Heal Power

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This content is only for Mercenaries.
Heal Power
Your healing abilities restore extra health.

Heal Power is a keyword used in Mercenaries. Its internal name is LETTUCE_HEALINGPOWER and was introduced in Patch 22.4.0.131660 with the new mercenary  Chi-Ji.

Heal Power functions similarly to Spell Damage, except that Heal Power increments the amount of Restoring Health cards. For example, if you have a 3 Spell Power on board, Inspiring Song 5 would restore 13 Health to all friendly characters.

Cards with Heal Power[edit | edit source]

Characters[edit | edit source]

Card not found.

Abilities[edit | edit source]

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Equipment[edit | edit source]

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Referenced cards[edit | edit source]

Characters[edit | edit source]

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Abilities[edit | edit source]

Abilities
NameSpeedCooldownAttackHealthSubtype[?]TextUsed by
Blazing Song 1 3 0 Fire Deal 4 damage. Gain +1 Heal Power.
Chi Bomb {0} 2 1 Fire Deal damage equal to double your Healing Power to all enemies.
Firestorm 1 5 1 Fire Deal 1 damage to all enemies. Restore 1 Health to all allies. (Damage increased by Heal Power.)
Holy Ritual {0} 2 0 Holy Gain +5 Holy Damage and +5 Healing Power this turn.
Libram of Enlightenment {0} 0 0 Passive: Libram of Wisdom grants +1 more Holy Damage and Healing Power.
Mulgore Might 1 7 0 Attack an enemy and gain +1 Heal Power. Nature Combo: Restore 6 Health to this Merc.
Negative Equilibrium {0} 0 0 Arcane Passive: +1 Heal Power. Your Beasts and Dragons have +3 Attack.
Smells Good! {0} 5 0 Passive: If you have a friendly Chi-Ji in play, Gain +5 Attack, +5 Fire Damage and +5 Healing Power.
Abilities
Swipe left or right to see the cards.
Blazing Song 1
Chi Bomb {0}
Firestorm 1
Holy Ritual {0}
Libram of Enlightenment {0}
Mulgore Might 1
Negative Equilibrium {0}
Smells Good! {0}

Equipment[edit | edit source]

Equipments
NameTierCraftTextUsed byUnlocked
Blazing Band {0} 4 175 Blazing Song deals 4 more damage and gives an additional +2 Heal Power. Chi-Ji Heroic
Blazing Band 1 1 0 Blazing Song deals 1 more damage and gives an additional +1 Heal Power. Chi-Ji Heroic
Blazing Band 2 2 100 Blazing Song deals 2 more damage and gives an additional +1 Heal Power. Chi-Ji Heroic
Blazing Band 3 3 150 Blazing Song deals 3 more damage and gives an additional +2 Heal Power. Chi-Ji Heroic
Chieftain's Feather {0} 4 175 Passive: +7 Health. +4 Heal Power. Baine Bloodhoof Heroic
Chieftain's Feather 1 1 0 Passive: +4 Health. +1 Heal Power. Baine Bloodhoof Heroic
Chieftain's Feather 2 2 100 Passive: +5 Health. +2 Heal Power. Baine Bloodhoof Heroic
Chieftain's Feather 3 3 150 Passive: +6 Health. +3 Heal Power. Baine Bloodhoof Heroic
Libram of Wisdom {0} 4 175 End of Turn: If you have used 2 or more Holy abilities, gain +2 Holy Damage and +2 Healing Power. Yrel Task 2
Libram of Wisdom 2 2 100 End of Turn: If you have used 2 or more Holy abilities, gain +1 Holy Damage and +1 Healing Power. Yrel Task 2
Libram of Wisdom 3 3 150 End of Turn: If you have used 2 or more Holy abilities, gain +2 Holy Damage and +1 Healing Power. Yrel Task 2
Equipments
Swipe left or right to see the cards.
Blazing Band {0}
Blazing Band 1
Blazing Band 2
Blazing Band 3
Chieftain's Feather {0}
Chieftain's Feather 1
Chieftain's Feather 2
Chieftain's Feather 3
Libram of Wisdom {0}
Libram of Wisdom 2
Libram of Wisdom 3