“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 card is unlocked from the Spell Valley (Arena 5). He is an area-damage, medium-ranged troop with both moderate hitpoints and damage output. A Wizard card costs 5 Elixir to deploy.
Wizards can be effectively used to help your higher hitpoint cards, such as Giants, 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 the cross the bridge.
To deal with big swarms, he must be placed at a far range since he has a slightly slow fire rate.
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 Princess 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 swiftly take care of them.
When defending against a Wizard that has locked on to your Tower, do not place your unit behind the Tower as the Wizard's splash radius will splash the unit as well.
Due to their moderate hitpoints, Wizards are very vulnerable to moderate to high damaging spell cards such as the Fireball. A higher level Fireball will always destroy a Wizard.
When trying to counter a Wizard, deploy moderate to high hitpoint troops to eliminate him, such as the Mini P.E.K.K.A. or Knight.
The Wizard is very similar to a Bomber, so use him in most situations where you would use a Bomber, plus with air troops. However, surrounding the Bomber with low or moderate hitpoint troops is not advised, as the Bomber has a larger splash radius than the Wizard, and will be able to hit most or all of the troops you surround him with.
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 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 pups have a chance to spread out, defeating all of them before they can do any damage. However, because of how much time there is for the opponent to respond (eg. by using a spell on the Wizard), getting this timing down is very rare.
The Barbarian Barrel is able to counter a lone Wizard for a 3 Elixir profit. Place it so that the barrel hits the Wizard and the Barbarian pops out behind him and distracts him. The Barbarian and the Princess Tower combined will be able to defeat the Wizard.
Another card that can yield a 3 Elixir profit like this is Fire Spirits, though the placement is more precise. The Fire Spirits must be played on top of the Wizard so that he does not eliminate all of them in one attack, which will allow the others to jump and damage him.
The Wizard was added with Clash Royale's soft launch on 4/1/16.