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“This chill caster throws ice shards that slow down enemies' movement and attack speed. Despite being freezing cold, he has a handlebar mustache that's too hot for TV.”

The Ice Wizard is a Legendary card that is unlocked from the Spooky Town (Arena 12). It spawns an area-damage, air-targeting, medium-ranged, ground troop with moderate hitpoints and low damage. The Ice Wizard's attacks slows the target's movement and attack speed by 35%. Upon deployment, he will deal damage around enemy units around him in a 360º area around him, and slow them down similarly to his attack. His hair and eyes are blue, and he wears thick robes. An Ice Wizard card costs 3 Elixir to deploy.


For Battle Decks with this card, click here

  • The Ice Wizard is best used defensively before being translated into a counterattack as a support troop. Make the most out of his slowing effect as he does very little damage.
  • A good position for an Ice Wizard is in the middle of the defender's side of the Arena as it maximizes the distance melee troops must travel. Any melee troops that reach the Ice Wizard will be targeted by the defender's other Crown Tower too. For example, an Ice Wizard in this position can counter a full squad of Barbarians and survive with a sliver of health for a potential counterattack.
  • The Ice Wizard will only deal a few hundred damage to a Crown Tower alone, which can be prevented easily by the opponent for a good trade. The player should consider the amount of defensive value their Ice Wizard obtained; trying to support an Ice Wizard when it has not helped gain an Elixir lead can put the player in a bad spot.
    • An unsupported Ice Wizard can safely be ignored as it deals low Tower damage for its cost, preferably if the defender runs a heavy deck.
  • Despite dealing low area damage, the Ice Wizard is capable of quickly clearing fragile swarms, such as the Skeleton Army. However, without the assistance of a Crown Tower, he will be overwhelmed as his splash radius is otherwise negligible.
  • The Ice Wizard is a powerful asset to both offense and defense as he significantly lowers the damage per second of enemy troops. The slowing effect is most noticeable against units with fast attack rates, such as the Inferno Tower and the Inferno Dragon. Under the slowdown effect, they both take about 1 extra second to reach maximum damage output.
  • The Ice Wizard only has a moderate amount of hitpoints, making him weak to most high-damage spells.
    • A Fireball will fully defeat an equally levelled Ice Wizard at a slight Elixir deficit. This may be valuable if another unit, like a Crown Tower, can also be hit.
    • The Barbarian Barrel is able to counter a lone Ice Wizard for a 1 Elixir profit. Place it so that the Barbarian Barrel hits the Ice Wizard and the Barbarian pops out behind him and distracts him. The Barbarian and the Crown Tower combined will be able to defeat the Ice Wizard. The Royal Delivery can work in a similar way.
    • If waiting to defeat him is an option, a Poison does enough damage that it will fully defeat the Ice Wizard through its duration, though for a negative Elixir trade.
    • If he is alone, the Void can defeat him for a neutral Elixir trade. The player should deploy either Goblins or Barbarians in order to save the Ice Wizard from the spell, as he can survive the first hit, and the damage that it will deal after the deployment of these cards will not be enough to defeat him.
    • Note that the opponent may take advantage of the lack of spells due to being used on the Ice Wizard, and place another card that would thrive due to their absense, such as a Flying Machine.
  • The Ice Wizard deals enough damage and impede the Balloon's progress enough so that it does not reach the Tower. This is enough to counter it for a +2 Elixir trade.
  • The Ice Wizard + Skeletons combination can also function as a great counter to mini tanks, preferably single-target ones such as the Knight, with the help from the player’s Crown Tower. The Skeletons would distract and damage down the attacking mini-tank while the Ice Wizard slows it down from afar, allowing a quick and easy Elixir profit, as the Ice Wizard will likely still survive with most of his hitpoints after this due to helpful tanking by the Skeletons. Other swarms like Goblins and Guards can work in a similar way.
    • On the other hand, Skeletons can be used against an Ice Wizard after he crosses the bridge. If they surround him, the Ice Wizard will only attack one Skeleton at a time, allowing the other Skeletons to deal enough damage to defeat him with the help of any tower troop.
  • The Tornado is an iconic and effective synergy with the Ice Wizard. The Tornado can displace units and clump them up, such that the Ice Wizard's splash attack damages and slows down an entire group of enemies, helping the player's Crown Towers and units take out the push more easily.
  • Rage can be used to neutralize the Ice Wizard's slow effect. This might allow your troops to get closer to said Ice Wizard and be able to defeat him without taking too much damage.
  • A very powerful but risky defensive combo is the Ice Wizard and Wizard combo, given the condition that the opponent's push lacks ranged high DPS units. The Ice Wizard will slow down enemies, clumping them together for the Wizard to deal high amounts of area damage. If possible, the two should be placed some distance apart to mitigate potential spell value from the opponent, as spells like Poison or Fireball can take out the pair for a positive Εlixir trade.
  • The Ice Wizard pairs very well with Tombstone. The Ice Wizard should be placed at the middle of the defender’s field to maximize defensive potential from the 2 Crown Towers, while the Tombstone adds insult to injury with intermittent distractions, also including the Tombstone’s death spawn and the Tombstone itself. With proper timing, this synergy can even annihilate a duo of Elite Barbarians.
  • The Ice Wizard is a great counter to the Witch and Night Witch. Not only is he able to OHKO their Skeleton and Bat spawns, but he will also slow down the Witches, making them take longer to spawn more troops. Because of this, it makes him a great assist card against a tank + Witch push, and along with a heavy hitter, they can counter such a push and prepare themselves for a counterattack.
  • The Ice Wizard struggles against charging units like the Prince, Bandit, Mega Knight, and Fisherman, as their high mobility will allow them to get to the Ice Wizard quickly and deal a lot of damage to him, or in the case of the Fisherman, pull him away from the safety of the player's side. It is important to distract these units with cheap swarms, or in the case of the Mega Knight, a mini tank in order to prevent the Ice Wizard from being defeated.
  • With his spawn damage, he is able to instantly defeat Skeletons and Bats, making him a great choice against them. However, in is inadvisable to deploy him on anything bulkier, aside from building-targeting troops, as he would otherwise be overwhelmed and defeated easily.
    • There is a precise technique for the Ice Wizard's spawn damage to hit all three Goblins from a Goblin Barrel, provided that the Goblin 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 Ice Wizard's spawn damage can be combined with spells like Zap and Giant Snowball to eliminate slightly bulkier swarms like Goblins and Minions. However, this combination is a negative Elixir trade on them. Despite this, the combination can still work against a Minion Horde, as it is a neutral Elixir trade.
  • The Ice Wizard's ability to slow down troops can also be an effective support option to make the Royal Giant less of a threat. On the contrary, he can also be a great assist card for the Royal Giant by crippling the attack speed of counters to the Royal Giant or for killing swarms used against the Royal Giant.
  • Note that the Ice Wizard's slow effect does not stack with the slow effects of the Giant Snowball and Ice Golem. In addition, the movement speed decrease of the Ice Wizard will be overwritten by the Earthquake and Ram Rider if used together, as their movement speed debuffs of them are more severe.


Ice Wizard Attributes

Hit Speed
Damage Speed
Slow Duration
Deploy Time
Deploy Time
Splash Radius
Projectile Speed
Troop Count
3 1.7 sec 2.5 sec -35% Medium (60) 1 sec 5.5 1 700 Air & Ground x1 Ground Troop Legendary

Spawn Damage Attributes

Spawn Slow Duration
3 1 sec -35% Air & Ground

Card Statistics

Area Damage
Area Damage
Spawn Damage
Damage per second
9 569 75 69 44
10 625 82 75 48
11 688 90 83 52
12 756 99 91 58
13 830 109 100 64
14 910 120 110 70
15 1,001 132 121 77

Card Mastery

Type Level/Tier Objective Reward
Damage Dealer
Damage Dealer
1 Deal a total of 97,500 Damage to enemy Troops or buildings 2 Ice Wizard cards
100 XP
2 Deal a total of 295,000 Damage to enemy Troops or buildings 8,000 Gold
100 XP
3 Deal a total of 490,000 Damage to enemy Troops or buildings 150 Gem
100 XP
Speed Limit
Speed Limit
1 Slow enemy Troops a total of 840 times 12,000 Gold
150 XP
2 Slow enemy Troops a total of 2,400 times 2 Legendary Wild Card
150 XP
3 Slow enemy Troops a total of 4,200 times 18,000 Gold
150 XP



  • The Ice Wizard card was added to the game on 29/2/2016, in the March 2016 Update.
  • On 23/3/2016, a Balance Update, increased the Ice Wizard's damage by 5%.
  • On 3/5/2016, the May 2016 Update, decreased the Legendary card Level cap to 5 (from 6) and fixed the "range bug" and decreased the Ice Wizard's range to 5.5 tiles (from 6 tiles), but his effective range is unchanged. Also, this update changed his description. It used to read, "This chill caster hails from the far North. He shoots ice shards at enemies, slowing down their movement and attack speed.". His sound effects were also changed.
  • On 4/7/2016, the Tournaments Update, allowed the Elixir Collector to be affected by the Ice Wizard's slowing.
  • On 24/8/2016, a Balance Update, decreased the Ice Wizard's hitpoints by 5%.


  • On 11/8/2017, a Balance Update, increased the Ice Wizard's damage by 10% and decreased his hit speed to 1.7 seconds (from 1.5 seconds).


  • On 20/6/2018, the Summer 2018 Update, moved the Arena to unlock the Ice Wizard from Spell Valley to Frozen Peak.
  • On 5/9/2018, the September 2018 Update, changed it so that Legendary cards start at Level 9 and end at Level 13 (from 1 to 5).
  • On 1/10/2018, a Balance Update, increased the Ice Wizard's slowdown duration to 2.5 seconds (from 2 seconds). This change was voted for by the community.
  • On 3/12/2018, a Balance Update, decreased the Ice Wizard’s hitpoints by 11% and increased his damage by 10%.




  • On 7/6/2021, the Summer 2021 Update, decreased the Ice Wizard's hitpoints by 3%.
  • On 10/6/2021, a maintenance break, decreased the Ice Wizard's hitpoints by 0.1%. This was to fix a rounding error where a Level 12 Fireball should've been able to kill an equivalent Level Ice Wizard.
  • On 27/10/2021, the Champions Update, increased the Level cap of all cards to 14 (from 13).
  • On 7/12/2021, the 2021 Quarter 4 Update, allowed the Ice Wizard to deal Spawn Damage with a slow effect.


  • On 30/3/2022, the Miner Update, changed the Ice Wizard's sound effects. Previously, his sound effects when deployed were identical to those of the Zap.
  • On 26/10/2022, the 2022 Quarter 3 Update, moved the Arena to unlock the Ice Wizard from Frozen Peak to Spooky Town.


  • On 6/6/2023, a Balance Update, increased the Ice Wizard's spawn area radius to 3 tiles (from 2.5 tiles).
  • On 19/6/2023, the Card Evolution Update, increased the Level cap of all cards to 15 (from 14).