- The Wizard's high damage per second and decent hit speed in addition to his ranged area damage makes him effective at supporting 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.
- 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.
- 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., Knight or Valkyrie.
- The Wizard is very similar to a Bomber, except that he can target air troops and has more hitpoints, but he costs more Elixir. Additionally, it's nearly impossible to effectively surround the Bomber with low or moderate hitpoint troops, as the Bomber has a larger splash radius than the Wizard, meaning he will almost always hit most or all of the troops he is surrounded 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.
- On 2/2/16, the February 2016 Update decreased the Wizard's damage by 7%.
- On 3/5/16, the May 2016 Update fixed the "range bug" and decreased the Wizard's range to 5 (from 5.5) but his effective range is unchanged.
- On 4/7/16, a Tournaments Update increased the Wizard's attack speed to 1.6 sec (from 1.7 sec). This update also revealed that the Ice Wizard is his cousin.
- On 15/12/16, a Balance Update increased the Wizard's hit speed to 1.4 sec (from 1.6 sec) but delayed his initial attack by 0.2 seconds.
- On 23/1/17, a Balance Update increased the Wizard's range by 0.5 tiles, to 5.5 (from 5).
- On 4/6/18, a Balance Update increased the Wizard‘s damage by 2% and his splash radius by 25%.
- Despite the Ice Wizard, Electro Wizard, and Wizard all being wizards, the Wizard's hit speed is 0.3 seconds faster than the Ice Wizard and 0.4 seconds faster than the Electro Wizard.
- His description is a reference to the Clash of Clans commercial, Hype Man.
- Occasionally when attacking and during his deploy time, the Wizard exclaims "Magic!", "Fire!", "Showtime!", or "Fireball!", references to the Clash of Clans commercial, Magic.
- He shouts "Showtime" or "Magic" when he is spawned but only if another card is NOT selected immediately after, otherwise only his spawn noise will play.
- His cousin the Ice Wizard does something similar but saying icy things in Finnish instead.
- One of the Loading Screen Hints says "The Wizard can control all elements, except his hair", which is also a reference to the same commercial.
- The Wizard has the same amount of hitpoints as a Musketeer of equal level.
- The Wizard has the highest damage per second out of all three wizard cards, including the Ice Wizard, himself, and the Electro Wizard.
- The Wizard is the subject of a set of Emotes.
|5||1.4 sec||Medium (60)||1 sec||5.5||Air & Ground||x1||Ground||Troop||Rare|
||Damage per second|
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