The Wizard is one of the most powerful ranged units in Clash of
Clans. In fact, at max level, it has the highest damage per second per
space of housing of any unit. A handful of Wizards can quickly tear
through any tower, structure, or even wall. However, the cost and
training time associated with Wizards mean that they cannot be used all
the time.
In this guide to the Wizard, we will discuss everything there is to know about this unit, from its basic stats to its upgrades to the best strategies for using it in battle.
Supply Cost: 4
Movement Speed: 16
Targets: Ground & Air
Preferred Target: Any
Barracks Required: Level 7
Wizards are similar to Archers both in range and style of attack.
Wizards have a slower attack and slower movement speed, attacking and
moving both 50% slower than the Archer. However, the Wizard more than
makes up for this slower movement speed with incredible damage and
higher health.
While on a per-supply basis Wizards have similar health to Archers, the higher max health of individual Wizards makes Wizards much more effective against AoE structures like Mortars and Wizard Towers than Archers. Archers will often die in one hit to a Mortar, whereas Wizards can soak up 4-5 hits from the same Mortar.
Wizards deal splash damage. Enemies or structures near the Wizard’s target will also take damage from the Wizard’s attack. The area of this effect is very small and tends to only matter when the Wizard attacks enemy units.
Wizards in Farming
Typically, the Wizard does not make an appearance when farming. The reason is simple: it takes too long to train. The Wizard has perhaps the longest training time in game on a per-supply basis, taking 8 minutes to train for a 4 supply unit. This is an average of 2 minutes of training per supply produced. Even the P.E.K.K.A trains faster, taking 1.8 minutes per supply produced.
There is one exception to not using Wizards when farming (covered below): Dark Elixir farming.
Dark Elixir Farming With Wizards
As you come close to maxing out your TH8 base, you will come to a point where you realize that you no longer have a use for Elixir. Your primary limitation in getting the last few upgrades and hero levels will be Dark Elixir (and perhaps gold for walls). At Town Hall 9, you will reach the point of no longer needing Elixir long before you soak up all the Dark Elixir you need to max out your heroes.
The problem with normal farming strategies is that the bases with the most Dark Elixir often have the best defenses. In order to crack these tough bases, Wizards are often supplemented in for Archers. Rather than using Giants, Wall Breakers, Archers, and Goblins, a player might cut their normal Goblin and Giant count in half, opting to replace that with P.E.K.K.As. The player could then replace their Archers with Wizards. This Giant, Wizard, and P.E.K.K.A combination is popular known as GiWiPE.
Wizards in War Battles
Wizards make a great army composition for war, both at high and low levels. As part of a low-level army (TH5-TH6), Wizards will need both a tank and support. Giants work great as tanking units, while Healers (when available) are excellent support units. Wizards have enough health to actually get healed by Healers without dying, unlike Archers which often get 1-shot by enemy structures.
At higher levels, Wizards are still an excellent unit (they are after all the highest DPS in game), but for tough bases, they will need a little more support than just Giants if you want to hit the 3 star clear. Giants can be supplemented with 2 P.E.K.K.As, Witches or a Golem or two. While these three units are expensive, they offer much stronger support for the Wizard for tough war battles. Note that while Witches do not tank directly for the Wizard, the Skeletons summoned by the Witch will tank.
Wizards as a Clan Castle Unit
Wizards are among the best Clan Castle units. Their high damage and area of effect damage mean they can often take out wide swaths of units. They are particularly effective versus Giants and Barbarians. The primary weakness of the Wizard is the Dragon as well as simply being picked off by spread out Archers. Wizards tend to stack up when attacking a Dragon, meaning they all get taken out in a single Dragon hit since Dragons deal area of effect damage (often before getting a hit off on the Dragon if a few Dragons are around).
Wizards actually make a great Clan Castle unit for offensive purposes. It is a common strategy among the most serious of players to create an alternative account (i.e. a second account that is not played as heavily as the primary account) in order to make Wizards for donation purposes. Here is how it works:
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In this guide to the Wizard, we will discuss everything there is to know about this unit, from its basic stats to its upgrades to the best strategies for using it in battle.
Wizard Basic Information, Stats, and Levels
Training Time: 8 minutesSupply Cost: 4
Movement Speed: 16
Targets: Ground & Air
Preferred Target: Any
Barracks Required: Level 7
Level
|
Damage Per Second
|
Attack Speed
|
Damage Per Hit
|
Hitpoints
|
---|---|---|---|---|
1 | 50 | 1 attack per 1.5 seconds | 75 | 75 |
2 | 70 | 1 attack per 1.5 seconds | 105 | 90 |
3 | 90 | 1 attack per 1.5 seconds | 135 | 108 |
4 | 125 | 1 attack per 1.5 seconds | 187.5 | 130 |
5 | 170 | 1 attack per 1.5 seconds | 255 | 156 |
6 | 180 | 1 attack per 1.5 seconds | 270 | 164 |
Level | Training Cost | Upgrade Cost | Laboratory Level | Town Hall Requirement |
1 | 1500 | None | None | 5 |
2 | 2000 | 150,000 | 3 | 5 |
3 | 2500 | 450,000 | 4 | 6 |
4 | 3000 | 1,350,000 | 5 | 7 |
5 | 3500 | 2,500,000 | 6 | 8 |
6 | 4000 | 7,500,000 | 8 | 10 |
While on a per-supply basis Wizards have similar health to Archers, the higher max health of individual Wizards makes Wizards much more effective against AoE structures like Mortars and Wizard Towers than Archers. Archers will often die in one hit to a Mortar, whereas Wizards can soak up 4-5 hits from the same Mortar.
Wizards deal splash damage. Enemies or structures near the Wizard’s target will also take damage from the Wizard’s attack. The area of this effect is very small and tends to only matter when the Wizard attacks enemy units.
CoC Wizard Strategy
Wizards are the first true premium unit players get access to in Clash of Clans – that is a unit that is clearly stronger on a per-supply basis than other units, but costs extra resources and takes longer to make. The Wizard is a stronger version of the Archer, but using the Wizard over the Archer requires some consideration given the Wizard’s high cost and long training time.Wizards in Farming
Typically, the Wizard does not make an appearance when farming. The reason is simple: it takes too long to train. The Wizard has perhaps the longest training time in game on a per-supply basis, taking 8 minutes to train for a 4 supply unit. This is an average of 2 minutes of training per supply produced. Even the P.E.K.K.A trains faster, taking 1.8 minutes per supply produced.
There is one exception to not using Wizards when farming (covered below): Dark Elixir farming.
Dark Elixir Farming With Wizards
As you come close to maxing out your TH8 base, you will come to a point where you realize that you no longer have a use for Elixir. Your primary limitation in getting the last few upgrades and hero levels will be Dark Elixir (and perhaps gold for walls). At Town Hall 9, you will reach the point of no longer needing Elixir long before you soak up all the Dark Elixir you need to max out your heroes.
The problem with normal farming strategies is that the bases with the most Dark Elixir often have the best defenses. In order to crack these tough bases, Wizards are often supplemented in for Archers. Rather than using Giants, Wall Breakers, Archers, and Goblins, a player might cut their normal Goblin and Giant count in half, opting to replace that with P.E.K.K.As. The player could then replace their Archers with Wizards. This Giant, Wizard, and P.E.K.K.A combination is popular known as GiWiPE.
Wizards in War Battles
Wizards make a great army composition for war, both at high and low levels. As part of a low-level army (TH5-TH6), Wizards will need both a tank and support. Giants work great as tanking units, while Healers (when available) are excellent support units. Wizards have enough health to actually get healed by Healers without dying, unlike Archers which often get 1-shot by enemy structures.
At higher levels, Wizards are still an excellent unit (they are after all the highest DPS in game), but for tough bases, they will need a little more support than just Giants if you want to hit the 3 star clear. Giants can be supplemented with 2 P.E.K.K.As, Witches or a Golem or two. While these three units are expensive, they offer much stronger support for the Wizard for tough war battles. Note that while Witches do not tank directly for the Wizard, the Skeletons summoned by the Witch will tank.
Wizards as a Clan Castle Unit
Wizards are among the best Clan Castle units. Their high damage and area of effect damage mean they can often take out wide swaths of units. They are particularly effective versus Giants and Barbarians. The primary weakness of the Wizard is the Dragon as well as simply being picked off by spread out Archers. Wizards tend to stack up when attacking a Dragon, meaning they all get taken out in a single Dragon hit since Dragons deal area of effect damage (often before getting a hit off on the Dragon if a few Dragons are around).
Wizards actually make a great Clan Castle unit for offensive purposes. It is a common strategy among the most serious of players to create an alternative account (i.e. a second account that is not played as heavily as the primary account) in order to make Wizards for donation purposes. Here is how it works:
- An alt account can be pushed quickly to Town Hall 8 and be used to research level 5 Wizards.
- The alt account trains a full Army Camp of Wizards, never farming and just using Elixir and Gold mines to pay for more Wizards while slowly fueling upgrades.
- Each time the main account raids, the player sends in a donation request.
- The player then quickly switches accounts, donating Wizards from his alternate account to the main account, then switch backs to the main account to raid.
- Serious players that want more than 5 Wizards will request twice in order to get 7 or 8 WIzards in their Clan Castle (TH9 and TH10 players only).
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