Super Wizard - Army Troop Units in Clash of Clans


Clan Badge

"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."


Preferred Target None
Attack Type Single Target
Housing Space 10
Movement Speed 13
Attack Speed 2s
Range 3 tiles
Special Ability Chain Magic
Level Damage per second Damage per attack primary target Secondary chain damage per target 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
  • 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.
  • Super Wizards have no preferred target when attacking; they will simply attack the closest building . However, if they become aware of enemy defending troops stationed in defense posts (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 Super Wizards will proceed to attack the nearest structure.
  • Super Wizards are great troops to pair with the Super Giants at lower levels as the Super 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 will not 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.
  • Beware of high-damage traps such as the Mega Mine and The Zap Trap, as they can wipe out your Super Wizards easily. Make sure to trigger them beforehand with Super Barbarians or Super Giants.
  • Pairing him up with a Mega Sparky can improve both of their survivabilities, since the latter will tank for the Super Wizards and destroy defenses, while the Super Wizards will help clean up remaining buildings and deal with swarms that are attacking the Mega Sparky. However, this might not work against splash damage defenses, as the Super Wizard is vulnerable to being taken out, so keep that in mind.
  • However, this might not work against splash damage defenses, as the Super Wizard is vulnerable to being taken out, so keep that in mind.
  • Super Wizards are great troops to pair with the Super Giants at lower levels as the Super 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 will not 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.
  • Beware of high-damage traps such as the Mega Mine and The Zap Trap, as they can wipe out your Super Wizards easily. Make sure to trigger them beforehand with Super Barbarians or Super Giants.
  • Pairing him up with a Mega Sparky can improve both of their survivabilities, since the latter will tank for the Super Wizards and destroy defenses, while the Super Wizards will help clean up remaining buildings and deal with swarms that are attacking the Mega Sparky. However, this might not work against splash damage defenses, as the Super Wizard is vulnerable to being taken out, so keep that in mind.
  • However, this might not work against splash damage defenses, as the Super Wizard is vulnerable to being taken out, so keep that in mind.
  • 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).
  • 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).
  • Increased HP by 200 at all levels. Level 1: 400 -> 600 Level 2: 500 -> 700 Level 3: 600 -> 800 Level 4: 700 -> 900 Level 5: 800 -> 1,000
  • Level 1: 400 -> 600
  • Level 2: 500 -> 700
  • Level 3: 600 -> 800
  • Level 4: 700 -> 900
  • Level 5: 800 -> 1,000
  • Increased HP by 200 at all levels. Level 1: 400 -> 600 Level 2: 500 -> 700 Level 3: 600 -> 800 Level 4: 700 -> 900 Level 5: 800 -> 1,000
  • Level 1: 400 -> 600
  • Level 2: 500 -> 700
  • Level 3: 600 -> 800
  • Level 4: 700 -> 900
  • Level 5: 800 -> 1,000
  • You can have a maximum of 25 Super Wizards at one time in a complete set of fully upgraded Army Camps .
  • The Super Wizard is partly based on the Electro Wizard from Clash Royale, due to the fact that he has electricity in his attacks. This would technically complete the wizard trio of the Ice Wizard, Wizard, and Electro Wizard, as the normal Wizard would represent himself, the Ice Wizard represent himself, and the Super Wizard represents the Electro Wizard in Clash of Clans .
  • This would technically complete the wizard trio of the Ice Wizard, Wizard, and Electro Wizard, as the normal Wizard would represent himself, the Ice Wizard represent himself, and the Super Wizard represents the Electro Wizard in Clash of Clans .
  • Super Wizard's eyes glow in the artwork, but remain normal in battle. Additionally, the robe is lighter in battle but that may be part to the lighting for the artwork.
  • The Super Wizard is 1 of 6 Super Troops to appear with a Super Troop logo, the others being the Rocket Balloon , Super Bowler , Super Giant , Super Valkyrie , and the Super Witch .
  • The Electro Dragon 's charging sound can be heard coming from the Super Wizard in battle before he attacks.
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