“The most awesome man to ever set foot in the Arena, the Wizard will blow you away with his handsomeness... and/or fireballs.”
The Wizard is a Rare card that is unlocked from Spell Valley (Arena 4). It spawns an area-damage, air-targeting, medium-ranged, ground troop with moderate hitpoints and high damage. He appears to wear a team-colored coat, and have brown eyes, eyebrows, and a goatee. A Wizard card costs 5 Elixir to deploy.
Strategy[]
For Battle Decks with this card, click here
- The Wizard's high damage per second and decent hit speed in addition to his ranged area damage makes him effective at supporting high hitpoint tanks by quickly clearing out clumped up troops in their way. This works the other way around; he can defend well against many pushes, as troops funnel together when they cross the bridge.
- To deal with big swarms, he must be placed at a far range since he has a slightly slow fire rate. This will save more of his hitpoints for a counterpush.
- If there is another troop available to tank for the Wizard's attack, all swarms can help counter a Wizard that has crossed the bridge. The Barbarians are the only swarm bulky enough and spread out enough to consistently not require the use of another card.
- The Wizard's damage output is enough to prevent a Balloon from landing any more than its death damage on a Crown Tower.
- When compared to other area damage cards that can hit both air and ground troops like the Baby Dragon or a single Skeleton Dragon, the damage a Wizard deals per attack is enough to one shot Minions, Goblins, and the Guards' shields, as well as two shot Skeleton Dragons. If the player struggles against these units, the Wizard may be the best option to take care of them swiftly.
- If a Wizard has already connected to the player's Crown Tower, their counter unit should not be placed near the Tower as their unit may take unnecessary damage. This goes the other way around too; If the player deploys their counter very late close to their Crown Tower, it can result in a lot of easily avoidable Crown Tower damage.
- Thanks to his range, he is quite effective against dual-lane pushes like those that have Royal Recruits. Pair him in a Ice Golem to lure all of them close together so that the Wizard can gain additional splash value.
- The Wizard paired with the Prince is a high-risk, high reward strategy. The Prince can take out mini tanks such as the Mini P.E.K.K.A, while the Wizard can take out swarms such as Minion Horde or Skeleton Army. However, the combo is countered by separating the duo, since they have different movement speeds and ranges.
- Due to their moderate hitpoints, Wizards are very vulnerable to moderate high damaging spell cards.
- A Fireball or Poison will leave him at critical health, allowing any additional attacker to fully defeat him. However, if either of them is at a higher Level than the Wizard, it can defeat him on its own without additional support.
- The Barbarian Barrel is able to counter a lone Wizard for a 3 Elixir profit. Place it so that the Barbarian Barrel hits the Wizard and the Barbarian pops out behind him and distracts him. The Barbarian and the Crown Tower combined will be able to defeat the Wizard. The Royal Delivery can work in a similar way.
- Lightning and Rocket can instantly defeat the Wizard when the hit him, however, they are a negative Elixir trade. Use them against the Wizard if they are also hitting something else, such as a Crown Tower.
- The Wizard can be destroyed entirely within 2 hits from the Void, provided that he is the only troop inside it. This is enough to counter the Wizard for a slight positive Elixir trade. The player can deploy Goblins or any other card that spawns at least 4 troops. to save the Wizard from the spell if timed right.
- Note that the opponent may take advantage of the lack of spells due to being used on the Wizard, and place another card that would thrive due to their absense, such as Barbarians.
- When trying to counter a Wizard, deploy moderate to high hitpoint troops to eliminate him, such as the Mini P.E.K.K.A, Knight or Valkyrie. The former is especially effective due to being able to 2HKO the Wizard, taking little damage in return.
- One cheap way to counter the Wizard is the Musketeer, due to her fast hit speed and decent damage, making an easy 1 Elixir profit. An equal level Wizard, however, will leave the Musketeer with less than half its health. The Ice Wizard can work in a similar way.
- The cheapest check to a Wizard is to tank his attacks with an Ice Golem while the Crown Tower attacks him. This can stop him for a +3 Elixir trade.
- With the help of a Crown Tower, Archers can stop the Wizard for a +2 Elixir trade, however, they will be defeated in the process.
- You can counter a Wizard with the Bandit and her dash. Place her far away so that she initiates her dash. While dashing, she will take no damage and hit him hard with her dash. After that, she will have taken little damage, setting up for a counterattack.
- The Electro Wizard's spawn damage can deal decent damage to a Wizard, weakening him enough for the Crown Tower to defeat him. The Electro Wizard will also stun the Wizard, raising his chances of staying alive for a counterpush.
- The Wizard pairs excellently with the Tornado, as the Tornado drags troops into the middle while the Wizard splashes all the units in the center of the Tornado.
- The Wizard is a great counter against the Lava Hound since he has high damage per second and is also able to one shot the Lava Pups. If timed perfectly, the Wizard's fireball will launch before the Lava Pups have a chance to spread, defeating all of them before they can do any damage. However, because of how much time there is for the opponent to respond (e.g. by using a spell on the Wizard), getting this timing down is very rare.
- While he would be obliterated alone, when paired with a mini-tank, the Wizard can eliminate the Three Musketeers and survive for a counterpush. Make sure that the mini-tank is placed before any of the Musketeers lock on the Wizard so that he does not take damage.
- The Wizard is very similar to a Bomber, except that he can target air troops, has more hitpoints, deals more damage and attacks faster and from further. However, he costs more Elixir, making him less individually flexible compared to the Bomber (i.e. they are not forced to use 5 Elixir on a single push as opposed to dropping 2 Elixir and having an additional 3 Elixir for a second push or a different card altogether).
Statistics
Cost |
Hit Speed |
First Hit Speed |
Speed |
Deploy Time |
Range |
Splash Radius |
Projectile Speed |
Target |
Count |
Transport |
Type |
Rarity |
---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 1.4 sec | 0.4 sec | Medium (60) | 1 sec | 5.5 | 1.5 | 600 | Air & Ground | x1 | Ground | Troop | Rare |
Level |
Hitpoints |
Area Damage |
Damage per second |
---|---|---|---|
3 | 356 | 133 | 95 |
4 | 391 | 146 | 104 |
5 | 430 | 160 | 114 |
6 | 473 | 176 | 125 |
7 | 519 | 194 | 138 |
8 | 569 | 212 | 151 |
9 | 626 | 234 | 167 |
10 | 687 | 256 | 182 |
11 | 754 | 281 | 200 |
12 | 829 | 309 | 220 |
13 | 911 | 340 | 242 |
14 | 1,000 | 373 | 266 |
15 | 1,100 | 410 | 292 |
Card Mastery
Type | Level/Tier | Objective | Rewards |
---|---|---|---|
Damage Dealer |
1 | Deal a total of 190,000 Damage to enemy Troops or buildings | 100 Wizard cards 50 |
2 | Deal a total of 570,000 Damage to enemy Troops or buildings | 4,000 50 | |
3 | Deal a total of 970,000 Damage to enemy Troops or buildings | 150 50 | |
Troop Destroyer |
1 | Destroy 700 enemy Troops | 6,000 125 |
2 | Destroy 2,000 enemy Troops | 100 125 | |
3 | Destroy 3,500 enemy Troops | 9,000 125 | |
Assassin's Greed |
1 | Destroy 10 enemy Troops with a single deploy a total of 50 times | 100 175 |
2 | Destroy 10 enemy Troops with a single deploy a total of 150 times | 125 175 | |
3 | Destroy 10 enemy Troops with a single deploy a total of 300 times | 150 175 |
History[]
2016
- The Wizard card was added with Clash Royale's game launch on 4/1/2016.
- On 2/2/2016, the February 2016 Update, decreased the Wizard's damage by 7%.
- On 29/2/2016, the March 2016 Update, changed the Wizard so that he would no longer stop its attack if his target dies during the attack animation. It also decreased the Wizard's sight range to 5.5 tiles (from 6 tiles).
- On 3/5/2016, the May 2016 Update, increased the Rare card Level cap to 11 (from 10). The update also fixed the "range bug", which decreased the Wizard's range to 5 tiles (from 5.5 tiles), but his effective range is unchanged.
- On 4/7/2016, the Tournaments Update, decreased the Wizard's attack time interval to 1.6 seconds (from 1.7 seconds).
- On 15/12/2016, the December 2016 Update, decreased the Wizard's attack time interval to 1.4 seconds (from 1.6 seconds), but increased his first attack interval to 0.4 seconds (from 0.2 seconds).
2017
- On 23/1/2017, a Balance Update, increased the Wizard's range to 5.5 tiles (from 5 tiles).
2018
- On 25/4/2018, the Clan Wars Update, made a small change to the Wizard's card description.
- On 4/6/2018, a Balance Update, increased the Wizard’s damage by 2% and his area radius to 1.5 tiles (from 1.2 tiles).
- On 5/9/2018, the September 2018 Update, changed it so that Rare cards start at Level 3 and end at Level 13 (from 1 to 11).
2019
- On 26/11/2019, the End of November 2019 Update, added a card render to the Wizard's card info screen.
2020
- On 7/7/2020, a Balance Update, changed the Wizard's card render.
2021
- On 7/6/2021, the Summer 2021 Update, moved the Arena to unlock the Wizard from Spell Valley to P.E.K.K.A's Playhouse.
- On 27/10/2021, the Champions Update, increased the Level cap of all cards to 14 (from 13).
2022
- On 27/6/2022, the Summer 2022 Update, added the Assassin's Greed Card Mastery task for the Wizard.
- On 26/10/2022, the 2022 Quarter 3 Update, moved the Arena to unlock the Wizard from P.E.K.K.A's Playhouse to Spell Valley.
2023
- On 19/6/2023, the Card Evolution Update, increased the Level cap of all cards to 15 (from 14).
2024
- On 6/5/2024, the May 2024 Update, added the Wizard's Evolution.
- On 6/8/2024, a Balance Update, increased the Wizard’s hitpoints by 4.8%.
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 "Magician". In the Chinese language settings of the game, the Wizard's name translates to "Mage".
- The Wizard is 1 of 19 troops which first existed in Clash of Clans, the others being Minions, Archers, Goblins, Skeletons, Barbarians, Giant, Valkyrie, Hog Rider, Witch, P.E.K.K.A, Balloon, Golem, Wall Breakers, Bowler, Cannon Cart, Phoenix, Lava Hound, and the Archer Queen.
- The Wizard resembles the Level 1 Wizard from Clash of Clans. His Star Level 2 skin resembles the Level 10 Wizard in Clash of Clans. An opposing Star Level 2 skin resembles the Level 11 Wizard in Clash of Clans.
- The Wizard is one of the first troop cards to receive a card render, alongside the Archers, Knight, Goblins, Bomber, Skeletons, Barbarians, Bats, Royal Recruits, Skeleton Barrel, Rascals, Musketeer, Giant, Valkyrie, Flying Machine, Hog Rider, Royal Hogs, Dart Goblin, Zappies, Elixir Golem, Baby Dragon, Skeleton Army, Witch, P.E.K.K.A, Prince, Balloon, Giant Skeleton, Goblin Giant, Hunter, Electro Dragon, Wall Breakers, Bowler, Cannon Cart, Mega Knight, Ram Rider, Miner, Royal Ghost, Ice Wizard, Magic Archer, Bandit, Lava Hound, Night Witch, and Fisherman.
- Though not the first cards to receive balance changes, the Wizard is one of the first Rare cards to ever receive balance changes since the February 2016 Update, the others are the Bomb Tower, Inferno Tower, Barbarian Hut, and Elixir Collector.
- Unlike the Electro Wizard and Ice Wizard, the Wizard doesn't have spawn damage.
- His description is a reference to the Clash of Clans Hype Man commercial.
- Occasionally when attacking and during his deployment time, the Wizard exclaims “Magic!”, “Fire!”, “Showtime!”, or “Fireball!”, references to the Clash of Clans Magic commercial.
- There is a Loading Screen Hint that says “The Wizard can control all elements, except his hair”. This is also a reference to the same commercial.
- The Wizard is 1 of 23 troops that speak distinct words when on the field, the others being Mini P.E.K.K.A., Mega Minion, Hog Rider, P.E.K.K.A., Dark Prince, Bowler, Ram Rider, Electro Wizard, Princess, Ice Wizard, Magic Archer, Lumberjack, Mother Witch, Fisherman, Goblin Machine, Super Mini P.E.K.K.A., Santa Hog Rider, Super Magic Archer, Golden Knight, Archer Queen, Little Prince, and the Terry.
- The Wizard and Ice Wizard are revealed to be cousins according to the balance changes in the Tournaments Update.
- The Wizard is featured in non-Clash games. More specifically:
- The Wizard is featured as a character skin for Barley in Brawl Stars. It can be obtained by logging in to Supercell ID. A red version of this skin is also available for Barley in Brawl Stars.
- There is a Loading Screen Hint that says "There are tales of mechanical Wizard from a distant land". This is a reference to these two character skins.
- The Wizard, along with the Goblins, Barbarians, Giant, Valkyrie, Hog Rider, Witch, P.E.K.K.A, and the Archer Queen, were featured as a non-playable opponent in Chess.
- The Wizard, along with the Archer, Goblins, Barbarians, Hog Rider, Battle Healer, Witch, Miner, Ice Wizard, and the Archer Queen, are featured as a character in Squad Busters.
- While not available as a character, the Wizard's sounds, along with the Knight, Barbarians, and Dark Prince, are featured in the Clash Royale Theme song in Beatstar.
- The Wizard is featured as a character skin for Barley in Brawl Stars. It can be obtained by logging in to Supercell ID. A red version of this skin is also available for Barley in Brawl Stars.
- In the Clash of Clans Party Wizard Party Time commercial, the Wizard appears to have a pet bunny.
- The Card Mastery task "Assassin's Greed" is a reference to the Assassin's Creed games series.
- The Wizard is the subject of a few Emotes.
- The Wizard Disco Dance and Wizard Disco Balls Emotes resemble the Party Wizard from Clash of Clans.
- Before the Wizard's card release, the Wizard's first attack interval was decreased to 0.2 seconds (from 0.5 seconds).