Heal
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− | <onlyinclude>*In-Game Text: "Restore <x> points of health to target. Health cannot increase beyond it's starting value." | + | <onlyinclude>*In-Game Text: "<span class="keywordtt">Restore <x> points of health to target. Health cannot increase beyond it's starting value.</span>" |
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Latest revision as of 00:31, 5 April 2013
- In-Game Text: "Restore <x> points of health to target. Health cannot increase beyond it's starting value."
[edit] Game Effect
Heal is an effect that increases the HP of one or more characters by a given amount, up to but not exceeding the character's maximum health as determined by class, race, and level.
[edit] General Strategy
- Regard healing as a form of defense, mitigating the damage done by your opponent and prolonging the time your character(s) may stay in battle.
- Heal can be more flexible than other common defenses, since it counters all damage and many healing cards may be used on any character in need.
- However most cards with Heal must be played as actions on your own turn, which consumes time that reaction cards would not use.
- Try to avoid using Heal for anything less than its full value. Any amount of health greater than a character's maximum value is ignored and wasted.
- A character only needs healing when it will be the target of future damage.
- When choosing between multiple targets to heal, consider aiding the character who has the best cards for countering the opponent's tactics.
[edit] Against opponents who use Heal:
- Use attacks and/or card combinations that do damage faster or to more characters than the enemy has cards to heal.
- Healers often carry fewer attack cards than other characters due to limited deck space. Consider knocking out its allies first in the expectation that the healer is the weakest threat when standing alone.