Overview
The Wizard is the seventh Elixir troop unlocked in the Barracks at Town Hall 5, and arguably the most versatile damage dealer in Clash of Clans. These ranged spellcasters hurl magical fireballs from 3 tiles away, dealing 230 DPS in a 0.3-tile splash radius at max level. With moderate HP (320) but devastating area damage, Wizards excel at clearing swarms of defending troops, obliterating Clan Castle defenders, and providing high-DPS support behind tanking units like Giants and Golems.
Wizards target any building or troop within range, making them excellent for funneling and cleanup operations. Their 4 housing space and 1.7-second attack speed strike the perfect balance between damage output and army composition flexibility. From early TH5 farming raids to late-game 3-star strategies, Wizards remain relevant across all Town Hall levels. They’re essential components of GoWiPe (Golem-Wizard-PEKKA), GoWiWi (Golem-Wizard-Witch), and countless hybrid strategies, and serve as the primary damage dealers in most Clan Castle defensive compositions.
π Stats & Upgrade Path
| Town Hall |
Max Level |
HP |
DPS |
Key Milestone |
| TH5 |
1 |
75 |
50 |
Unlocked β First splash DPS troop |
| TH6 |
2 |
90 |
70 |
Core of early farming armies |
| TH7 |
3 |
107 |
90 |
Dominates TH7 war attacks |
| TH8 |
4 |
125 |
125 |
GoWiPe strategy emerges |
| TH9 |
5 |
143 |
170 |
Essential war troop |
| TH10 |
6 |
164 |
190 |
Inferno Tower challenges |
| TH11 |
7 |
184 |
200 |
Grand Warden synergy unlocked |
| TH12 |
8 |
213 |
210 |
Super Wizard available |
| TH13 |
9 |
235 |
220 |
Scattershot era |
| TH14 |
10 |
257 |
225 |
Remains viable in hybrid attacks |
| TH15 |
11 |
280 |
227 |
Monolith & Spell Tower counters |
| TH16 |
12 |
300 |
228 |
Blast Bow era |
| TH17+ |
13 |
320 |
230 |
βοΈ MAX β 320 HP Β· 230 DPS |
Key Attributes: Wizards have a movement speed of 16 (moderate), attack speed of 1.7 seconds, attack range of 3 tiles, and deal splash damage in a 0.3-tile radius. They occupy 4 housing space and target any building or troop within range.
βοΈ Attack Strategies
GiWiz (Giant-Wizard)
Deploy 10-15 Giants as tanks, followed by 8-12 Wizards for damage. Add 2-3 Healers if available. Use Wall Breakers for entry and Rage/Heal Spells for sustainability. This dominates TH5-9 farming with 70%+ destruction rates.
Funnel Creation
Deploy 1-2 Wizards on each side of your intended attack path to clear edge buildings. This creates a funnel directing your main army (Queen Walk, KS LaLoon, etc.) into the base core instead of circling outside.
Clan Castle Killer
Lure Clan Castle troops to a corner, then surround them with 4-6 Wizards. Their splash damage obliterates swarms (Archers, Wizards, Balloons) in seconds. Add 1 Poison Spell for faster cleanup.
Rage Spell Synergy
Drop Rage Spell on Wizards attacking high-HP defenses (Eagle Artillery, Inferno Towers). Raged Wizards deal 390+ DPS, shredding defenses in 3-4 shots. Pair with Jump Spell for multi-compartment devastation.
Behind Siege Machines
Deploy 4-6 Wizards behind Wall Wreckers or Log Launchers. Siege machines tank defenses while Wizards provide massive DPS from behind. This combo destroys Town Hall compartments in seconds.
Super Wizard Mass Attack
Super Wizards (Level 8+, 25k DE boost) have 6-tile range and chain lightning. Deploy 8-10 with Jump/Rage for overwhelming firepower. Best for trophy pushing or Clan War League attacks where loot doesn’t matter.
π‘οΈ Defense Tips
Wizard Tower Placement
Position Wizard Towers to target enemy Wizards specifically. A maxed Wizard Tower one-shots Wizards at most levels, eliminating entire groups before they reach your core. Overlap coverage with Mortars for redundancy.
Clan Castle Positioning
Centralize your Clan Castle and fill it with Wizards, Witches, or Ice Golems. Defending Wizards splash damage wipes out attacking troops, while Ice Golems slow enemy Wizards to a crawl, making them vulnerable to defenses.
Compartmentalization
Create multiple small compartments forcing Wizards to retarget frequently. Each retarget wastes 0.5-1 second of attack time, reducing their total damage output and increasing their exposure to defensive fire.
Giant Bomb Placements
Place Giant Bombs inside compartments where Wizards will likely path. A maxed Giant Bomb deals 400 damage, eliminating or severely weakening Wizard groups clustered behind tanks.
π― Advanced Tips
Splash Radius Mechanics
Wizard splash radius is only 0.3 tilesβmuch smaller than Mortars (1.5) or Wizard Towers (1.0). Deploy Wizards in spread formations, not tight clusters, to minimize splash damage received from enemy defenses.
Heal vs Rage Choice
Heal Spell sustains Wizards through multi-target Infernos and Scattershots; Rage accelerates their DPS for faster destruction. Use Heal when Wizards face sustained damage, Rage when pushing through fortified compartments.
Training Cost Efficiency
Wizards cost 5,000 Elixir at max level (4 housing space). A full Wizard army costs ~250k Elixir. Too expensive for farming but perfect for wars where victory > loot. Use Barch/Goblins for farming instead.
Clone Spell Doubling
Clone Spell duplicates Wizards inside its radius, instantly doubling DPS. Deploy Clone on Wizards entering the Town Hall compartment for a massive damage surge that obliterates defenses and secures the star.
Invisible Tesla Counter
Wizards auto-target buildings, including Hidden Teslas when they reveal. Deploy 1-2 test Wizards ahead of your main army to trigger and destroy Teslas before your tanks/heroes enter range.
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