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Super Wizard info.png
"Super Wizard is positively charged with magical energy! He's either the smartest person in the room... or else he blows the whole room to bits."

Super Wizard9.png
Level 1-5

Summary

  • The Super Wizard is a troop available in the Clan Capital, when the Super Wizard Barracks is constructed (this requires unlocking the Wizard Valley district, which requires Capital Hall level 3).
  • The Super Wizard attacks with mixed fire-lightning attacks that can chain to multiple targets. Unlike the Electro Dragon's chain lightning, the Super Wizard's chains branch from the primary target (as opposed to the Electro Dragon's chains branching from the previous target). This chain can hit up to nine other targets that are close enough to the primary target (doing 40% of the regular damage to each), so the overall attack can hit up to a total of ten targets.

Strategy

Offensive

  • The Super Wizards are a great troop to pair with the Super Giants at lower levels as the Giants tank and the Super Wizards can do a lot of damage. Also the Super Giants target Defenses so the Super Wizards can clean up behind them.
  • One should be careful when attacking near a Rocket Artillery, which will one-shot Super Wizards that are lower-leveled than it, and leave those of equal level with low enough health to be finished off by lesser defenses like Multi Mortars or Mines. A Healing Spell partially mitigates this damage, but won't be able to heal back enough to allow the Super Wizard to survive a second shot.
  • When Super Wizards chain to a Capital Hall (or District Hall), with many buildings near it and some (or all) of them being up to one tile away from the Capital/District Halls, its damage will also chain to the said buildings and possibly destroy them fully before the capital hall is destroyed.

Defensive

  • High-hitpoint buildings and buildings that take up a large size, such as the Capital Hall and the District Hall will prove to be liabilities when defending against chain lightning. When targeted directly by chain lightning, high-hitpoint buildings will allow the chaining to occur many times, while large buildings will allow more buildings to be hit (if they are placed within one tile of them). The latter case is evident if a Super Wizard directly attacks a Capital Hall with lots of buildings near it.
    • As such, it is not recommended to place too many important defenses close to the Capital Hall or District Hall, lest they be indirectly destroyed by chain lightning. If you must do so, however, ensure that the Capital/District Hall cannot be easily attacked from a direction that enables such chains (e.g. placing the Capital Hall near the corner).

History

Trivia

  • You can have a maximum of 25 Super Wizards at one time in a complete set of fully upgraded Army Camps.
Preferred Target Favorite Target Attack Type Damage Type Housing Space Housing Space Movement Speed Movement Speed Attack Speed Attack Speed Range Range Special Ability Special Ability
None Single Target 10 13 2s 3 tiles Chain Magic
Level Level Damage per Second Damage Damage per Attack
(Primary Target)
Damage
Secondary Chain Damage
(per Target)
Damage
Hitpoints Hitpoints
1 160 320 128 600
2 180 360 144 700
3 200 400 160 800
4 220 440 176 900
5 240 480 192 1,000
Clan Capital Army
Troops Super BarbarianSneaky ArchersSuper GiantBattle Ram (Barbarian) • Minion HordeSuper WizardRocket BalloonsSkeleton Barrels (Skeleton) • Flying Fortress (Skeleton GliderSkeleton) • Raid Cart (Siege CartBarbarian) • Super P.E.K.K.AHog RaidersSuper DragonMountain Golem
Spells Healing SpellJump SpellLightning SpellFrost SpellRage Spell
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