To heal troops for free in Rise of Kingdoms, divide your wounded units into small hospital batches whose total recovery time does not exceed your maximum alliance help capacity. Instead of healing an entire hospital roster at once, submit small batches so that member help clicks reduce the remaining timer directly to zero without consuming healing speedups or gems.

How the Alliance Help Mechanic Works

Alliance help deducts either 1 percent of the total healing duration or a flat 1 minute per click, whichever amount is greater. Because short timers trigger the 1-minute minimum deduction, setting a queue duration equal to or lower than your maximum help count allows alliance clicks to eliminate the entire recovery period.

Your maximum help count scales with your Alliance Center building level and alliance technology:

  • Alliance Center Level 20: Grants up to 23 helps. A queue of 23 minutes or less drops to zero once 23 alliance members click help.
  • Alliance Center Level 25: Grants up to 30 helps. A queue of 30 minutes or less drops to zero once 30 alliance members click help.

Selecting all wounded troops at once undermines this mechanic. For example, queueing 40,000 Tier 4 units simultaneously can create a 30-hour recovery timer. In that scenario, each help deducts 18 minutes (1 percent of 30 hours). Even after receiving all 30 helps—shaving off 9 hours in total—more than 20 hours remain on the timer, forcing you to wait or spend speedups. Splitting those same troops into small, 25- to 30-minute batches lets you clear the entire group through alliance clicks alone.

Target Batch Sizes Across Unit Tiers

Higher-tier units take significantly longer and cost more resources to heal per unit. Calibrate your hospital slider so the estimated time matches your Alliance Center capacity. Account buffs—such as VIP level, medical research, and Kingdom titles like Doctor or Scientist—increase healing speed, allowing more units per batch.

Unit TierAlliance Center Level 20 (23 Helps)Alliance Center Level 25 (30 Helps)Target Queue Duration
Tier 1 (All Types)5,000–10,000 units10,000–20,000 unitsInstant to 5 minutes
Tier 2 (All Types)2,500–3,500 units3,500–5,000 units15–20 minutes
Tier 3 (All Types)1,500–2,000 units2,000–2,800 units20–25 minutes
Tier 4 (All Types)800–1,200 units1,200–1,600 units24–29 minutes
Tier 5 (All Types)350–500 units500–750 units25–29 minutes

To establish your baseline batch size, open the Hospital, select a single unit type, and drag the slider until the timer reaches roughly 22 minutes (for Level 20) or 28 minutes (for Level 25). Note the resulting unit count for that tier so you can quickly set the slider on subsequent queues.

Step-by-Step Batch Healing Routine

Batch healing requires an active manual loop. Use the following sequence to cycle through your hospital roster efficiently:

  1. Confirm Alliance Activity: Open your alliance roster to verify that 20 to 30 members are online. Batch healing stalls if few allies are active to tap help icons.
  2. Isolate One Troop Type: In the Hospital screen, uncheck all tiers except the specific unit type you plan to heal first.
  3. Adjust the Quantity Slider: Set the troop count until the estimated time sits just below your maximum help limit (for example, 28 minutes for a Level 25 Alliance Center).
  4. Queue and Request Help: Tap Heal, then immediately tap the handshake icon above your Alliance Center to request member assistance.
  5. Collect and Repeat: Once the final help click completes the queue and the timer hits zero, reopen the Hospital and immediately queue the next batch.

When to Stop Batch Healing

Batch healing is best suited for daily activity, post-battle cleanups, and periods immediately following events like Ark of Osiris, Altar of Darkness, or Ruins skirmishes when many alliance members are actively online.

Do not rely on small-batch healing during active, high-intensity open-field warfare or structure defense:

  • Every city has a fixed hospital capacity determined by the count and level of its hospital buildings.
  • If your hospital reaches 100 percent capacity, any newly incurred severely wounded troops die permanently.
  • If incoming wounded push your hospital capacity to 70 percent or higher during an ongoing fight, stop batch healing immediately. Queue your entire wounded roster at once and apply healing speedups to free hospital beds before catastrophic troop loss occurs.
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Emily Johnson

Emily Johnson

Emily writes practical mobile strategy guides with a focus on resource planning, base progression, and the early decisions that shape a long-term account.