The Cleric is the only healer in the game. There are very few forms that do not use one. I highly suggest it. The cleric is always placed in the back row generally in a corner or in the center. It is wise to have a Lightning Ward 5 spaces in front of your cleric so that your cleric cannot be blasted by a witch and killing it. If you cant have a lightning ward then put a different piece there instead. The cleric generally should be protected at most costs. If you see that your cleric cannot be saved then donít try and save it. I recommend an all out attack on your opponent and go for their cleric.
Same recommendation applies to golds. There isn't much to say except donít heal unless you need to and donít heal and move unless you are in danger of being attacked!!! There is no need to move the cleric unless it is in extreme danger of dying because otherwise you will not be able to heal for 5 full turns. The leading cleric killer now is the golem ambusher you must watch out for it. If a Golem Ambusher attacks your Cleric heal because you can be assured that the mud golem wonít be far behind. Do that and then shrub up if you can to prevent the Golem Ambusher from making the same move. Another option is to freeze the Ambusher and use shrubs to protect your Frosty. This is also another situation that the Barrier Ward is handy for.
Created by zzzaacckk