Overview
The Electrofire Wizard is the twelfth and final Builder Base troop, unlocked at Builder Barracks Level 12 (Builder Hall 10). He is the Builder Base’s equivalent of both the Inferno Dragon and Electro Dragon in one unit — a true glass cannon with only 1,210 HP at max level but devastating damage output in either of his two modes. In Inferno Mode (default), he fires a ramp-up beam that starts at 252 DPS and scales to 505 DPS after 3 seconds of continuous lock-on — just like an Inferno Tower. In Electro Mode, he fires chain lightning that hits up to 4 targets simultaneously (with 20% damage decay per chain jump), dealing 234 DPS on the primary target at max level. He can switch between modes instantly with a 1.5-second ability cooldown.
The Electrofire Wizard starts at Level 17 when first unlocked (not Level 1) and has a maximum level of 20, requiring only three upgrades. He targets any building (no preferred target), hits both ground and air defenses, and has a 3.5-tile attack range — moderate but sufficient to stay behind tank troops. His Spring Weight of 14 means Push Traps can affect him, but Spring Traps cannot eject him. The key strategic decision with every Electrofire Wizard deployment is which mode to use: Inferno Mode excels at melting single high-HP defenses and tanks, while Electro Mode controls groups of buildings or Clan Castle troops spread across 1-tile gaps. He is the last unlock in the entire Builder Base army roster and one of the strongest offensive troops at BH10.
📊 Stats & Upgrade Path
| Level |
HP |
Inferno Init. DPS |
Inferno Max DPS (3s) |
Electro DPS (Primary) |
Electro DMG/Hit |
Research Cost |
Star Lab Req. |
| 17 |
1,100 |
220 |
440 |
200 |
700 |
N/A (unlock) |
10 |
| 18 |
1,100 |
220 |
440 |
218 |
763 |
4,400,000 Elixir |
10 |
| 19 |
1,210 |
252 |
505 |
218 |
763 |
5,400,000 Elixir |
10 |
| 20 |
1,210 |
252 |
505 |
234 |
819 |
5,800,000 Elixir |
10 |
Inferno Mode Attributes: Attack Type: Continuous beam (ramp-up) | Attack Speed: 0.128s (beam ticks) | Range: 3.5 tiles | Full ramp at 3.0s. Electro Mode Attributes: Attack Speed: 3.5s per bolt | Range: 3.5 tiles | Chains: 4 targets | Chain decay: −20% per jump | Gap requirement: targets must be within 1 tile of each other. Mode switch: Instant, 1.5s cooldown. Spring Weight: 14 (immune to Spring Traps; affected by Push Traps). Units per camp: 1.
⚔️ Attack Strategies
Inferno Mode Behind Power P.E.K.K.A Tank
Deploy Power P.E.K.K.As as the frontline tank, then place 2–3 Electrofire Wizards in Inferno Mode directly behind them. Power P.E.K.K.As absorb Crusher, Giant Cannon, and Double Cannon fire while the Wizards lock their beams onto the same defenses from behind. A max Electrofire Wizard in Inferno Mode hits 505 DPS at full ramp — destroying most BH10 defenses in 4–6 seconds even through tank HP. Ensure 1–2 tile spacing between tanks and Wizards to avoid Lava Launcher splash hitting both simultaneously.
Electro Mode X-Bow Snipe
The X-Bow (Builder Base) is often connected to adjacent buildings via 1-tile gaps. Deploy the Electrofire Wizard in Electro Mode to chain-lightning from an adjacent building through to the X-Bow itself, damaging it from outside its own firing range. This specific technique — known as X-Bow sniping via chain — is the defining meta use of Electro Mode at BH10. It allows the Wizard to bypass the X-Bow’s high DPS by never entering its direct targeting radius.
Mode-Switch Mid Battle
Switch from Electro Mode to Inferno Mode the moment the Electrofire Wizard reaches a high-HP isolated defense (Mega Tesla, Roaster, X-Bow). Use Electro Mode while moving through grouped outer buildings (faster multi-target clearing), then switch to Inferno Mode once locked onto a single target in the core for maximum sustained DPS. The 1.5-second cooldown on mode switches is negligible — switching is free and instant between locked targets.
Boxer Giant + Electrofire Funnel
Deploy Boxer Giants in a wide funnel from both sides of the base, then send Electrofire Wizards centrally behind them. Boxer Giants with their shield ability counter the Crusher, while Wizards in Inferno Mode destroy the Double Cannon and Giant Cannon from behind the Giant line. This is the most efficient BH10 attack composition for consistent 6-star results, combining the Giants’ durability with the Wizard’s unmatched single-target DPS in a structured push.
Electro Mode Clan Castle Shred
When defending Clan Castle troops emerge, immediately switch to Electro Mode. Chain lightning hitting 4 defending troops simultaneously is the fastest Clan Castle shred in the Builder Base — 234 DPS primary plus 187 DPS secondary (80%) plus 150 DPS tertiary (64%) equals 571 effective DPS across three targets in a single bolt. Drop a Battle Copter ability on the CC troops to cluster them within 1-tile range of each other before unleashing the Electro Mode chain.
Glass Cannon Protection (Funneling)
The Electrofire Wizard’s 1,210 HP is critically low — a single Mega Mine detonation or Giant Cannon volley can one-shot him. Always funnel him through the widest available corridor with maximum tank cover. Use Hog Glider stuns on defenses that would directly fire on the Wizard during his approach. Never leave him exposed to Double Cannons or the X-Bow without a tank directly between him and the defense; his full Inferno ramp is wasted if he dies before 3 seconds of lock-on.
🛡️ Defense Tips
Double Cannon and Giant Cannon Priority
Double Cannons and Giant Cannons are the most effective defenses against the Electrofire Wizard. Their high single-target DPS can destroy the Wizard before his Inferno beam reaches full ramp. Position them along the most likely Wizard paths toward the Mega Tesla and X-Bow. A Double Cannon firing on an exposed Wizard (without tank cover) eliminates him before the 3-second ramp completes, preventing the devastating 505 DPS window entirely.
2-Tile Gap Design (Anti-Electro Mode)
Electro Mode chains between buildings within 1 tile of each other. Design your base with 2-tile gaps between all buildings connected to the outer edge. This prevents the X-Bow snipe strategy entirely and limits Electro Mode chains to isolated strikes rather than multi-target sweeps. A base with consistent 2-tile separation forces the Wizard to always use Inferno Mode — removing the flexibility that makes him so effective in the current BH10 meta.
Mega Mine Placement
Place Mega Mines (Builder Base’s equivalent of the Giant Bomb) along the paths leading from the deployment zone toward the Mega Tesla and X-Bow — the two defenses Electrofire Wizards most commonly target. A single Mega Mine detonation deals sufficient area damage to immediately destroy a max Electrofire Wizard (1,210 HP) and heavily wound surrounding tank troops, disrupting the P.E.K.K.A-Wizard combo composition simultaneously.
Push Trap Disruption
Push Traps (which affect troops with Spring Weight 14 or above) can knock the Electrofire Wizard off his intended path when deployed. This disruption is especially valuable during Inferno Mode: if the Wizard is pushed away from his locked target mid-ramp, the beam breaks and the ramp resets to 252 DPS on the new target. Place Push Traps near the Wizard’s likely approach path to the Mega Tesla or X-Bow to interrupt full Inferno ramps on these high-value defenses.
🎯 Advanced Tips
Inferno Ramp Reference
Inferno Mode ramp-up timeline at max level (Lvl 19–20): 0.0–1.5s = 252 DPS, 1.5–3.0s = 380 DPS, 3.0s+ = 505 DPS (full ramp). Total damage dealt in first 3 seconds = approximately 948 damage. To kill a Mega Tesla (typical HP ~3,000 at BH10) from full ramp, the Wizard needs approximately 6–7 seconds of continuous lock. This means the Wizard needs tank protection for at least 6 full seconds to eliminate a Mega Tesla — plan your tank HP accordingly before sending him in.
Electro Chain Decay Reference
At max level (Lvl 20), Electro Mode chain hits deal: Primary target 819 damage, 2nd jump 655 damage (80%), 3rd jump 524 damage (64%), 4th jump 419 damage (51%). Total burst per bolt across 4 targets = 2,417 damage every 3.5 seconds. Against tightly clustered Clan Castle troops or buildings inside 1-tile corridor designs, this is the highest single-bolt area damage output of any Builder Base troop per activation, exceeding even the Bomber’s area damage at equivalent housing cost.
Level 19 vs Level 20 Upgrade Value
The key breakpoint upgrade is Level 17→19: HP jumps from 1,100 to 1,210 (+110) and Inferno DPS from 440 to 505 at full ramp (+65). Level 19→20 only adds +16 Electro DPS and +56 Electro DMG/hit — a minor improvement. If resources are limited, prioritise reaching Level 19 first (5,400,000 Elixir) for the HP and Inferno DPS gains, then upgrade to Level 20 (5,800,000 Elixir) as a secondary priority behind other BH10 troop upgrades.
Hog Glider + Electrofire Synergy
Pair Hog Glider stuns with Electrofire Wizard Inferno Mode for the most efficient high-HP defense removal in Builder Base. A 6-second Crusher stun from a Hog Glider gives the Wizard 6 uninterrupted seconds to ramp his beam — reaching 505 DPS at 3 seconds and dealing over 2,500 total damage before the stun expires. At max level, this combination destroys most BH10 Crushers (HP ~5,000+) within the stun window without requiring any additional tank support.