- For the defensive building, see Wizard Tower.
- For his Builder Base counterpart, see Electrofire Wizard.


Level 1 & 2

Level 3 & 4

Level 5

Level 6

Level 7

Level 8

Level 9

Level 10

Level 11

Level 12

Level 13
Summary
- The Wizard is an Elixir Troop unlocked in the level 7 Barracks. He is a fragile ground unit with high splash damage and range.
- Wizards are commonly used in large groups for fire support or as a force multiplier (similar to Archers), but they can also be effective in smaller numbers, especially at lower levels.
- Wizards have no preferred target when attacking; they will simply attack the closest building. However, if they become aware of enemy Clan Castle troops, Heroes, or Skeleton Trap skeletons (either by being attacked themselves or by being near another friendly troop under attack), and can fight back against them, they will leave their previously targeted building and instead engage the enemy troops. Once all of the nearby enemy troops are defeated, the Wizards will proceed to attack the nearest structure.
Strategies
Offensive Strategies
- Wizards can be very effective at taking out defenses; their very high damage makes defenses' hitpoints no match for them. However, to maximize their effectiveness, it is generally considered a good idea to deploy them in decent-sized groups of 4 or more.
- Wizards have high enough health to survive a few splash damage attacks, but major defenses can present a significant problem. Due to their inability to withstand sustained fire, Wizards are primarily used behind more durable troops such as Giants, Golems, Ice Golems, or P.E.K.K.As (or supported with Healers).
- Wizards are also are very vulnerable to Giant Bombs, Spring Traps, and Bombs if they're in groups of 3 or more. To prevent a large amount of Wizards from dying, spread them along the line of fire and do not deploy them in one place immediately.
- Wizards are often used by high-level players in place of Archers, because of their high damage and relatively high health (when compared to Archers that will be killed in a single hit by most high level Defensive Buildings).
- However, they will most likely get taken out by Traps like Giant Bombs and Skeletons from Skeleton Traps, provided that if they are well-spread.
- Their ability to attack over Walls make them very useful for attacking from the outside of Walls, or attacking from a distance without the danger of being caught in a Mortar, Wizard Tower, or Scattershot blast.
- Barbarians or Giants can be used as a tank to support Wizards, but they are still vulnerable to splash damage. Because of this, often the Barbarian King or a P.E.K.K.A is a better choice as they can soak up many more shots from these defenses than the regular Barbarian.
- Wizards are amazing at clearing out an enemy's Clan Castle troops. Their ability to do high amounts of splash damage (although in a small radius) allows them to take out a lot of troops at once. Deploying a Wizard or two after the Clan Castle troops have engaged you can be a good alternative to a Lightning Spell or a Poison Spell.
- Wizards are great funneling troops for high level strategies, such as those involving Golems or Queen walks. You can deploy 3 or 4 Wizards, and with their range and high DPS they can take out buildings so that your Archer Queen and other troops go in the preferred direction, instead of being kited around the base, resulting in a successful funnel into the core of the enemies base.
- Be careful of nearby defenses and traps, though, as they will be severely damaged, if not get taken out.
Defensive Strategies
- Wizards pose a bit of a threat in a Clan Castle. Their range allows them to attack from afar or from behind Walls, and their speed makes it harder for them to be lured away. Their splash damage lets them annihilate weak, grouped troops like Archers, Goblins, Minions, and Barbarians at low levels. Also, they can, at proper levels, deal huge damage to Lava Hounds and Golems and completely wipe out Hogs and Giant hordes, as these troops prioritize defenses and will not attack them. Poison Spells, if you have one, can be used to stop him from doing significant damage.
- Be careful when attacking defensive Wizards. Since they do splash damage, it is best to use spread-out ranged troops such as Archers or your own Wizards to defeat them.
- Low-level Heroes may not be able to defeat the Wizards in one hit, particularly if the Wizards are high-leveled; in retaliation, the Wizards may do significant damage or even defeat the heroes quickly.
- Lightning Spells can immediately defeat defending Wizards. In particular, a level 5 or higher Lightning Spell is enough to defeat a Wizard of any level.
- Wizards are somewhat weak and die to a couple of Mortar or Wizard Tower shots. Make sure the Mortars or Wizard Towers are able to target the inside of the base. However, you should not put the Mortars or Wizard Towers at the core of the base.
- Giant Bombs can one-shot relatively leveled Wizards. If placed correctly, they can cripple the main power of attacks.
Upgrade Differences
The Wizard undergoes significant visual changes at all levels.
- Initially, the Wizard appears to be a man with a goatee and thick eyebrows. He wears a light blue hooded cloak, a leather belt and gold buckle, with gray pointed boots. He wears a dark brown shirt and dark blue pants under his coat, and his sleeves are rolled up. He attacks with fireballs.
- At level 3, the Wizard's cloak changes from light blue to lilac. His boots become bright purple as well. His tunic also becomes purplish in color.
- At level 4, the Wizard starts attacking with yellow laser-looking fireballs, which travel faster than his regular fireballs, making him less likely to miss his target and improving his accuracy.
- At level 5, the Wizard's cloak changes to navy, and his boots change from a purplish color to a blackish color, as well as his tunic.
- At level 6, the Wizard's cloak color changes to burgundy. His hood loses its lining and extends farther to shadow his face, his belt buckle becomes orange, and his eyes turn a shade of glowing yellow. His boots also change to maroon. His attacks change to searing purple energy blasts.
- At level 7, the color of his cloak becomes darker, and his robes and hood have a golden lining added to his burgundy cloak color. He starts shooting purple-orange crystal-like fireballs.
- At level 8 the color of his cloak's lining becomes orchid.
- At level 9, his cloak color changes to orchid, with a golden lining. He also gains golden bands around his arms.
- At level 10, the Wizard's cloak changes to indigo. The gold linings on his cloak as well as his hand-bands are more perfectly straight.
- At level 11, the Wizard's cloak changes to red.
- At level 12, the Wizard's cloak changes to yellow while its gold linings change to coffee. His bands become vermilion, and his shirt turns red. He also loses his glowing yellow eyes.
- At level 13, the Wizard's eyes turn blue, his goatee gains a different appearance and becomes larger, his cloak turns black and regains the golden lining except much thinner, and his belt turns into an eagle head with wings on the sides, holding a gray sash with two golden arrows pointing downwards. He also gains black gloves with a golden wristband with a triangle on it on each hand, replacing the orange wristbands. When he attacks, he gains a green glow but still shoots purple-orange crystal-like fireballs.
Statistics
Statistic Modifiers
Input values into these modifiers below to modify the statistics in the tables below accordingly
Gold Pass modifiers 

ApplyReset |
Preferred Target ![]() |
Attack Type ![]() |
Housing Space ![]() |
Movement Speed ![]() |
Attack Speed ![]() |
Barracks Level Required ![]() |
Range ![]() |
---|---|---|---|---|---|---|
None | Area Splash 0.3 Tile Radius (Ground & Air) | 4 | 16 | 1.5s | 7 | 3 tiles |
Level![]() |
Damage per Second![]() |
Damage per Attack![]() |
Hitpoints![]() |
Research Cost![]() |
Research Time![]() |
Laboratory Level Required![]() |
---|---|---|---|---|---|---|
1 | 50 | 75 | 75 | N/A | N/A | N/A |
2 | 70 | 105 | 90 | 120,000 | 4h | 3 |
3 | 90 | 135 | 108 | 300,000 | 5h | 4 |
4 | 125 | 187.5 | 135 | 600,000 | 12h | 5 |
5 | 170 | 255 | 165 | 1,200,000 | 18h | 6 |
6 | 185 | 277.5 | 180 | 2,000,000 | 1d 12h | 7 |
7 | 200 | 300 | 195 | 2,500,000 | 2d | 8 |
8 | 215 | 322.5 | 210 | 3,100,000 | 2d 12h | 9 |
9 | 230 | 345 | 230 | 4,000,000 | 3d | 10 |
10 | 245 | 367.5 | 250 | 5,500,000 | 4d | 11 |
11 | 260 | 390 | 270 | 10,000,000 | 6d 18h | 13 |
12 | 275 | 412.5 | 290 | 11,500,000 | 7d | 14 |
13 | 290 | 435 | 310 | 21,000,000 | 14d | 15 |
Super Troop Boost
Super Troop![]() |
Boost Cost![]() |
Wizard Level Required![]() |
---|---|---|
Super Wizard | 25,000 | 9 |
History
Patch | Type | Description |
---|---|---|
August 2, 2012 | The Wizard was in the original release of the game, with 5 levels. ![]() | |
September 19, 2012 | Update | |
August 30, 2012 | Update | The Wizard's attacks gain visual effects. |
October 27, 2012 | Update | Reduced training cost of Wizard. ![]() |
March 12, 2013 | Update |
|
August 27, 2013 | Update | |
May 4, 2016 | Balance Changes | Reduced the training time from 8 to 5 minutes. ![]() |
October 12, 2016 | Update |
|
June 27, 2017 | Update | |
June 11, 2018 | Update | Added the level 9 Wizard. ![]() |
June 26, 2018 | Update | Reduced upgrade times at levels 1 to 7. ![]() |
October 23, 2018 | Update | Reduced Gem donation cost from 5 to 3 gems. ![]() |
April 2, 2019 | Update | Reduced upgrade times at levels 5 to 8 and reduced training costs for all levels. ![]() ![]() |
March 30, 2020 | Update | Reduced upgrade costs at levels 5 to 7. |
October 12, 2020 | Update | Added the level 10 Wizard. ![]() |
December 9, 2021 | Update | |
October 10, 2022 | Update | Added the level 11 Wizard. ![]() |
December 12, 2023 | Update | Added the level 12 Wizard. ![]() |
November 25, 2024 | Update | |
February 10, 2025 | Update | The Wizards' fireballs gain new visual appearances, depending on their level. |
March 27, 2025 | Maintenance Break | Removed training time. ![]() |
Gallery
Trivia
- When you are doing the tutorial, a Villager mentions the reinforcement Wizards of Ivory Tower. However, Ivory Tower is not mentioned again in the future. This could, however, be a reference to the Wizard Tower.
- Because you only get 3 Wizards in the tutorial, they are the first unit that you deploy but NOT the first unlocked for general use, which are Barbarians.
- You only need to use one Wizard to finish the tutorial level; you can save the remainder for future attacks and looting, and can use them against other players, making them see that they were raided by a low-level player with Wizards. However, the Wizards disappear shortly after the tutorial.
- You can have a maximum of 85 Wizards at one time in a complete set of fully upgraded Army Camps. This number increases to 98 if you include 13 that can fit into a fully upgraded Clan Castle. On the battlefield, you can clone an additional 40 Wizards with four fully upgraded Clone Spells (three from the regular spell inventory and one from a level 10 or higher Clan Castle). Additionally, a total of 11 can be summoned by a level 4 or higher Siege Barracks. These total to a maximum of 149 Wizards.
- On a per-housing space basis, the Wizard used to have highest damage per second of any Troop (57.5 damage per housing space at level 9, slightly more than the second-place level 7 Goblin at 52). This excludes the damage multipliers of Goblins and Wall Breakers versus certain buildings.
- This spot was taken by the Super Barbarian.
- However, the Wizard still has the highest damage per second per housing space for a non-super Troop.
- In the application package of the game, the sound effect file refers to the Wizard as "Mage".
- On August 28, 2014, Supercell hosted an event where the training cost and time of the Wizard were reduced by half for a limited time. During this event, the image of the Wizard in the Barracks showed the Wizard with his hair in an Afro and the fireball in his right hand was replaced with a rabbit. The silhouette of the Wizard in the battle results screen and the Laboratory screen also had the same changes. The image refers to the Clash of Clans Magic commercial.
- One of the Loading Screen Hints in Clash Royale says, "The Wizard can control all elements, except his hair", which is also a reference to the same commercial.
- You can sometimes hear "HUZZAH!" in two different tones, every time an individual Wizard attacks. Some have speculated this to be the "magic word" he uses to cast his spells.
- Before the May 24, 2016 update, level 4 and above Wizards shot out purple spell like projectiles. This was changed to yellow laser-looking fireballs.
- On August 25, 2017, the Wizard took the place of the Witch as the Home Village builder for the week, as the fourth troop type to be builders for the Home Village after the regular Builder left.
- The Wizard is featured as a character skin for Barley in Brawl Stars. It can be obtained by logging in to Supercell ID. A red version of this skin is also available for Barley.
- His description in Clash Royale is a reference to the Clash of Clans Hype Man commercial. It says:
"The most awesome man to ever set foot in the arena, the Wizard will blow you away with his handsomeness... and/or fireballs."
- In the Clash of Clans Party Wizard Party Time commercial, the Wizard appears to have a pet bunny.
Comparisons
- Along with the levels 4 to 12 Wall Breaker, the Wizard is the only unit in the game capable of killing himself in one shot. In fact, once a Wizard reaches level 7, he can even kill Wizards of any level in one shot.
- He is the second ranged troop unlocked, and the third troop that does splash damage. He is also the second troop unlocked that targets both ground and air, the first being the Archer.
- The Wizard, Barbarian, Archer, Giant, Goblin, Wall Breaker, Balloon, Healer, Dragon and P.E.K.K.A are the oldest units in the game.
- The Wizard is the only troop that occupies 4 housing space, not including the Party Wizard, Ice Wizard, and the Ice Minion.