- For the unmerged version, see Wizard Tower.
- For its Clan Capital counterpart, see Super Wizard Tower/Clan Capital.


Construction

Level 1

Level 2
Summary
- The Super Wizard Tower is a defense that unlocks at Town Hall 18 and is constructed by merging two level 17 Wizard Towers together.
- The merging process cannot be undone once the construction is started. The Super Wizard Tower cannot be split back into two Wizard Towers.
- Merging all of the Wizard Towers into Super Wizard Towers to the Town Hall limit is required to upgrade the Town Hall to the next level, similar to the "placing all of the buildings" requirement.
- Compared to two normal Wizard Towers, the Super Wizard Tower starts off with 9.1% less health but each bolt deals 31.8% more damage than the two combined, and getting extra range.
- The Wizard Tower received Supercharges at level 17, which would have made the difference smaller, but the bonus stats are dissipated when the Super Wizard Tower is introduced, so they cannot be directly compared as only normal Wizard Tower can merged. When compared to two Supercharged Wizard Towers, the Super Wizard Tower starts off with 11.1% less health but each bolt deals 27.2% more damage than the two combined.
- These metrics will keep improving as it levels up while the normal Wizard Towers stop getting new levels, extending the usefulness of merging.
- The Super Wizard Tower fires a bolt of lightning from up to 8 tiles (compared to the normal Wizard Tower at 7) at an initial target that chains to multiple targets at once within 4 tiles of the initial target. This chain lightning can hit up to 15 other targets with a chain damage decay of -60%, meaning the chain only deals 40% of the damage, they can even be outside of the normal range of the Super Wizard Tower.
- With this ability, the range of the Super Wizard Tower can be up to 12 tiles situationally. Despite the cap on the chain lightning targets, its radius is much larger than the 1 tile splash radius of the Wizard Tower and likely can hit more troops, while each chain lightning deals 5.5% more damage than an arcane bolt from a Wizard Tower (or 1.75% more from a Supercharged Wizard Tower).
Strategies
Defensive Strategies
- The Super Wizard Tower is a formidable defense when it comes to swarm-based attacks, but since it has lost the splash damage from its unmerged version, theoretically the Super Wizard Tower is vulnerable by overswarming. In reality, it is unlikely that there are more than 16 troops stacking within the 1 tile splash radius of the Wizard Tower; with the 4 tile chain radius, it can likely damage more enemies at once and be more effective at clearing swarms, while still being more effective at high hitpoint target because of the extra range and damage.
- At Town Hall 18, there may be an argument that the base Wizard Towers help counter Royal Champion Charge with the Electro Boots by redirecting her movement into traps more effectively as sacrificial low value defenses, but against every other strategies, the Super Wizard Towers provide more value by being actually impactful.
- The Super Wizard Tower can easily damage high-hitpoint units like Dragons and Electro Dragons and can chain to supporting enemy units, eventually leading to being taken out by other defenses, combined with its attack speed that allows it to handle groups of units effectively.
Offensive Strategies
- Super Wizard Towers are powerful merged defenses with high damage that can heavily damage swarms in mere seconds, chaining up to 15 targets and eventually taking them out by itself or supported by other defenses. To prevent it from wreaking havoc, use Freeze Spells and Overgrowth Spells to disable this defense, Invisibility Spells to turn attacking units invisible, or Totem Spells to redirect the attacks to the summoned Totem.
- If the attacker is not careful, any unit in front of the Flame Flinger within its range can damage the Siege Machine in certain cases.
Upgrade Differences
- When both Wizard Towers are merged, only the base appears and the tower itself is not completed yet, the base is made of meteor that glows blue and formed into a short pyramid. It is surrounded by crushed stones and dirt.
- When constructed, the meteor pyramid is much taller. An inverted pyramid blue crystal with some cracks on the top face appears, similar to the purple crystal of the Wizard Tower, which floats over the meteor base, becoming the platform the Super Wizard stands on. A windy effect can be seen blowing around the floating blue crystal.
- At level 2, the floating crystal becomes darker and has a proper floor with a small platform in the middle and walls on the edge, connected at the corners. It also gains beige stone battlements all around the crystal walls, with golden plates at the corners that has a gold spike on top.
Statistics
Statistic Modifiers
Input values into these modifiers below to modify the statistics in the tables below accordingly
Gold Pass modifiers 
| ApplyReset |
| Town Hall Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|---|
| Number Available | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | |
| 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 2 |
| Size |
|---|
| 3x3 |
| Level |
Damage per Second |
Damage per Hit (Primary) |
Damage per Hit (Secondary) |
Hitpoints |
Build Cost |
Build Time |
Experience Gained |
Town Hall Level Required |
|---|---|---|---|---|---|---|---|---|
| 1 | 290 | 377 | 150.8 | 6,000 | 29,000,000 | 13d | 1,059 | 18 |
| 2 | 320 | 416 | 166.4 | 6,300 | 30,000,000 | 14d | 1,099 | 18 |
Supercharges
These additional levels can be attained at Town Hall 18 once the maximum level of the building has been attained. These Supercharges will be removed when a new level is added.
| Supercharging makes buildings stronger! Tap the info button to learn more. |
| Charge Level |
Damage per Second |
Damage per Hit (Primary) |
Damage per Hit (Secondary) |
Hitpoints |
Build Cost |
Build Time |
Experience Gained |
Town Hall Level Required |
|---|---|---|---|---|---|---|---|---|
| 1 | 327 | 425.1 | 170.04 | 6,300 | 12,000,000 | 6d | 720 | 18 |
| 2 | 327 | 425.1 | 170.04 | 6,450 | 14,000,000 | 7d | 777 | 18 |
| Range |
Attack Speed |
Damage Type |
Unit Type Targeted |
|---|---|---|---|
| 8 tiles | 1.3s | Single Target (Chain Lightning; up to 15 other targets) | Ground & Air |
Icon Descriptions
| Tapping this icon displays information about the Super Wizard Tower/Home Village, such as Level, Damage Per Second, Hitpoints, Range, Damage Type, and Targets. | |
| Tapping this icon begins upgrading the Super Wizard Tower/Home Village to the next level, if you have enough resources and a free Builder (or B.O.B). When the Super Wizard Tower/Home Village is at maximum level, this icon is replaced by the Supercharge! icon. | |
| Tapping this icon begins Supercharging the maxed Super Wizard Tower/Home Village to the next charge, if you have enough resources and a free Builder (or B.O.B). When the Super Wizard Tower/Home Village is at maximum charge, this icon is not shown. | |
| Tapping this icon instantly upgrades the Super Wizard Tower/Home Village to the next level, at the cost of one Hammer of Building if you have one. When the Super Wizard Tower/Home Village is at maximum level, or if the Town Hall requirements for the next level are not met, this icon is not shown. | |
| Tapping this icon, which is displayed only while an upgrade is in progress, instantly finishes that upgrade at the cost of the displayed number of Gems. | |
| Tapping this icon, which is displayed only while an upgrade is in progress, instantly finishes that upgrade at the cost of one Book of Building. This icon is only shown if you have at least one Book of Building. | |
| Tapping this icon, which is displayed only while an upgrade is in progress, instantly finishes that upgrade at the cost of one Book of Everything. This icon is only shown if you have at least one Book of Everything but do not have a Book of Building. | |
| Tapping this icon, which is displayed only while an upgrade is in progress, gives the player the option to assign a Builder's Apprentice to that Building. This icon only is only shown if you have unlocked Builder's Apprentice for 500 Gems. | |
| Tapping this icon, which is displayed only while an upgrade is in progress, boosts all your Builders for 1 hour by a factor of ten, at the cost of one Builder Potion. This icon is only shown if you have at least one Builder Potion. | |
| Tapping this icon, which is displayed only while an upgrade is in progress, cancels the current upgrade and refunds half of the upgrade cost. | |
History
Gallery
Sounds
Generic
| Sound Effects | Captions | Description |
|---|---|---|
| Super Wizard expels electricity | When the defending Super Wizard on his respective tower attacks | |
| Super Wizard charges | When the defending Super Wizard charges his attack |
Trivia
Comparisons
- Compared to Super Wizard Towers from the Clan Capital, the one from the Home Village has:
- A different appearance.
- A size of 3x3 instead of 2x2.
- A massive increase in damage per hit.
- A fire rate of 1.3 seconds instead of 2, which matches with the base Wizard Tower.
- A range of 8 tiles instead of 5.5.
- A chain radius of 4 tiles instead of 2.25.
- Can chain up to 15 other targets at once instead of 9.
- The Clan Capital one is mostly based on Super Wizards, with the same attack rate, max number of chained targets, and chain radius; the Home Village one massively increased all these values (including damage and range) to match the expectations of a merged defenses being more powerful than the sum of the two base version.




