The Healer class is a class within Dungeons that prioritises healing your teammates and keeping them alive. Building a setup for it depends on whether you want high ❁ Damage and ❤ Effective Health: high ❁ Damage results in better clearing potential, whereas high ❤ Effective Health results in better survivability. As a result, this guide will cover both aspects of a Healer build.
You'll want to increase your ☄ Mending as much as possible, as ☄ Mending increases all outgoing healing, meaning with high ☄ Mending, you can maximise your healing output.
It is best for Healers to prioritise completing as many Dungeon Secrets as possible before your party enters the boss room.
Recommended Armor Sets
As a Healer, you'll either want to go down the route of high ❁ Strength and ❁ Damage for substantial damage and clearing potential, or the route of high ❤ Health and ❈ Defense for substantial survivability and the ability to heal (because you can't heal while you're dead).
| Damage Route | ||||
|---|---|---|---|---|
| Status | Slot | Name | Requirements | Notes |
| Early Game | ||||
| Mid-Game | Floor V completion | |||
| Late Game | Floor VII completion | |||
| Effective Health Route | ||||
| Early Game | ||||
| Early Game | The | |||
| Early Game | Floor III completion | |||
| Mid-Game | Floor VI completion | |||
| Mid-Game | Floor VI completion | Players struggling to afford a | ||
| Universal | Zombie Slayer VII |
The | ||
Recommended Equipment
Proper Equipment, which is often overlooked, is also useful and necessary while in Dungeons. Here are some that will benefit your Healer experience.
| Status | Slot | Name | Requirements | Notes |
|---|---|---|---|---|
| Early Game | Floor I completion | The | ||
| Universal Early Game |
Floor II completion | The | ||
| Universal Early Game |
Floor IV completion | The | ||
| Universal Mid-Game |
Floor V completion | Although the | ||
| Universal Mid-Game |
Floor VI completion | Similar to the The |
Recommended Weapons
Since there are very few weapons directly oriented towards the Healer class, you should use weapons that are geared towards a Berserk, Archer, or Right-Click Mage.
| Status | Slot | Name | Requirements | Notes |
|---|---|---|---|---|
| Berserk / Archer Route | ||||
| Early Game | The | |||
| Early Game | Floor III completion | The | ||
| Early Game | Floor V completion | Sporting pretty good damage and a useful ability, the | ||
| Mid-Game | Floor VI completion | The | ||
| Mid-Game | Floor VI completion | The | ||
| Mid-Game | Floor VI completion | The Additionally, holding down right click while spamming left click allows you to constantly activate the ability whilst hitting the target, providing a large boost to damage per second.
Because of its cheap price and strong ability, this weapon is a staple for Berserkers in The Catacombs - Floor VII or below. The | ||
| Mid Game | Floor VI completion | The | ||
| Mid-Game | Enderman Slayer V |
The | ||
| Late Game | Enderman Slayer VII |
The | ||
| Mage Route | ||||
| Early Game | The | |||
| Early Game | Floor I completion | The | ||
| Early Game | Ice X |
The | ||
| Early Game | Ice XI |
The | ||
| Mid-Game | Floor IV completion | The | ||
| Mid-Game | The | |||
| Late-Game | The | |||
| Late-Game | Floor VII completion | The | ||
Recommended Utility Items
| Status | Slot | Name | Requirements | Notes |
|---|---|---|---|---|
| Universal | The | |||
| Universal | The | |||
| Universal | The Catacombs - Floor I completion | The | ||
| Late Game | The | |||
| Late Game | The Catacombs - Floor VII completion | The | ||
| Mid-Game | Wolf Slayer VII
|
The | ||
| Late Game | Wolf Slayer VIII
|
Recommended Pets
A good Pet is important for both clearing, survivability, and efficient Healer progression.
| Status | Slot | Name | Requirements | Notes |
|---|---|---|---|---|
| Universal | Legendary Black Cat Pet | The | ||
| Late Game | The | |||
| Late Game | The |
Recommended Modifiers
Enchantments
| Enchantment | Notes |
|---|---|
| Armor | |
| Protection | Protection and Growth are the universal enchantments that should be put on everything regardless of your situation. |
| Growth | |
| Rejuvenate | Rejuvenate grants a decent amount of ❣ Health Regen, making it great for survivability. It is relatively cheap and easy to go for, and you should aim to have Rejuvenate V on all your armour pieces as soon as possible. |
| Strong Mana | Strong Mana grants increased ❁ Strength based on how much ✎ Mana is used near you, allowing for increased ❁ Damage against bosses. |
| Sugar Rush | Sugar Rush, an enchantment applicable exclusively to boots, is great for getting increased ✦ Speed. It can be used if you do not have a |
| Legion | Legion is the best Ultimate Enchantment for Healers, since you'll likely be around your teammates at all times during the boss fight. |
| Weapons | |
| Soul Eater | Soul Eater and Swarm are both useful Ultimate Enchantments to put on your weapons, due to their excellence in clearing. Soul Eater deals increased damage based on the last mob you hit, whereas Swarm deals more damage the more enemies are around you. |
| Swarm | |
| Duplex | Duplex is the best Ultimate Enchantment on Bows for raw damage and DPS, and should always be paired with a |
Reforges
Proper Reforges will be important for surviving as a Healer.
Weapons
| Status | Slot | Name | Notes |
|---|---|---|---|
| Early Game | Spicy | Spicy is useful for ☠ Crit Damage and will be viable for clearing. | |
| Optional | Suspicious is an incredibly useful reforge for both ☣ Crit Chance and ☠ Crit Damage, as well as increasing your weapon's ❁ Damage, making it viable for clearing. It is recommended to apply it to a | ||
| Universal | Fabled grants great ❁ Strength and ☠ Crit Damage, as well as granting a chance for critical hits to deal +15% more damage. It's great for starting out in the Catacombs, as well as running through later floors: it is comparable to the Withered reforge. | ||
| Universal | Withered allows you to achieve the most ❁ Strength in dungeons and is considered the best reforge for weapons. It is recommended to keep your ❁ Strength and ☠ Crit Damage balanced for optimum DPS, so pairing this with a weapon with high base ☠ Crit Damage, or a reforge with high ☠ Crit Damage is recommended. |
Armor
| Status | Slot | Name | Notes |
|---|---|---|---|
| Early Game | Fierce | Fierce grants high ☠ Crit Damage and ❁ Strength, alongside a slight increase to ☣ Crit Chance, making it incredibly useful for high damage. | |
| Mid-Game | Giant grants the most ❤ Health out of any of the mentioned reforges and is most useful on a | ||
| Late Game | Ancient grants incredibly high, well-rounded stats: most notably, it grants +1 ☠ Crit Damage per |
Accessory Powers
Magical Power is arguably the most important stat in the game, and you should aim to have 1200 Magical Power by the time you enter Master Mode - Floor VII.
| Status | Slot | Name | Notes |
|---|---|---|---|
| Early Game | Silky grants incredibly high ☠ Crit Damage, as well as a minuscule amount of ⚔ Bonus Attack Speed. It is exceptional if you have at least 100% ☣ Crit Chance, which everyone should aim to have, although it is recommended to keep your ❁ Strength and ☠ Crit Damage balanced. | ||
| Early Game | Itchy balances out ❁ Strength, ☠ Crit Damage, and ⚔ Bonus Attack Speed: while it gives less ☠ Crit Damage than Silky, it balances out all stats relatively evenly, resulting in higher damage. | ||
| Early Game | Sighted grants a lot of ✎ Intelligence and minimal ๑ Ability Damage, which will be incredibly useful if you are using a Mage setup to clear rooms efficiently. It is also the best budget power for ✎ Intelligence, with the only Accessory Power outclassing it being Bizarre, costing hundreds of millions of coins. | ||
| Mid-Game | Hurtful grants high ❁ Strength, substantial ☠ Crit Damage, and decent ⚔ Bonus Attack Speed. It is incredibly useful for clearing, but is decently rare and expensive. | ||
| Universal | Fortuitous | Fortuitous grants the most ☣ Crit Chance out of any Accessory Power, and should be what you aim to use if you are using a |
Attributes
| Slot | Name | Notes |
|---|---|---|
| Grants +1-10 ❁ Strength, maxing out at +50 ❁ Strength with all Elemental Shards maxed out. Buffed by the Echo of Elemental attribute, increasing the effect of these attributes by +20%. | ||
| Grants +1-10 ❤ Health, maxing out at +50 ❤ Health with all Elemental Shards maxed out. Buffed by the Echo of Elemental attribute, increasing the effect of these attributes by +20%. | ||
| Undead Ruler, Skeletal Ruler, and Humanoid Ruler are incredibly important for Healers who struggle to clear, as it grants a large damage boost against ༕ Undead, 🦴 Skeletal, and ✰ Humanoid mobs, which appear most in the Catacombs. They are buffed by Echo of Ruler, which boosts all ❁ Damage gained from the Ruler attributes by +20%. | ||
| Reborn boils down to free Dungeon Score when killing a | ||
| Echo of Ruler is incredibly useful as it boosts the damage of Undead Ruler, Skeletal Ruler, and Humanoid Ruler, making it exceptional for clearing. | ||
| Shell should be maxed out as soon as possible, since it grants immunity to ALL ⬱ Knockback and allows you to use a Pet Item other than a | ||
| Catacombs Graduate boosts ALL Class XP gain, making it a lot easier to level up your Healer class. |
References
| Tutorials | ||
|---|---|---|
| General Guides | ||
| Skill Guides | ||
| Progression | ||
| Combat Guides | ||
| Dungeon Guides |
| |
| Economy Guides | ||
| Farming | ||