Healer — what the skills grant
Totalled from Healer's own skill descriptions. Squad buffs apply to the hero's own squad; legion buffs apply to the whole legion — they stack differently in game, so they are counted separately.
About Healer
Healer is a Footmen hero in Rise of Castles. On ROCMeta, Healer appears in 6 ranked combos in Footmen lineups. Healer's highest-ranked appearance is Arslan · Healer · Scarlet Reaver, which currently sits at Footmen #264.
Across Healer's skills, the hero's own squad gains +65% Resistance, +65% Might, and +15% HP. The wider legion gains +40% Resistance.
Healer is most often ranked alongside Ashoka, Clovis I, and Pepin — the heroes that share the most ranked combos with Healer. The full list of partners is further down the page.
Why Healer ranks where it does
Healer is built around healing — stronger there than 74% of the roster.
Pairs best with Geraint, Gustav and Hannibal. Geraint's Undying Will supplies the taunts; Healer's Salvation feeds on them. No lineup around this pair clears the era and composition gates.
Read from Healer's eight skills and compared against every other published hero — not an editorial opinion.
Most often ranked with Healer
Counted from the published lists: the partners who appear beside Healer in the most ranked lineups.
Proven synergies
A different question from the grid above: not who Healer is listed with, but whose kit the skill text says Healer actually feeds — or feeds on. Each claim names the effect and, wherever the card records one, the skill producing it, so you can check it against the cards further down. Some of these pairs share no ranked lineup at all; each one says why.
Thorven
Not yet listedHealer supplies the combat-skill casts; Thorven's Spiral Edge feeds on them. Thorven's Spiral Edge supplies the taunts; Healer's Salvation feeds on them. No lineup around this pair clears the era and composition gates.
Ashoka
3 shared lineupsHealer supplies the combat-skill casts; Ashoka's Bloodthirsty Ashoka feeds on them.
Clovis I
2 shared lineupsHealer supplies the combat-skill casts; Clovis I's Frankish Spear feeds on them.
Pepin
2 shared lineupsHealer supplies the combat-skill casts; Pepin's Power of Staff feeds on them.
Harald III
1 shared lineupHarald III's Absolute Authority supplies the taunts; Healer's Salvation feeds on them.
Fortuneteller
1 shared lineupHealer supplies the combat-skill casts; Fortuneteller's Soul Sacrifice feeds on them.
Best Footmen combos with Healer
Healer appears in 6 ranked Footmen combos.
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B Arslan · Healer · Scarlet Reaver developer pick Mid progression Beats 3 of 8 reference lineups 64.38/100 out of 100 Arslan (X11), Healer (X10) and Scarlet Reaver (X07) score 64.38 out of 100 together, and each of the three has a job.
Arslan is the win condition, bringing 55% of the lineup's expected damage: Ice and Fire puts 350% into 2 enemy squads every time it fires, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Healer is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and sits in the middle, the deepest row those range-2 skills still fire from. Scarlet Reaver is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 70% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Scarlet Reaver’s Debilitating Explosions applies Disarm and takes a squad out of the fight, so Arslan swings into a line that cannot answer; Scarlet Reaver raises Arslan’s output directly rather than adding a number of its own. What you give up: no hero here feeds another one's trigger; attacks converge on the same squads, with no spread pressure across the line. Budget note: every hero in this lineup can be completed without spending. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster.
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B Ashoka · Healer · Fortuneteller Mid progression Beats 3 of 8 reference lineups 80.54/100 out of 100 Ashoka (X14), Healer (X10) and Fortuneteller (X08) score 80.54 out of 100 together, and each of the three has a job.
Ashoka is the win condition, bringing 67% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and takes the front, able to both absorb the opening rounds and heal through them. Healer is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and sits in the middle, the deepest row those range-2 skills still fire from. Fortuneteller is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Soul Sacrifice applies Suppress, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Ashoka produces combat-skill casts, the exact trigger Fortuneteller’s Soul Sacrifice waits on; Healer produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Fortuneteller’s Soul Sacrifice applies Suppress and takes a squad out of the fight, so Ashoka swings into a line that cannot answer. What you give up: the trigger chain is thin — the three lean on one link rather than several; a focused finisher and spread pressure both present. Budget note: every hero in this lineup can be completed without spending.
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B Clovis I · Healer · Ashoka Mid progression Beats 2 of 8 reference lineups 81.68/100 out of 100 Clovis I (X15), Healer (X10) and Ashoka (X14) score 81.68 out of 100 together, and each of the three has a job.
Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and takes the front as the sturdiest of the three. Healer is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and sits in the middle, the deepest row those range-2 skills still fire from. Ashoka is the win condition, bringing 72% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and stays in the back, where the range-3 skills still touch the enemy front line. The lineup works because Clovis I produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Healer produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Clovis I’s Territory Expansion applies Silence and takes a squad out of the fight, so Ashoka swings into a line that cannot answer. What you give up: the trigger chain is thin — the three lean on one link rather than several; raw damage reaches only about 27% of the hardest-hitting trio in the roster. Budget note: every hero in this lineup can be completed without spending.
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B Ashoka · Healer · Pepin Mid progression Beats 2 of 8 reference lineups 79.65/100 out of 100 Ashoka (X14), Healer (X10) and Pepin (X12) score 79.65 out of 100 together, and each of the three has a job.
Ashoka is the win condition, bringing 86% of the lineup's expected damage: Bloodthirsty Ashoka puts 210% x5 into one enemy squad on a 60% roll, and takes the front, able to both absorb the opening rounds and heal through them. Healer is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and sits in the middle, the deepest row those range-2 skills still fire from. Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 169% of enemy Might, Resistance and damage across its kit, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Ashoka produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Healer produces combat-skill casts, the exact trigger Ashoka’s Bloodthirsty Ashoka waits on; Pepin raises Ashoka’s output directly rather than adding a number of its own. What you give up: the trigger chain is thin — the three lean on one link rather than several; little here disrupts the enemy plan, so the fight is decided on raw output. Budget note: every hero in this lineup can be completed without spending.
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B Harald III · Healer · Theodora developer pick Mid progression Beats 1 of 8 reference lineups 82.78/100 out of 100 Harald III (X19), Healer (X10) and Theodora (S04 · paid) score 82.78 out of 100 together, and each of the three has a job.
Harald III is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Absolute Authority applies Taunt on a 55% roll, and takes the front on purpose: this kit feeds on being attacked, and the front is where the attacks are. Healer is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and sits in the middle, the deepest row those range-2 skills still fire from. Theodora is the second amplifier -- with two heroes raising the output, the carry hits far above its own numbers: carries 50% of damage amplification across its kit, and stays in the back, out of the enemy's easy reach, and those range-5 skills lose nothing for it. The lineup works because Harald III’s Absolute Authority produces draws_fire, the exact trigger Healer’s Salvation and Theodora’s Art of Eternity both wait on; Theodora’s Art of Eternity applies Suppress and takes a squad out of the fight for 2 rounds, so Harald III swings into a line that cannot answer; Theodora raises Harald III’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 9% of the hardest-hitting trio in the roster; a focused finisher and spread pressure both present. This is one of the lineups recommended in-game by the developers -- the score above is what that classic core is still worth against the current roster.
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B Pepin · Healer · Clovis I Mid progression Beats 0 of 8 reference lineups 78.92/100 out of 100 Pepin (X12), Healer (X10) and Clovis I (X15) score 78.92 out of 100 together, and each of the three has a job.
Pepin is the saboteur, stripping the enemy's stats before the blows land: strips 169% of enemy Might, Resistance and damage across its kit, and takes the front, able to both absorb the opening rounds and heal through them. Healer is the multiplier, raising what the other two put out rather than adding a number of its own: carries 20% of damage amplification across its kit, and sits in the middle, the deepest row those range-2 skills still fire from. Clovis I is the lock: every squad silenced or suppressed is a turn the enemy plan does not happen — Territory Expansion applies Silence on a 60% roll, and stays in the back, out of the enemy's easy reach, and those range-4 skills lose nothing for it. The lineup works because Pepin produces combat-skill casts, the exact trigger Clovis I’s Frankish Spear waits on; Healer produces combat-skill casts, the exact trigger Pepin’s Power of Staff waits on; Pepin raises Clovis I’s output directly rather than adding a number of its own. What you give up: raw damage reaches only about 11% of the hardest-hitting trio in the roster; the trigger chain is thin — the three lean on one link rather than several. Budget note: every hero in this lineup can be completed without spending.
Healer — skills
All 8 recorded skills for Healer, straight from the hero's game card.
1 Dictator
The soldier amount cap of the hero's squad is increased by 23,100.
2 Salvation
When the front-row squad deals damage, recovers some troops as many as 40% of the damage dealt; when the front-row squad takes damage, 50% of the damage will be taken by the Hero’s squad.
3 Footmen Defensive Formation II
Footmen in the hero's squad has 50% more Resistance.
4 Footmen Offensive Formation II
Footmen in the hero's squad has 50% more Might.
5 Healing Light
100% chance to recover some troops for all allied squads (recovery rate 50%).
6 Footmen Awakened
Footmen in Hero's squad has +15% Might and Resistance, and +15% HP. 250% bonus to the skill "Dictator".
7 Defensive Order - Footmen
Footmen in the hero's squad gain +40% Resistance.
8 Oblivioun
The two effects are applied independently each round: 50% chance to reduce the damage caused by two random enemy squads by 10%; 50% chance to increase damage taken by two random enemy squads by 30%.
Which Healer lineups can you field?
Select the heroes you own and the generator returns every ranked Healer lineup you can field today, the ones you are one hero short of, and the single unlock that opens the most.
Open the Combo Generator


