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Troop Healing

Infirmary mechanics, batch healing, heal speed-up strategy, and which events to save speed-ups for.

When troops take casualties in combat, they go to your Infirmary as wounded rather than dying permanently — but only up to your infirmary’s capacity. A full infirmary means the next casualty is gone for good. Understanding the heal loop, and when to burn speed-ups vs. batch heal for free, is one of the most impactful things you can do at TC25+.

TL;DR

  • Batch healing is free: use alliance help to zero out your hospital queue without spending a single speed-up
  • Keep your infirmary empty before major combat events — a full hospital during battle = permanent troop losses
  • Save heal speed-ups for: All Out final minutes, Hall of Governors troop-heal day, any event where your march size determines your score
  • Research Healing Speed in the Growth tree early — it expands the batch size you can zero-out with each round of alliance help
  • The Enlistment Office catches overflow wounded at 70% rescue rate; upgrade it, but it’s a fallback, not a plan

Batch healing: zero speed-ups required

The alliance help system lets you reduce any healing timer by a fixed amount per help received. Done right, your entire hospital queue clears in minutes without touching a speed-up.

How to calculate your batch size:

  1. Open your Embassy stats and find Timer Help Duration (e.g., 240 seconds = 4 minutes per help)
  2. Find your Help Limit (typically 20 helps)
  3. Multiply: 240 sec × 20 helps = 4,800 sec = 80 minutes of instant healing per round

Any batch of troops that takes less than 80 minutes to heal completes instantly once your alliance sends help.

Execution:

  1. Add wounded to the heal queue until the timer is just under your total instant heal time
  2. Send an alliance help request
  3. Queue clears instantly — start the next batch immediately
  4. Repeat until hospital is empty

The only cost is a few minutes of active clicking. This works for routine healing after terrors, bear hunts, or light PvP. Save your speed-ups for the windows where you genuinely can’t batch-heal.

When to burn heal speed-ups

Speed-ups are finite. Use them when one of these is true:

  • Final minutes of All Out or a kill event — no time to batch heal between combat waves; speed-ups are the only way to field a full army for the next hit
  • Hall of Governors troop-heal day — healed troops count toward your daily point total; burn speed-ups here, not on off-days
  • Pre-Castle Battle or pre-KvK wave — you need maximum march size for a specific timed window and batch healing won’t finish in time
  • After a surprise hit — if you log on to find your hospital full and an active event running, burn speed-ups to recover fast rather than letting wounded sit

Don’t use speed-ups for:

  • Routine post-terror or post-beast healing (batch instead)
  • Convenience — impatience burns speed-up stockpiles fast

Before any major combat event

  • Heal everything out before the event window starts
  • Check infirmary capacity vs. your total troop count — if you field more troops than your infirmary holds, overflow casualties die permanently during battle
  • If you’re about to join a sustained event like KvK or a Castle Battle: batch-heal to zero before the gates open, not during

Healing Speed research

Healing Speed sits in the Growth research tree. Investing in it raises the healing rate of your infirmary — which means larger batches complete within your alliance help window, effectively multiplying your free healing throughput. It’s in the mid-tier of research priority: below Command Tactics and Training Speed, but ahead of combat stat research for F2P players in the TC25–29 range.

TL;DR

  • Batch healing still saves premium speed-ups for better windows — use it for routine recovery even if you have a large stockpile
  • The high-value windows for heal speed-ups: All Out (kill event), Hall of Governors troop-heal day, KvK sustained combat waves, and Castle Battle prep
  • Keep infirmary empty before events — even with speed-ups, permanent losses from overflow are unrecoverable
  • Research Healing Speed fully in the Growth tree — it’s cheaper per-point of power than most combat research and has real operational impact
  • Upgrade the Enlistment Office; at high troop counts the 70% overflow rescue matters more

Speed-up strategy

You have more heal speed-ups available than F2P, but burning them indiscriminately still leaves you short during the events that matter most. Prioritize:

Use freely:

  • Final minutes of All Out when you need a full army for the scoring window
  • Hall of Governors troop-heal day — each healed troop = direct event points; this is the best per-speed-up ROI in the game calendar
  • Between KvK waves to maintain march size for back-to-back engagements
  • Pre-Castle Battle when your march size determines rally power

Still batch-heal:

  • Routine post-terror, post-bear, or light PvP cleanup
  • Any healing session where the event window is hours away

The principle: multiplier windows (HoG, All Out scoring phase, KvK active waves) justify speed-up burn because every healed troop directly converts to event points or combat power. Outside those windows, batch healing is free and sufficient.

Hospital capacity management

At high troop counts (TC27+), infirmary capacity becomes a genuine constraint:

  • Field only what your infirmary can absorb during battle — overflow = permanent loss, no recovery
  • Upgrade the Enlistment Office to maximize its 70% rescue rate for overflow
  • The Fountain of Life island building provides Infirmary capacity bonuses at levels 3, 5, and 7 — worth pursuing

Flamedragon Tyrant note: Inside this battlefield event, infirmary capacity is unlimited. The moment you exit, it reverts to your normal cap. If you exit with 1.5M wounded and a 300k infirmary, 1.2M troops die instantly. Plan your exit carefully.

Healing Speed research

Healing Speed in the Growth tree is a high-value research line for active Spenders. Beyond the obvious benefit of faster queue clearance, it increases the batch size you can zero-out per round of alliance help — meaning more operational flexibility during sustained events. Research it fully before pushing deep into combat stat lines.

How the Infirmary works

Wounded troops from combat join a healing queue inside your Infirmary. They recover over time at a rate set by your Healing Speed stat. Capacity determines the maximum number of troops that can be in the queue at once.

The overflow rule is unforgiving: when a battle casualty would push your wounded count above infirmary capacity, that troop is permanently destroyed. This means a full infirmary during ongoing combat is a troop bleed that compounds with every hit you take.

Healing Speed can reach a total bonus of over 400% through the Growth research tree — significantly faster than base rate.

Enlistment Office

The Enlistment Office activates only when your Infirmary overflows. It has roughly 4× your infirmary’s base capacity and rescues 70% of troops that would otherwise die from overflow. The rescue rate can be pushed higher with Medical Satchels and Rescue Orders.

Upgrade the Enlistment Office in parallel with your Infirmary. Think of it as insurance: the goal is to never need it, but when you do need it, its level matters a lot.

Events where healing directly scores points

EventHealing relevance
Hall of Governors – Troop DayHealed troops count toward daily points; burn speed-ups here
All Out (Kill Event)Losing troops depletes your army; heal fast to keep fielding marches
Castle Battle / KvKSustained combat — batch heal between waves; speed-ups for final push
Strongest GovernorMirrors HoG themes; troop-heal days score the same way
Alliance MobilizationTask-based; some tasks may include heal actions

The calendar rhythm: HoG and Strongest Governor have a predictable troop-heal day each cycle. Bank heal speed-ups in the days before and release them on that day for maximum points-per-speed-up conversion.