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“He lands with a "POW!", stuns nearby enemies and shoots lightning with both hands! What a show off.”

The Electro Wizard is a Legendary card that is unlocked from the Electro Valley (Arena 11). It spawns a fast, multi-target, air-targeting, medium-ranged, ground troop with moderate hitpoints and moderate damage. The Electro Wizard's attacks stuns his targets for 0.5 seconds. If 2 or more targets are within his range, his attack will split and attack the closest 2 units. He spawns with a Zap upon deployment. An Electro Wizard card costs 4 Elixir to deploy.

Strategy[]

For Battle Decks with this card, click here

  • Each of his zaps deal half of his full damage. Thus, when attacking two targets, the Electro Wizard will deal half of his full potential damage to each. Conversely, if there is only one target in his range, he will inflict all the possible damage to it.
  • Keep in mind that an Electro Wizard does not inflict splash damage, meaning he is weak against large swarms. However, if he is able to use his spawn damage, he can often cancel them out.
  • His spawn damage behaves identically to a Zap of equal Level. Hence, he can be used to one-shot Skeleton Army or Bats while crippling Goblin Gang and Minion Horde. This is usually a negative Elixir trade, so this should only be used in an emergency or if the player knows the Electro Wizard can immediately get value, such as by attacking a nearby unit after clearing the swarm.
    • A cloned Electro Wizard does not inflict spawn damage.
  • His stunning abilities allow him to force Sparky, Inferno Dragon, or even an Inferno Tower to reset, or the Prince, Dark Prince, Ram Rider and the Battle Ram to stop charging, and to temporarily reset the wind-up before the Bandit dashes, the Mega Knight's jumps, the Fisherman hooks, or the Sparky's charge.
    • A Sparky will be immune to stun effects while on the process of cloning. This can surprise an opponent who tries to stun her with an Electro Wizard. If you notice that the opponent uses both Sparky and Clone in their deck, wait for them to use the Clone on the Sparky before placing the Electro Wizard on top of her.
    • A Giant Snowball can temporarily knock back the Electro Wizard and slow him down, letting a Prince connect his charge on him and defeat him instantly.
  • Unlike other ranged troops, the Electro Wizard does not attack with projectiles. Because of this, his attack will always connect to his target at the same time no matter how far away he is from the target. As such, the Electro Wizard should engage other ranged troops from as far away as possible. An exception can be made for the case where the player wants to make use of the spawn damage against the enemy ranged unit.
    • This aspect also make him great against the Monk, as the Monk's Pensive Protection ability will not deflect the Electro Wizard's attack back.
  • Due to his ability to reset the high damage per second of the Inferno Dragon and Sparky, he can be extremely useful in supporting a P.E.K.K.A or Mega Knight.
  • The Electro Wizard works well with mini tanks like the Knight or Miner. The Knight or Miner can tank for the Electro Wizard while dealing damage, thanks to his stun attacks causing the tower to target onto them.
    • Similarly, he works well with the Graveyard. His attacks messes with the Crown Tower's attack speed, allowing more Skeletons to spawn before the other ones are killed. The Graveyard can be placed slightly later to allow the Electro Wizard to tank a few hits before the Crown Tower retargets to the Skeletons.
  • The Electro Wizard has moderate health and moderately-high damage. He is capable of surviving a Fireball of equivalent levels at full health, although a Mini P.E.K.K.A can one-shot him. Because of this, Electro Wizard is best used behind tanks such as the Knight or Giant. Despite this, a lone Electro Wizard should not be ignored as he can still inflict considerable damage.
  • The Electro Wizard is an excellent support unit in a push due to his ability to reset Inferno Towers. If the player has already destroyed one or two Crown Towers, he can drop the Electro Wizard on top of it and force it to reset and re-target. However, he is vulnerable to Fireball, so defending players should be mindful and space out their troops.
  • The Electro Wizard is capable of reliably countering Hog Rider, allowing only one hit on the Tower. The surviving Electro Wizard can then set up a counterpush.
  • The Electro Wizard can bring slow enemies to a crawl with his frequent attacks. Despite this, troops with slower attack speeds than the Electro Wizard such as the Golem and the Bowler will still be able to attack, as Electro Wizard's zap does not reset non-charge attacks but rather freezes the attack frame in place for a short amount of time.
  • Against Lumberloon strategies, protect the Electro Wizard and make sure the Balloon goes in front of the Lumberjack to fully counter them.
  • When attacking a Crown Tower, the player can send the Electro Wizard in front of other shorter-ranged troops. He will tank a few hits from the tower until the shorter-ranged troop moves in front of the Electro Wizard, after which a hit from the Electro Wizard will force the Tower to change its target to that of the shorter-ranged troop. Although the payoff is potentially high, the risk is equally as high. The opponent can play a troop in front of the unprotected Electro Wizard and quickly take it out with the help of their Crown Tower, leaving the shorter ranged troop also unprotected.
  • When defending against a Electro Wizard, the player should not place a counter troop too close to the side of the Crown Tower, as the Electro Wizard could split the strike onto the Tower and deal unnecessary chip damage. Troops placed at least one tile in front of the Tower will ensure that the Electro Wizard's split attack focuses on the troop only. This makes placing cheap troops like Skeletons almost useless to counter him, since unlike the other Wizards he will still target cards that surround him.
  • An Electro Wizard deployed at the front of a Crown Tower can negate all but one stab from a Goblin Barrel, assuming the barrel is the only card coming. He will attack the front two Goblins and cause them to be taken out by the Tower before attacking, then he will one-shot the last Goblin. This is a negative Elixir Trade, but the Electro Wizard can then be used for a counterpush.
    • There is a precise technique for the Electro Wizard's spawn damage to hit all three Goblins, provided that the Barrel is placed on the center of the Crown Tower. He is able to hit all three Goblins with his spawn damage by placing him down shortly after the Barrel crosses the river (around 2-3 tiles past it). Against a lone Goblin Barrel, it does not prevent any extra damage compared to simply reacting to where the Goblins split and then deploying him. However, if the Goblins are being tanked for by another unit, and there is another unit on the map that can attack the Goblins, hitting all three with the spawn damage can potentially eliminate them more quickly, though this is very situational.
  • The Electro Wizard's split attack can be used to activate the King's Tower with Tornado if he is crossing the bridge alone. When he runs up to your tower, use a Tornado placed 1 tile above and 2 tiles beside the Crown Tower once he stops moving. He will attack the Crown Tower once, then be pulled within range of the King's Tower, causing his next attack to hit both the targeted Crown Tower and the King's Tower. This should only be done if the Electro Wizard is fully healthy, as otherwise he may be defeated during the activation attempt.
  • Unless he is on low enough health to be finished off by a Crown Tower in 1-2 shots, an Electro Wizard should generally never be ignored as even alone he can deal a surprising amount of damage to the Tower thanks to his stun and the fact that his single-target damage is effectively double the damage of a single attack from him. Placing down a mini-tank or even a cheap distraction such as Skeletons or a Spirit is enough to prevent unnecessary damage to your Crown Towers.
    • Note that the Electro Wizard's multi target attack will not cause him to retarget. For example, if the player deploys Archers after the Electro Wizard connects to a Crown Tower, only 1 of the 2 Archers will take damage and he will still hit the Crown Tower. Because of this, the player should try to push him out of range of his previous target if they want to counter him that way.
  • An Electro Wizard is a very reliable counter to an unsupported Ram Rider, being capable of fully countering one with Crown Tower support for a +1 Elixir trade. However, depending on the Level difference between them and when the Electro Wizard was placed, the Ram Rider's snare attack can severely cripple his hitpoints. Keep this in mind if you plan on using him in a counterpush.

Statistics

Electro Wizard Attributes

Cost
Elixir
Hit Speed
Damage Speed
First Hit Speed
Damage Speed
Stun Duration
Freeze
Speed
Speed
Deploy Time
Deploy Time
Range
Range
Target
Targets
Transport
Transport
Type
Type
Rarity
Rarity
4 1.8 sec 0.6 sec 0.5 sec Fast (90) 1 sec 5 Air & Ground Ground Troop Legendary

Zap Attributes

Radius
Radius
Stun Duration
Freeze
Target
Targets
3 0.5 sec Air & Ground

Card Statistics

Level
Level
Hitpoints
Hitpoint
Damage
Damage
Zap Damage
Damage
Damage per second
DPS
9 590 91 x2 (182) 159 100
10 649 100 x2 (200) 174 110
11 713 110 x2 (220) 192 122
12 784 121 x2 (242) 211 134
13 861 132 x2 (264) 232 146
14 944 145 x2 (290) 254 160
15 1,038 160 x2 (320) 279 176

Card Mastery

Type Level/Tier Objective Rewards
Damage Dealer
Damage Dealer
1 Deal a total of 160,000 Damage to enemy Troops or buildings 2 Electro Wizard cards
100 XP
2 Deal a total of 480,000 Damage to enemy Troops or buildings 8,000 Gold
100 XP
3 Deal a total of 800,000 Damage to enemy Troops or buildings 150 Gem
100 XP
Crash Landing
Crash Landing
1 Hit 280 enemy Troops with Spawn Damage 12,000 Gold
150 XP
2 Hit 800 enemy Troops with Spawn Damage 2 Legendary Wild Card
150 XP
3 Hit 1,400 enemy Troops with Spawn Damage 18,000 Gold
150 XP
Debilitator
Debilitator
1 Debuff 12 enemy Troops with a single deploy a total of 80 times 100 Banner Token
200 XP
2 Debuff 12 enemy Troops with a single deploy a total of 240 times 125 Banner Token
200 XP
3 Debuff 12 enemy Troops with a single deploy a total of 480 times 150 Banner Token
200 XP

History[]

2016

  • The Electro Wizard was once available in the Electro Wizard Challenge, which started on 23/12/2016. In this challenge, the player would build a deck which included the Electro Wizard. If the player achieved 12 wins, they obtained the Electro Wizard early, in addition to the normal prizes.
  • The Electro Wizard card was generally released on 30/12/2016.

2017

  • On 23/1/2017, a Balance Update, decreased the Electro Wizard's spawn damage by 6% and increased his hitpoints by 9%.
  • On 13/3/2017, the March 2017 Update, removed the Electro Wizard's ability to permanently stun enemy troops. It also added the audience sound effects when the Electro Wizard is deployed.
  • On 19/4/2017, a Balance Update, increased the Electro Wizard's attack time interval to 1.8 seconds (from 1.7 seconds) and increased his first attack time interval to 0.4 seconds (from 0.3 seconds).
  • On 11/8/2017, a Balance Update, decreased the Electro Wizard's hitpoints by 2%.
  • On 9/10/2017, the Epic Quests Update, decreased his damage by 4% and increased his first attack time interval to 0.6 seconds (from 0.4 seconds).

2018

2020

  • On 2/1/2020, a maintenence break, fixed an issue where the Electro Wizard's Star Level used the sound effects of the Electro Dragon.
  • On 6/10/2020, a Balance Update, added a card render to the Electro Wizard's card info screen.
  • On 3/11/2020, a Balance Update, decreased the Electro Wizard's damage by 3.5%.
  • On 9/12/2020, a Balance Update, decreased the Electro Wizard's damage by 2.5%.

2021

  • On 27/10/2021, the Champions Update, increased the Level cap of all cards to 14 (from 13). It also removed the Crown Tower Spawn Damage statistic from the Electro Wizard's card info screen.
  • On 1/11/2021, an Optional Update, made it so that the Mega Knight cannot be stunned infinitely by the Electro Wizard.

2023

  • On 19/6/2023, the Card Evolution Update, increased the Level cap of all cards to 15 (from 14). It also added the Debilitator Card Mastery task for the Electro Wizard.

2024

  • On 6/8/2024, a Balance Update, increased the Electro Wizard’s Spawn Radius to 3 tiles (from 2.5 tiles).

Gallery[]

Trivia[]

  • The word "Wizard" comes from the Middle English "wys", meaning wise.
    • In the German, Persian, and Vietnamese language settings of the game, the Wizard's name translates to "Electro Magician". In the Spanish, Italian, Russian, Arabic, Portuguese, and Thai language settings of the game, the Electro Wizard's name translates to "Electric Wizard". In the Chinese and Finnish language settings of the game, the Wizard's name translates to "Thunder Mage" and "Lightning Wizard" respectively.
  • The Electro Wizard is 1 of 9 cards associated with electricity, with the others being Electro Spirit, Zap, Tesla, Zappies, Electro Dragon, Electro Giant, Lightning, and Sparky.
  • The Electro Wizard is 1 of 4 troops that can deal damage to multiple units with one attack without an area damage radius, the others being Electro Spirit, Hunter, and Electro Dragon.
  • The Electro Wizard, the Mega Knight, and the Ice Wizard are the only troops that deal spawn damage.
    • The Electro Wizard used to have a "Crown Tower Spawn Damage" statistic despite the fact that its restricted deployment meant its spawn damage could never hit a Crown Tower. This was most likely because he spawned with a Zap instead of having his own spawn damage. This, however, was removed from the statistics in the Champions Update.
  • The Electro Wizard was the first card to be introduced in the game through a Challenge.
  • The Electro Wizard is 1 of 14 troops which bring an excited reaction from the audience upon spawning and brings a collective groan from the audience when defeated, as well as a concerning gasp when the opponent plays him, the others include Royal Giant, Giant, P.E.K.K.A, Giant Skeleton, Goblin Giant, Golem, Bowler, Inferno Dragon, Sparky, Lava Hound, Night Witch, Super Lava Hound, and the Monk.
  • The Electro Wizard might be a reference to Electric Wizard, a British doom metal band.
  • In the Finnish language settings of the game, it is revealed that the Electro Wizard likes electronic music.
  • According to the Electro Dragon's intro video, the Electro Dragon is the Electro Wizard's pet dragon.
  • Upon spawning in, the Electro Wizard will yell "Electricity!", in a shaky voice. Upon dealing damage, he may yell "Zap!", "Electrify!", or "Electrons!".
  • The Electro Wizard is the subject of certain cosmetics in the game. More specifically:
    • The Electro Wizard is the subject of a few Emotes.
    • The Electro Wizard is the subject of a Tower Skin.
  • When 2 Electro Wizards face each other, 1 of the 2 Electro Wizards will attack before the other, stunning him in between. This results in 1 of the 2 winning the duel instead of both being defeated at the same time.
  • A cloned Electro Wizard does not fall from the sky when deployed.
  • The Electro Wizard was featured in the winning deck of the Crown Championship Global Series Tournament, by a player called Sergioramos:).
  • Before the Electro Wizard's release, the card description was changed. It used to read, "He lands with a 'POW!', stunning nearby enemies, and continues to show off by zapping two at a time! His favorite movie is T2."
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