Clom

Description
Any attacker damaging this hero with a basic attack will lose 1

Description
Deals 10% of the hero's current health in magic damage to a random target each turn, and gains health equal to the amount of damage done.

Increasing health gained

 * Using health gain equipment or units
 * Most of these will not heal you past your starting maximum health, but are still useful to keep your health, and thus health gained, from dropping too low, and help you to recover when it does.
 * Examples are the Rejuvenate ability and Rejuvenation Potion.
 * An exception is the Ring of the Glen, which like Sap Vigor, can heal you past your starting maximum health, to a maximum of 99
 * increasing your starting health
 * This gives you a head-start on your snowballing, and also helps to reduce the board that's hitting you early as it increases your damage as well.

Decreasing health lost

 * Decreasing the damage output from the opponent
 * Accelerate the reduction of attack power by using creatures with weakening effects (especially weaken ray e.g. Eye Tyrant). This will also hit ranged attackers which Sap does not.
 * Use spells or abilties to remove abilities that either hurt you directly or buff their units.
 * Removing magic abilities directly is easy enough with Magic Vortex or Drain Magic.
 * Removing other abilties can be done with the corrode debuff.
 * Decreasing the damage you actually take
 * Use units to stand between enemy units and Clom
 * Walls tend to come down fast with decent health to reduce the damage fast rushes can do
 * Units that heal themselves with regenerate, heal or other abilities will be able to stick around longer to protect you. Or even if they just have a large health pool.
 * Creatures Like Eye Tyrant and Manavore play double duty as they weaken the opponents creatures while also blocking damage and heal0ing.
 * Use protective equipments to reduce unblocked damage
 * Absorb negates magic abilities, which coupled with Sap reducing basic attacks, covers a fair number of cards.
 * Shield, and even better, Armoured will reduce damage from any source, greatly reducing damage coming in from lots of small sources, as well as helping somewhat with larger sources still.
 * These will stack with each other and themselves.
 * If a creature does not deal damage because the damage is reduced to 0 by one of these, it will not get its attack reduced by Sap
 * Resistance completely negates damage beyond the first few hits each turn.
 * creatures that do not deal damage (e.g. because they have 0 attack from earlier Saps) will not count towards the cut off
 * creatures that do not deal damage because they are negated by resistance WILL still get their attack reduced by Sap.