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Wild Shard
“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.


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 will leave him at critical health, allowing any additional attacker to fully defeat him. However, if the Fireball 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.
    • If waiting to defeat him is an option, a Poison does enough damage that it will fully defeat the Wizard through its duration for a +1 Elixir trade.
    • 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.
    • 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 OHKO the Wizard, taking minimal 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).


Hit Speed
Damage Speed
Deploy Time
Deploy Time
Splash Radius
Projectile Speed
Troop Count
5 1.4 sec Medium (60) 1 sec 5.5 1.5 600 Air & Ground x1 Ground Troop Rare
Area Damage
Area Damage
Damage per second
3 340 133 95
4 374 146 104
5 411 160 114
6 452 176 125
7 496 194 138
8 544 212 151
9 598 234 167
10 656 256 182
11 720 281 200
12 792 309 220
13 870 340 242
14 955 373 266
15 1,050 410 292

Card Mastery

Type Level/Tier Objective Rewards
Damage Dealer
Damage Dealer
1 Deal a total of 190,000 Damage to enemy Troops or buildings 100 Wizard cards
50 XP
2 Deal a total of 570,000 Damage to enemy Troops or buildings 4,000 Gold
50 XP
3 Deal a total of 970,000 Damage to enemy Troops or buildings 150 Gem
50 XP
Troop Destroyer
Troop Destroyer
1 Destroy 700 enemy Troops 6,000 Gold
125 XP
2 Destroy 2,000 enemy Troops 100 Rare Wild Card
125 XP
3 Destroy 3,500 enemy Troops 9,000 Gold
125 XP
Assassin's Greed
Assassin's Greed
1 Destroy 10 enemy Troops with a single deploy a total of 50 times 100 Banner Token
175 XP
2 Destroy 10 enemy Troops with a single deploy a total of 150 times 125 Banner Token
175 XP
3 Destroy 10 enemy Troops with a single deploy a total of 300 times 150 Banner Token
175 XP



  • 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).


  • On 23/1/2017, a Balance Update, increased the Wizard's range to 5.5 tiles (from 5 tiles).


  • 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).




  • 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).




  • On 6/5/2024, the May 2024 Update, added the Wizard' Evolution.