Tutorial:Healer Guide

Healers are a very important class relying on regenerating their teammates so they can, on their turn, protect the Healer. But, healers do need to be able to deal. For example, if all other teammates died, the healer will have to survive, which is more difficult without damage, as healers do not do much. The healer may have to be able to flee as a result from this lack of damage and ending up being overwhelmed by mobs. Thus, the Healer needs a good amount of. However, it is recommended to not focus on dealing damage, since Healers do not do much by default, meaning it may be better to focus on so you can live long enough.

Armor

 * Diamond Atom - This reforge stone adds a good amount of . If one is too poor to buy a Diamond Atom, they can also use a Rare Diamond which adds less but is far cheaper. You can also reforge your armor to Heavy, which gives the same amount of defense but costs some  and . However, this is not recommended since Rare Diamonds are very cheap. This would be a Early-Mid game option.


 * Sadan's Brooch - It grants the same bonuses as the Titanic reforge with the addition of increasing your healing by 10%. While these bonuses stack, it's not recommended to reforge more than 1 piece to Empowered as you'll gain very little . This is generally used with Werewolf Armor as it grants a lot of, boosting the additional healing substantially. This would be a mid-game option.


 * Premium Flesh - Even though this reforge stone is inexpensive, it is not as tanky and cheap as a Rare Diamond. However, it does grant and, while also giving a good amount of  and . It also reduces damage taken from Undead mobs, which are common in dungeons. This is more for early-game.


 * Necromancer's Brooch - If one wants to use mage weapons, they will need a good amount of, which is still possible, but not recommended, since it can cost a lot of healing per second. It can still be smart to use a necromancer's brooch. If this makes the user too squishy, they may want to use the wise or the smart reforge instead. Wise gives in addition to  and Smart not only gives health, but  too. A healer always can use  for healing items costing , and for the Aspect of the End, so they can escape heavy fights.


 * Red Nose - Secretly, the Red Nose actually grants a lot of and also  at the cost of  . The Red Nose gives  and  and when one sneaks, they reduce their  by 20 for  but in return, obtain for those same   and . It is most likely better to use another reforge as losing any  is not good. It can only be used on helmets. This would be an early-game reforge.


 * Giant Tooth - The Giant Tooth adds a lot of, the most in the game excluding multiplicative buffs(legion, renowned, etc). Even can be obtained when combined with the  Blue Whale Pet's (can be any rarity, but the 's ability is the most important), which can massively boost . The Giant Tooth is a mid-late-end game reforge.


 * Dragon Scale/Horn - It's an improved version of the Pure reforge that grants a bit of all stats. The Dragon Horn does the same thing as the Dragon Scale with the addition of increasing all your stats by 1%, making the Dragon Scale a cheaper alternative for slightly worse stats. The dragon scale and horn is a mid-late game reforge, with its reforge more focusing on as opposed to healing per second, which makes it less useful in boss fights like Necron's or Sadan's.
 * Fierce: A cheap and easy reforge to get, it can help boost if the healer is confident with their ability to survive. Early-mid game, more focusing on damage as opposed to healing per second.
 * Precursor Gear: It provides a great deal of, even surpassing the Dragon Horn despite being significantly cheaper. Use this reforge if you are willing to sacrifice some survivability that the Giant Tooth or Diamond Atom would provide.

Swords

 * Every single reforge is acceptable (some are situational), each giving more of certain stats, except for - It is not recommended to use the Odd reforge since Sharp does almost the same, and Odd reduces.
 * For mage-healer hybrid, use the Heroic reforge.
 * For berserk-healer hybrid, use sharp, spicy, withered, or fabled.
 * If paired with a Baby Yeti pet, the Withered reforge is the best.

Talismans

 * Every damage and health reforge is acceptable, especially early-mid game, and reforges for mana are acceptable for a mage-healer build. As you progress more and your talismans don't help too much, it would be better to reforge them to provide more, , or.
 * Shaded (Dark Orb) - It is the best reforge for  -  accessories, however it is expensive so it is recommended to buy this reforge when you have a large amount of talismans.
 * Forceful - It is the 3rd best reforge for  -  accessories, however it doesn't grant  and only grants.
 * Unpleasant - It is the 5th best reforge for  -  accessories, however it only grants a small amount of  and no damage buffs. It is recommended to only apply this to some talismans if the player only needs a bit more . Try to first maximize your current gear before using unpleasant as it doesn't give any damage or mana buffs. This could include reforges like pure on armor, sharp on swords, and starring gear.
 * Bloody (Beating Heart) - It is the 2nd best reforge since it grants, ,  and . Strange will give more Bonus Attack Speed, but only on epic accessories.
 * Silky (Luxurious Spool) - it is the 4th best reforge since it grants a good amount of, however, it lacks.

How to play healer
Healer is a class that needs some brain power and coordination and in here we will show you how to play effectively!


 * When in danger and low health, you have 2 main options which are, ask for help (only parties with spirit leaps/near you can help you) or run away. (best way)
 * Pop in a wish when someone's low, however don't pop in a wish when everyone is not in danger. (only exception is maybe pre-boss fight)
 * When someone is low but wish is on cd, Don't use a Spirit Leap since they can usually survive on their own. You might also die if you leap.
 * As with all other classes, learn secrets.

The Catacombs - Floor I
Rotten Armor or any of the Dragon Armor and a Mender Helmet/Crystallized Heart work well on Floor 1, the healing provided by the heart mirrors that of the Mender Fedora unlocked at. It may be a good idea to use Holy Dragon Armor if you are focusing on healing others as it grants 3x natural regeneration if within range and is the cheapest but the 2nd/3rd most underrated Dragon Set.


 * Additionally, you may also rely on or  Heavy Armor, with the Titanic reforge for a tank-healer hybrid, or the Smart reforge for  and some.

The Catacombs - Floor II
- Heavy Armor should be a goal before carrying on to Floor 3. your personal health is the biggest concern than that of your team since if The Healer dies, who will heal/revive your team? Until, increasing your personal healing is a more difficult task. The Ornate Zombie Sword is an item you should already be using, due to its incredible healing ability, which also heals nearby players.

The Catacombs - Floor III
Once you have completed your Heavy Armor with Mender Helmet, you may rely on that armor set until you reach. While it may be difficult to afford variants, Zombie Soldier Armor is a versatile armor set for practically every class. The Necrotic reforge for Floor 3 on Zombie Soldier Chestplate, Leggings, and Boots coupled with Mender Helmet allow for a ranged mage arsenal to handle the four Guardians in floor 3, but Fierce/Pure, Perfect/Reinforced or Titanic/Heavy may be changed if you do not use mage weapons. Floor 3 contains Shadow Assassins, which can be very deadly, so make sure you stay on the lookout. It is recommended to use a tankier pet. (most players recommend a Blue Whale Pet)

The Catacombs - Floor IV
By now you should have Zombie Soldier Chestplate, Leggings, and Boots with a Mender Helmet. Floor 4 is where the Mender Helmet is left behind, replaced by the Mender Fedora and where your Zombie Soldier Armor is left behind, replaced by Adaptive Armor or Wise Dragon Armor for a Mage-Healer hybrid. Once you can get a Mender Fedora, you will double all Healing done to yourself and your team, Unlike the previous Mender Helmet which only increased healing to teammates and ONLY teammates.

The Catacombs - Floor V
Floor 5 introduces Shadow Assassin Armor, a very prominent armor set for both berserk and archer. Before you start this floor it is recommended to get a F6 carry for Necromancer Lord Armor. But, in order to be able to get an F6 carry,you will need to enter. You can use a T8+ Perfect Chestplate, Zombie Kight Chestplate, or even Super heavy Chestplate if you don't have enough money. Werewolf Armor is also viable in this floor if combined with Tiger Pet if you have a high level.

The Catacombs - Floor VI
This floor is incredibly difficult to get into. is everything on floor 6. Another armor set that is very good for healers on F6 is the Werewolf Armor Set paired with a high level Tiger Pet that is or. The of the armor will buff your  as well as heal your teammates. Another item that becomes available is the Lesser Orb of Healing. While a Lesser Orb of Healing is fairly cheap, commonly players do not have the level to use it until this floor. If you still struggle to survive, attaching a tether to a teammate, placing a Power Orb (preferably a Mana Flux, and then activating Syphon/Lifesteal should be able to let you survive.

The Catacombs - Floor VII
This is the floor where you will leave the Mender Fedora behind, now say hello to Mender Crown! On Floor 7, you need a healer most of the time. A Livid Dagger should do for a weapon, although a Shadow Fury is a bit more expensive, but is a better damaging sword (you can also use Bonemerangs but it is expensive). Once you complete Floor 7, you can swap to Storm, Goldor, or Necron armor depending on if you're using , or being a. For Around  should do fine. A Blue Whale is recommended to survive F7.

The Catacombs - Master Floor I
Assuming you have at least 100m and 1/2 Goldor and Giant T12 Boots W/Mender Crown, you are well-off here. It's difficulty is at least the same as Floor 1. If you have enough money, it is reccomended to get an Axe of the Shredded for it's throw ability amd the the fact that it does more to zombies.

The Catacombs - Master Floor II
The same as Master Floor I but you might need 3/4 Goldor instead since the Warrior's charge can kill the unwary.

The Catacombs - Master Floor III
For clearing, you can use Storm's Armor or Necron's Armor. For the boss fight phase 1, use Storm's/Necron's armor since you will lack. For phase 2, use Goldor or Necron if your lacking. Otherwise, use Storm with a Hyperion.

The Catacombs - Floor IV
WIP

Pets

 * Blue Whale - It's the best pet for tanking when you have a bunch of . It reaches its maximum potential when you use the variant.
 * Baby Yeti Pet - It's best when you have a bunch of, you can possibly reach 2-3k when you use a withered Flower of Truth. It's not recommended to get the  variant since its a waste of both  and time.
 * Jellyfish Pet - It’s a decent pet if you want to focus on healing, however it is not recommended to get it since its stat boosts aren’t great, if you have decent (e.g 500k-1m ehp) you can use this pet.
 * Griffin Pet - its situational but it can be used as a pre-Baby Yeti/pre-Blue Whale.
 * Tiger Pet - It's best when paired with Werewolf Armor.
 * Wither Skeleton Pet - While not exactly for healer, its dps can help greatly for those who are lacking in . Its (which will be unlocked when its rarity is ) also helps massively with dps.
 * However you might lose when using this pet so it is reccomended to swap pets that provide  in boss fights (e.g Sadan fight and Livid fight)

Other Gear

 * A Power Orb is useful for healing both yourself and your allies.
 * A Lesser Orb of Healing could also be useful.
 * Some Spirit Leaps are essential for all classes. Since you are the healer, your teammates will get healed more if you are alive, so it is recommended that you carry Spirit Leaps to avoid near-death situations.
 * A Fel Sword to buff the healing circle.
 * An Ornate Zombie Sword or a Florid Zombie Sword.
 * An Aspect of the End is useful to teleport to high ground/away to avoid dying or to simply just speed up your movement.
 * A Healing Wand is almost as useful as a power orb, it is like a portable power orb but costs more and only heals yourself.
 * A Grappling Hook is useful if you are in a budget or wish to conserve.
 * A Conjuring can be used as a budget Infinityboom TNT with a cooldown of However, it does not work in trap rooms.
 * An Ice Spray Wand can be used to freeze and deal some.
 * A Last Breath is useful to decrease the target's.
 * A Leaping/Silk-Edge Sword can be useful to stun and
 * Rogue Sword is useful if you are lacking.
 * Voodoo Doll slows down enemies and inflicts heavy to enemies it struck overtime. It's ability can stack and is also a great weapon for

Starting Dungeons
For starting dungeons, an Aspect of the Dragons will do fine. After getting, a Dreadlord Sword can be better than an AoTD since it is a dungeon sword. WIP

Tips

 * Remember that sneaking can also activate the ability Healing Circle.
 * You can also activate the Healing Circle when you are a ghost.
 * For the F1 Boss fight is to go on one of the pillars and spam Healing Circle.

WIP