hits through shields: the cards heal Health only, and the excess does not turn into a shield.
Where they work
- In party fights against creatures: dungeons, raids, world bosses.
- In fights against players (arena, battleground, duels, tournaments) there are none — your deck there is the usual one. They are not in the Underhall either.
- A hero has the cards while a healer branch is active. Switch branches and the cards are removed, the very same attack cards come back, and the game tells you so. Return to the branch and the game offers them again.
How to put them in your deck
In Zarhold the deck builds itself (Your deck), and healer cards are the only exception: you put them in yourself.
- With one button. The first time a hero is in a healer branch, the game shows the “New healer cards” window with the cards and your hero’s numbers. The “Replace attack cards with the new ones” button puts all three cards in, 2 copies each, in place of 6 attack cards of the class. The window lists your attack cards: the most expensive ones are ticked by default, and you tick what to remove yourself. Healing cards and shields stay. By default the swap also keeps cards that heal through a set bonus or talent (for example, Verdict of Light with Mercy of the Verdict) and control cards — stuns. “Not now” — the window will not appear again; you can put them in later.
- One by one. In the Spellbook (the P key) a healer card has an “Add to deck” button: the card goes in as 2 copies in place of your 2 most expensive attack cards. “Remove from deck” brings them back.
An attack card is one that deals damage and neither heals nor shields. Talent cards, set cards and legendary cards are never touched. Your healer cards are also shown in the Armory — under the talents, with a tooltip.
All 15 cards
Card healing grows with Power, like any card: the exact number for your hero is on the card in combat, in the Spellbook and in the Armory.
| Class and branch | Card | Cost | What it does |
|---|---|---|---|
| Lightbringer, Righteousness | Huddle Close | 4 | heals the whole party at once and for 2 more turns — your main heal after a hit on everyone |
| Lightbringer, Righteousness | Running on Empty | 5 | heals the whole party for more, but the healer gives up 8% of their Health (it cannot kill them) |
| Lightbringer, Righteousness | Hand on the Brow | 2 | heals the chosen ally, and for 2 turns all healing on them is 25% stronger |
| Priest, Holy | Read the Name | 3 | heals the chosen ally; twice as much if they are below 35% Health |
| Priest, Holy | Read Aloud | 5 | heals the whole party and keeps healing a little for 2 more turns |
| Priest, Holy | Not This Time | 4 | the chosen ally cannot be killed this turn, plus a small heal — the answer to a charge you were warned about |
| Priest, Discipline | Penance | 4 | damages an enemy, and the whole party heals for half the damage dealt |
| Priest, Discipline | Vow of Silence | 3 | for 2 turns the chosen ally takes 30% less damage, including through shields |
| Priest, Discipline | Shared Fast | 5 | for 2 turns the whole party takes 15% less damage |
| Stormbringer, Healing | Ancestors Argue | 4 | heals the whole party, and the most wounded once more |
| Stormbringer, Healing | Arguing Till Dawn | 4 | heals the whole party a little for 3 turns |
| Stormbringer, Healing | Thunder in Hand | 2 | heals the chosen ally; your next healing card this turn is 50% stronger |
| Druid, Keeper of the Grove | Ring in the Cut | 4 | heals the whole party a little for 3 turns; if a target already has this heal, one of its ticks fires at once |
| Druid, Keeper of the Grove | Like Yesterday | 5 | restores to the chosen ally the Health lost during the last enemy turn, up to 1,350 |
| Druid, Keeper of the Grove | Undergrowth | 2 | heals the chosen ally a little for 2 turns — cheap tank support |
Cost is in crystals. Every card goes into the deck as 2 copies.
A healer run by the game
A resident healer (on mythic, a mercenary healer) plays the same cards of its branch instead of attack cards in fights against creatures. It is tougher and heals more: Health ×1.5, healing on allies ×1.5 (the “Party Healer” icon). How the new boss fights work — Bosses with their own decks.
FAQ
Where did my attack cards go?
Healer cards took their place: each healer card replaces your 2 most expensive attack cards. Remove a healer card in the Spellbook or switch branches and the attack cards come back.
Can I take just one healer card?
Yes: put the cards in one by one in the Spellbook. Then only 2 attack cards leave for each.
Read next
Group roles: tank, healer, damage
A dungeon takes a tank, a healer and a damage dealer; a raid takes a tank, a healer and three. Who can do what, how threat and Taunt work, what each role does.
Your deck: what it is made of
You don't build the deck by hand: every class card goes into battle (at least 30, up to 4 copies), plus cards from learned talents and special cards.
Bosses with their own decks: cycle, cold, test strikes
Every boss plays its own card cycle with no randomness. What you see in combat, how cold, test strikes and enrage work, and where hit and turn caps apply.
Specialisations and talent loadouts
Your specialisation decides Class Power and role. From level 20 you have two (A and B), a third (C) is bought per hero; plus up to three loadouts.
