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Healing Well
Healing Well-0
Basic Specifications
Type Building
Faction Nature
Edition Twilight (1st)
Rarity Uncommon
Additional Info
Odds per Booster 1:30
Rarity-Desirability Value 06 RankBadge PvP Lvl07

Overview

DescriptionEdit

This is a tier 2 shrine that supports nearby units healing them. It will heal, in a 25 m range, up to a limited amount of 3000 heath points. The healing power of the shrine will be slowly (but continuously) restored over time. This will be very useful using units with nature's roots network abilities. The applied limitation, mades the Healing Well inefficent for larger units; in fact, in Nature's tier 3, it is found a similar but more performing card: Healing Gardens.


AbilitiesEdit

AbilityIcon Passive Water of Life

Friendly units within 25m radius will be healed for up to 220 in total per second. There is an inital healing capability of 3000 that may exhaust but will restore over time. Cannot be disabled by spellblocking abilities.



Uses

RolesEdit

Counter ForEdit

Countered ByEdit


CombosEdit

Upgrades

LocationsEdit

{{Loot row|Card:Healing Well|Stone Launcher|III|Stonekin|Mo|Expert|Tapppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppp}

EffectsEdit

Upgrade Faction Scenario Difficulty Edit Link
Healing Well I Nature Nightmare Shard Standard [edit]
Healing Well II Nature Nightmare's End Advanced [edit]
Healing Well III Nature Nightmare's End Expert [edit]
Card Upgrade Type or Ability Effect
Healing Well I Lifepoints +50
Healing Well I Water of Life* +10 regeneration in total per second
Healing Well II Lifepoints +100
Healing Well II Water of Life** +20 regeneration in total per second
Healing Well III Lifepoints +100
Healing Well III Water of Life*** +25 regeneration in total per second

See Also


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