Overview
Super Wizard is the enhanced version of the regular Wizard, unlocked at Town Hall 12 with Wizard Level 9+. This chain lightning caster features electrical attacks that bounce from primary target to up to 9 nearby enemies, hitting 10 total targets per attack. With 280 HP and 360 DPS at max level (TH17), Super Wizards excel at clearing clustered buildings, defending troops, and providing area control. Their chain lightning deals 100% damage (360) to primary target and 40% damage (144) to each chained target within range.
Super Wizards revolutionized ground attacks by providing superior splash damage compared to regular Wizards. While regular Wizards hit 3-5 targets with splash, Super Wizards hit 10 targets simultaneously via chain lightning—dramatically more effective against clustered defenses and CC troops. They pair excellently with Battle Blimp strategies (loaded in Blimp with Invisibility Spell, deployed at Town Hall core) and work as cleanup troops post-main attack. However, their 10 housing space cost (vs 4 for regular Wizard) limits numbers severely, and despite higher HP (280 vs 120), they still die quickly to splash damage. Best used in groups of 3-4 for maximum chain lightning coverage.
📊 Stats & Capabilities
| Town Hall |
Level |
HP |
DPS |
Training Cost |
| TH12 |
9 |
200 |
280 |
4,200 Elixir |
| TH15 |
10 |
250 |
330 |
4,500 Elixir |
| TH17 |
11 |
280 |
360 |
⚔️ MAX — 4,800 Elixir |
Key Attributes: Housing space 10, movement speed 14, training time 90 seconds, attack speed 1.5s, attack range 5 tiles. Special Ability – Chain Lightning: Attacks bounce from primary target to up to 9 nearby targets (10 total). Primary target takes 100% damage (360), each chained target takes 40% damage (144). Chains branch from primary target simultaneously (not sequential). Target: Any (ground unit, can target air and ground).
⚔️ Best Attack Strategies
Battle Blimp + Super Wizard Core Dive
Load 3-4 Super Wizards in Battle Blimp targeting Town Hall. Use Invisibility Spell when Blimp dies over TH—Super Wizards deploy invisibly at core, chain lightning destroys TH + surrounding buildings rapidly (10 targets per Wizard × 3-4 Wizards = 30-40 buildings hit simultaneously). Essential strategy at TH12-17 for guaranteed Town Hall destruction. Pair with
Sneaky Goblins in Blimp for loot + TH deletion combo. Dominant war/CWL strategy.
Funnel Creation
Deploy 2 Super Wizards per flank for rapid funneling. Chain lightning clears 10 buildings per Wizard quickly—single Super Wizard on each flank destroys 20+ buildings in 10 seconds (2-3 chain lightning attacks per Wizard). Creates wide funnels for Queen Charges or King dives. Superior to regular Wizards (3-5 targets per attack) for funnel speed and width. Use for hybrid attacks, Yeti Smash, or any strategy requiring clean entry funnels.
Clan Castle Troop Counter
Extremely effective against defending CC troops. Single Super Wizard’s chain lightning hits all CC troops simultaneously (up to 10 targets), dealing 360 damage to closest troop + 144 damage to remaining 9 troops before they spread out. Total damage output: 1,656 in single attack (360 + 9×144). This eliminates or severely damages entire CC composition (Archers, Wizards, Witches) in 2-3 Super Wizard attacks. Deploy 1-2 Super Wizards during Queen Charge when CC triggers.
Hybrid Army Cleanup
Use 4-6 Super Wizards post-Hog Rider, Miner, or hybrid attacks for cleanup. After main army destroys 60-70% of base, Super Wizards clear remaining buildings rapidly via chain lightning. Each Wizard hits 10 buildings per attack—4 Wizards = 40 building hits every 1.5 seconds. Secures 3-star by cleaning up trash buildings (Army Camps, Barracks, Collectors) that main army bypassed. More efficient than regular Wizards due to 10-target chain vs 3-5 splash.
🎯 Strategic Tips
Chain Lightning Mechanics
Chains branch from PRIMARY target to 9 nearby targets simultaneously (not sequential like Electro Dragon). All 10 targets must be within chain range of PRIMARY target—chains don’t propagate sequentially. Maximize effectiveness by targeting building surrounded by other buildings (center of cluster). Chain hits all 10 buildings simultaneously. Against isolated buildings, chain potential wasted (only 1-2 targets hit instead of 10). Scout bases for building clusters before deploying Super Wizards.
40% Chain Damage
Secondary targets (9 chained targets) take only 40% damage = 144 per hit. This one-shots most trash buildings: Army Camps (700 HP die in 5 hits), Barracks (800 HP die in 6 hits), Collectors (900 HP die in 7 hits). Does NOT one-shot high-HP buildings: Storages (2,000+ HP), Town Hall (7,000+ HP), Eagle Artillery (4,400 HP). Against clusters of mixed building types, chain lightning destroys trash buildings quickly while damaging high-HP buildings gradually—efficient multi-target destruction pattern.
Invisibility Spell Synergy
Super Wizard + Invisibility = core destruction combo. Deploy Super Wizards from Battle Blimp at Town Hall core under Invisibility—they walk invisibly to optimal position (center of building cluster), unleash chain lightning from safety hitting 10 buildings per Wizard. 3 invisible Super Wizards = 30 simultaneous building hits. This destroys Town Hall compartment in 8-10 seconds before defenses react. Core of Battle Blimp TH destruction strategies at TH12-17. Without Invisibility, Super Wizards die before reaching ideal positions.
Positioning for Chain Maximization
Deploy Super Wizards near building clusters (5+ buildings within 3-tile radius) to maximize chain lightning hits. Avoid deploying near isolated buildings—wasted chain potential. Ideal positioning: Super Wizard attacks building in center of cluster, chains bounce to all surrounding buildings simultaneously. Against spread layouts (buildings 4+ tiles apart), Super Wizard effectiveness drops 60-70%—chains hit only 2-3 targets instead of 10. Use Jump Spells to position Super Wizards at cluster centers rather than edges.
HP Advantage Over Regular Wizards
Super Wizard has 280 HP vs regular Wizard’s 120 HP = 2.3x tankier. This allows survival against Wizard Tower hits (260 damage per hit at max level). Regular Wizards die in 1 Wizard Tower hit, Super Wizards survive 1 hit and die on second hit. Extra survivability = Super Wizards cast 2-3 chain lightning attacks before dying vs 0-1 for regular Wizards. Total damage output before death: Super Wizard = 720-1,080 damage (2-3 attacks), regular Wizard = 0-360 (0-1 attacks). Survivability justifies 10 housing space cost.
🛡️ Countering Super Wizards
Spread Base Layout
Position all buildings 3+ tiles apart to minimize chain lightning effectiveness. Chain lightning requires proximity between primary target and chained targets—spread layout reduces chains from 10 hits to 2-3 hits per attack, drastically lowering Super Wizard damage output (70% reduction). Against spread bases, Super Wizards become inefficient—better to use regular Wizards (4 housing space) since chain advantage eliminated. Spread layouts particularly effective against Battle Blimp + Super Wizard strategies.
Flame Flinger Defense
Flame Flinger specifically counters invisible Super Wizards. When Super Wizards deploy from Battle Blimp under Invisibility Spell at Town Hall, Flame Flinger deals area splash damage that reveals AND kills invisible Super Wizards. Flame Flinger ignores Invisibility—hits all troops in area regardless. Single Flame Flinger volley (450 damage) exceeds Super Wizard HP (280), eliminating entire Battle Blimp load before they attack. Position Flame Flinger to cover Town Hall—hard counters Blimp + Super Wizard strategies. Essential defense at TH15+.
Giant Bombs at Blimp Drop Zones
Position Giant Bombs at common Battle Blimp drop zones (directly above Town Hall, Scattershots, Eagle Artillery). When Super Wizards deploy from Blimp, Giant Bomb triggers—350 damage exceeds Super Wizard HP (280), eliminating entire Blimp payload instantly. Without Super Wizards, Battle Blimp strategy fails completely (no TH destruction). Place 2 Giant Bombs per critical Blimp target—first eliminates Super Wizards, second eliminates any other troops in Blimp. Update Giant Bomb positions seasonally as Blimp pathing meta shifts.
Eagle Artillery Cluster Targeting
Eagle Artillery targets groups of troops. When 3-4 Super Wizards deploy together from Battle Blimp, Eagle locks onto cluster dealing 300+ damage per shot. Two Eagle shots = 600+ damage, exceeds Super Wizard HP (280), killing all Super Wizards before they cast 2nd chain lightning. Position Eagle Artillery centrally to engage Battle Blimp troops immediately upon deployment. Eagle + Scattershot combo especially effective—combined area damage eliminates Super Wizard groups in 3-4 seconds before significant chain lightning damage occurs.