What is Wizard Tower?
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- The Wizard Tower is a defensive building that looks like a spiraling, cone-shaped tower of rock, then later a crystal like rock that has a Wizard on the top of it. It is capable of inflicting powerful splash damage to both ground and air units, though it is limited to a relatively short range.
- The Wizard Tower, like the Mortar, excels at mowing down entire groups of troops. However, unlike the Mortar, it has a relatively decent damage per second (making it more effective against higher health troops like Giants), and it will target air troops in addition to ground troops. Also unlike the Mortar, the Wizard Tower has no blind spot.
- Although the arcane blasts from the Wizard Tower do less damage per shot than the Mortar, it makes up for this by having a much higher rate of fire. This makes the Wizard Tower an excellent choice for defending other structures by blasting troops that get too close.
- An excellent defensive strategy for the Wizard Tower is to put it near your Town Hall, because of the Wizard Tower's splash damage and a relatively high rate of fire. However, due to its limited range, it is sometimes more desirable to put the Wizard Tower near the inside of your village.
- Putting your Wizard Tower and Bomb Tower next to your storages is an excellent method of protecting them against hordes of Goblins due to its splash damage and fast attack speed.
- The Wizard Tower is a very important defense at Town Hall 5 & 6 due to the prevalence of Giant-related attacks at those levels.
- Wizard Towers and Mortars are quite complementary, as they can each cover the other's weaknesses.
- Example of a Wizard Tower-Mortar combination: The Mortar can cover a very large range so attacking units will have reduced health by the time they come into the shorter range of the Wizard Tower, which helps finish them off. In exchange, the Wizard Tower defends the Mortar by destroying units that cannot be attacked by the Mortar (all air units and ground units inside the Mortar's minimum range).
- Try putting Wizard Towers near Air Defenses, along with Air Bombs to take out Balloons. The Wizard Tower works well against Balloonion (Balloon + Minion). Put it near a Mortar and a storage to protect against various attacks.
- However, at higher levels and on war bases, this is not recommended since Wizard Towers will get caught on Lava Hounds, allowing supporting Balloons to obliterate your defense. Instead, focus on separating the two for allowing them to attack what they counter. Keep the Air Bombs with the Wizard Towers.
- A single Wizard Tower can obliterate groups of Giants stuck behind a Wall, almost always dealing massive damage altogether because a Wizard Tower's splash radius and the Giant's slow attack combined with medium-low DPS would be another deciding factor.
- The Wizard Tower can be sniped by the Grand Warden, so Town Hall 11s and above should be wary of this. Placing them near the edge of the placeable area prevents this range advantage from being easily exploited by the Warden, but may leave them to be easily picked off by other units.
- Wizard Towers, along with multi-targeting Inferno Towers, are one of the best counters to Bat Spells at Town Halls 10 through 12. Leaving too many Wizard Towers close together and/or exposed can open up your base for a Bat-based attack, especially if you decide to set some or all of your Inferno Towers to single-target mode.
- For attacking, use some units to distract it (Giants or Barbarians) and destroy it with Archers, Minions, or another ranged troop. Melee troops like Barbarians or Giants can destroy a Wizard Tower by themselves if there are enough of them, but because these troops must attack while physically touching the Wizard Tower (and are therefore grouped up), the Wizard Tower can usually destroy the entire group fairly quickly.
- When deploying units, be careful to ensure that they won't get into a clump as they come into range of the Wizard Tower (e.g. attacking a Gold Storage that's near a Wizard Tower), because the Wizard Tower will destroy the group very quickly.
- Using Healers can support groups of Giants or other troops that would otherwise take severe damage from the Wizard Tower. Note, however, that this combination is ineffective if an Inferno Tower is in range or the Wizard Tower is capable of destroying your troops in one shot.
- Taking out Wizard Towers can be tricky despite their relatively short range. It is often a better tactic to avoid them entirely by attacking a part of the village that isn't covered by them. To quickly destroy a Wizard Tower, deploy a few Giants as a distraction while Archers, Wizards or Minions take out the Wizard Tower. Deploy troops in a circle around it since this will limit its ability to take out multiple troops with splash damage. Dropping 1 Giant and surrounding the Wizard Tower with about 10 housing space of troops will generally be sufficient to destroy it.
- Wizard Towers that are on the outside of a base can be easily taken out with multiple small troops. At higher Town Hall levels, a single Balloon or Rocket Balloon can be quite effective provided that no Traps or Hidden Teslas emerge.
- Wizard Towers undergo significant visual changes at all levels except 2 and 13.
- When initially constructed, the Wizard Tower appears to be solid gray rock in a pyramid-like shape.
- At level 2, the lower portion of the tower just barely begins to show Elixir-colored pink crystal, much like the level 6 Walls. This can be seen if you look zoom in closely enough but can be easily missed. The shape of the rock also changes slightly.
- At level 3, the crystals become much more visible.
- At level 4, some of the gray rock higher up the tower turn into crystals, and begin spiraling around the tower.
- At level 5, the entire base of the tower is crystalline, with only the top portion of the tower remaining gray rock.
- The level 6 Wizard Tower has no gray rock left. The entire tower is now constructed of pink crystal, resembling a gigantic level 6 Wall.
- At level 7, the crystal structures grow prominent upward spikes surrounding the platform, and the entire tower darkens to a dark purple, appearing very much like a giant level 7 Wall.
- At level 8, the podium on which the Wizard stands becomes far wider and more jagged. The spikes melt into the tower and it has stone pillars on each side, making eight stone pillars in all. It also has embers floating around the base, indicating a lava source beneath. The embers and the lava source may also be referred to as the Town Hall is at least level 10, its Town Hall level requirement. It is also slightly darker.
- At level 9, the stone pillars turn and join into quartz and extend throughout the perimeter of the top of the Wizard Tower.
- At level 10, a new white stone platform is erected at the top, replacing the purple crystal summit. More pillar structures have been put in place beneath to fortify and support the new platform.
- At level 11, the platform appears to be marble white with purple and golden outlines; the small gaps in the platform have been filled with purple as well. The main pillar structures turn to metal with golden decorations and golden top; and the internal structure (that was once white) turns pink-purple.
- At level 12, the tiling changes to a slightly cracked blue stone. The gold on all 4 supporting pillars is gone, along with the circular wall at the top as well. The ring that shows at the base of where the main pillar is visible is now darker, octagonal, and at the edge of the foundation below it. The shards at the bottom now have no gaps between them, and in between the supporting pillars is a purple slab with a V/U shaped hole in it. Along the hole, there is gold trim.
- At level 13, the spot where the supporting pillars meet with the octagonal ring are reinforced with gold, and the purple slab is now shorter along with the trim becomes a plating extending further into the hole.
- At level 14, the Wizard tower's theme was changed to the jungle-themed Town Hall 14 look.
- The Wizard atop the tower also changes with the tower's level. He himself shoots the projectile that is fired by the Wizards of the level he resembles. For example, level 1 Wizard Tower housing a level 1 or 2 Wizard would fire fireballs, while level 5 Wizard Tower that has a level 5 Wizard would purple lightning bolts, and a Level 9 Wizard Tower with a level 7 Wizard would fire purple bolts.
- When first placed, the Tower Wizard appears as a level 1 (or 2) Wizard.
- At level 3, the Wizard atop the tower changes in appearance to that of a level 3 (or 4) Wizard.
- At level 5, the Wizard changes its appearance to that of a level 5 Wizard.
- At level 7, the Wizard changes its appearance to that of a level 6 Wizard.
- At level 9, the Wizard changes its appearance to that of a level 7 Wizard.
- At level 11, the Wizard changes its appearance to that of a level 8 Wizard.
- At level 13, the Wizard changes its appearance to that of a level 9 Wizard.
- The Wizard Tower was present in the original release of the game on August 2, 2012, with 6 levels.
- The August 30 2012 update gave the Wizard's attack a new visual effect.
- The September 18 2012 update added another Wizard Tower unlocked at Town Hall 6, gave the Wizard atop the tower an upgrade differences at higher levels, and improved visual effects. Prior to this update, the Wizard atop the building did not have upgrade differences.
- The October 27 2012 update added the level 7 Wizard Tower.
- The April 17 2013 update added an additional Wizard Tower available at Town Hall 9, and made it so that Wizard Towers don't restart their attack cycle if their would-be target is destroyed, instead they switch targets.
- The August 27 2013 update added the level 8 Wizard Tower.
- The November 6 2013 update reduced upgrade time for most Wizard Tower levels.
- The December 11 2014 update reduced HP of levels 2-8 Wizard Tower (except for level 7).
- The April 30 2015 update made it so that the Wizard Towers, as well as other defensive buildings, now initially point away from the Town Hall in combat, with the exception of the Air Sweeper.
- The July 1 2015 update increased HP of levels 4-8 Wizard Tower.
- The December 10 2015 update added the level 9 Wizard Tower and added an additional Wizard Tower available at Town Hall 11.
- The March 21 2016 update increased hitpoints of levels 5-9 Wizard Tower and greatly increased at later levels.
- The October 12 2016 update reduced upgrade cost of levels 7 and 8 Wizard Tower from 5,360,000/6,480,000 to 4,500,000/6,000,000.
- The December 19 2016 update added the level 10 Wizard Tower, moved level 9 Wizard Tower to Town Hall 10, reduced upgrade costs of level 4-9 Wizard Tower, and reduced upgrade times of level 7-9 Wizard Tower.
- The March 5 2018 update decreased damage of level 9 Wizard Tower from 56 to 54.
- The June 11 2018 update added the level 11 Wizard Tower.
- The June 26 2018 balance changes decreased upgrade times of level 1-10 Wizard Tower.
- The April 2 2019 update reduced upgrade times of level 1-9 Wizard Tower and reduced upgrade costs of level 7-9 Wizard Tower.
- The December 9 2019 update added the level 12 Wizard Tower.
- The June 22 2020 update added the level 13 Wizard Tower.
- The April 12 2021 update reduced upgrade times of levels 3-10 Archer Tower (except for level 9), and reduced upgrade costs of levels 3-10 Archer Tower (except for level 9).
- The June 15 2021 update added the level 14 Wizard Tower.
- You don't need to unlock or train a Wizard in order to construct a Wizard Tower. The level of your army's Wizards, if you have them, do not affect the appearance or abilities of the Wizard atop the tower.
- When you begin an upgrade on a Wizard Tower, the Wizard on the top will disappear after a few minutes and will not reappear until the tower has finished upgrading.
- While you are moving the Wizard Tower, the Wizard on the top disappears. This also happens when viewing the info screen.
- At levels 1-4, Wizard Towers' fire have a somewhat slow travel time, meaning that it is possible for all troops to avoid the fire.
- The Wizard Tower will not hold a Wizard when its health is being regenerated by the Ley Lines upon logging in following an enemy attack.
- Strangely, normal Wizards have a powerful attack, the while those atop the Wizard Towers have a much weaker one. They make up for this by having much greater hitpoints and a larger splash damage area than the Wizard troop.
- Both the level 13 Wizard Tower and the level 9 Bomb Tower have the same exact damage per second, being 84.
- Only one Wizard will ever appear atop a Wizard Tower, unlike the Archer Tower, which can have up to three Archers.
- The Wizard Tower and the Scattershot are the only defenses not to have a navy blue spike on it at a Town Hall 13 level. The Air Sweeper does not have a Town Hall 13 level at all, so it does not count.
- In the commercial, it is revealed that the Wizard that's on top of the tower lives inside the tower.
- The Wizard and the Wizard Tower are both first unlockable in Town Hall Level 5.
- The Wizard Tower level 7 use to have a Wizard that's level 5. However, the Wizard Tower level 7 later had a Wizard level 6.
- In the Official Jungle Warden trailer on Youtube, a new level for the Wizard Tower can be seen, along with new levels for the Archer Tower and Air Defense, added as an Easter Egg by Supercell.
|Tapping this icon displays information about the Wizard Tower, such as Level, Damage Per Second, Hitpoints, Range, Damage Type and Targets.|
|Tapping this icon begins upgrading the Wizard Tower to the next level, if you have enough resources and a free Builder. When the Wizard Tower is at maximum level, this icon is not shown.|
|Tapping this icon instantly upgrades the Wizard Tower to the next level, at the cost of one Hammer of Building if you have one. When the Wizard Tower 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, 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.|
|Town Hall Level||1||2||3||4||5||6||7||8||9||10||11||12||13||14|
||Damage per Second
||Damage per Shot
||Town Hall Level Required|
|Range||Attack Speed||Damage Type||Unit Type Targeted|
|7||1.3s||Splash - 1 tile||Ground & Air|
|Home Village Buildings|
|Defensive Buildings||Cannon • Archer Tower • Mortar • Air Defense • Wizard Tower • Air Sweeper • Hidden Tesla • Bomb Tower • X-Bow • Inferno Tower • Eagle Artillery • Scattershot • Builder's Hut • Giga Tesla • Giga Inferno (TH13) • Giga Inferno (TH14) • Walls|
|Resource Buildings||Town Hall (Magic Items) • Gold Mine • Elixir Collector • Dark Elixir Drill • Gold Storage • Elixir Storage • Dark Elixir Storage • Clan Castle (Treasury)|
|Army Buildings||Army Camp • Barracks • Dark Barracks • Laboratory • Spell Factory • Dark Spell Factory • Workshop • Barbarian King Altar • Archer Queen Altar • Grand Warden Altar • Royal Champion Altar • Pet House|
|Other Buildings||Boat • Decorations • Obstacles • Loot Cart • Strongman's Caravan • Super Sauna • Builder's Hut • Master Builder's Hut|