Electro Wizard
 
 
“He lands with a "POW!", stuns nearby enemies and shoots lightning with both hands! What a show off.”
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Electro Wizard
The Electro Wizard card is unlocked from the Electro Valley (Arena 11) or a Legendary Chest. He is a single-target, ranged troop with moderate hitpoints and damage, stunning his targets with each strike. If 2 targets or more targets are within his range, his attack will split and attack the closest 2 units. He stuns and deals minor area damage upon deployment. An Electro Wizard card costs 4 Elixir to deploy.


STRATEGY

Each of his zaps deal half of his full damage. Thus, when attacking two targets, the Electro Wizard will deal half of his full potential damage to each. Conversely, if there is only one target in his range, he will inflict all the possible damage to it.

Keep in mind that an Electro Wizard does not inflict splash damage, meaning he is weak against large swarms. However, if he is able to use his spawn damage, he can often cancel them out.
His spawn damage behaves identically to a Zap of equal levels. Hence, he can be used to one-shot Skeleton Army or Bats while crippling Goblin Gang and Minion Horde. This is usually a negative Elixir trade, so this should only be used in an emergency or if the player knows the Electro Wizard can immediately get value (such as by attacking a nearby unit after clearing the swarm).
His stunning abilities allow him to force Sparky, Inferno Dragon, and/or even an Inferno Tower to reset, or the Prince, Dark Prince, Ram Rider and the Battle Ram to stop charging, and to reset the wind-up (temporarily) before the Bandit dashes, the Mega Knight jumps, or the Fisherman hooks.
Because of his ability to reset tank-killers like the Inferno Dragon and Sparky, he can be extremely useful in supporting a P.E.K.K.A. or Mega Knight.

The Electro Wizard works well with the Knight or Miner on an attack. The Knight or Miner can tank for the Electro Wizard while dealing damage, and then the Knight or Miner can be sent in to tank for the Electro Wizard, thanks to its stun attacks causing the tower to target onto them.
The Electro Wizard has moderate health and moderately-high damage. He is capable of surviving a Fireball of equivalent levels at full health, although a Mini P.E.K.K.A can one-shot him. Because of this, Electro Wizard is best used behind tanks such as the Knight or Giant. Despite this, a lone Electro Wizard should not be ignored as he can still inflict considerable damage.
The Electro Wizard is an excellent support unit in a push due to his ability to reset Inferno Towers. If the player has already destroyed one or two Crown Towers, he can drop the Electro Wizard on top of it and force it to reset and re-target. However, he is vulnerable to Fireball, so defending players should be mindful and space out their troops.

The Electro Wizard is capable of reliably countering Hog Rider, allowing only one hit on the tower. The surviving Electro Wizard can then set up a counter push.
The Electro Wizard can bring slow enemies to a crawl with his frequent attacks. Despite this, troops with slower attack speeds than the Electro Wizard such as the Golem and the Bowler will still be able to attack, as Electro Wizard's zap does not reset non-charge attacks but rather freezes the attack frame in place for a short amount of time.

Against Lumberloon strategies, protect the Electro Wizard and make sure the Balloon goes in front of the Lumberjack to fully counter them.

When attacking a Crown Tower, the player can send the Electro Wizard in front of other shorter-ranged troops. He will tank a few hits from the tower until the shorter-ranged troop moves in front of the Electro Wizard, after which a hit from the Electro Wizard will force the tower to change its target to that of the shorter-ranged troop. Although the payoff is potentially high, the risk is equally as high. The opponent can play a troop in front of the unprotected Electro Wizard and quickly take it out with the help of their Princess Tower, leaving the shorter ranged troop also unprotected.

When defending against a Electro Wizard, the player should not place a counter troop too close to the side of the Crown Tower, as the Electro Wizard could chain onto the Tower and deal unnecessary chip damage. Troops placed at least one tile in front of the Tower will ensure that the Electro Wizard's split attack focuses on the troop only.

An Electro Wizard deployed at the front of a Princess Tower can negate all but one stab from a Goblin Barrel, assuming the barrel is the only card coming. It will Zap the front two Goblins and cause them to be taken out by the Tower before attacking, then he will one-shot the last Goblin. This is a negative Elixir Trade, but the Electro Wizard can then be used for a counterpush.
The Electro Wizard's split attack can be used to activate the King's Tower with Tornado if he is crossing the bridge alone. When he runs up to your tower, use a Tornado placed 1 tile above and 2 tiles beside the Princess Tower once he stops moving. He will attack the Princess Tower once, then be pulled within range of the King's Tower, causing his next attack to hit both the targeted Princess Tower and the King's Tower. This should only be done if the Electro Wizard is fully healthy, as otherwise he may be defeated during the activation attempt.


HISTORY

Before the Electro Wizard's release, Supercell changed its card description. It used to read, "He lands with a 'POW!', stunning nearby enemies, and continues to show off by zapping two at a time! His favorite movie is T2."
The Electro Wizard card was showcased in the Electro Wizard Challenge that started on 8:00 GMT 23/12/16 and lasted for 3 days. In this challenge, players had to build a deck containing the Electro Wizard, and anyone who achieves 12 wins in the challenge had been rewarded with the Electro Wizard card which was included in the top prize.
Anyone that won an Electro Wizard card from the challenge would be able to obtain more Electro Wizard cards from other Chests before its general release.
The Electro Wizard card was then generally released on 30/12/16.
On 23/1/17, a Balance Update decreased the Electro Wizard's spawn damage by 6% and the Electro Wizard's health was increased by 9%.
On 13/3/17, the March 2017 Update removed his ability to permanently stun enemy troops.
On 19/4/17, a Balance Update decreased his hit speed to 1.8 sec (from 1.7 sec).
On 11/8/17, a Balance Update decreased his hitpoints by 2%. This change was mostly made so that the Mini P.E.K.K.A can defeat him in one shot.
On 9/10/17, the October 2017 Update decreased his damage by 4% and delayed his first attack by 0.2 seconds.
The 20/6/18 Update moved the Arena to unlock the Electro Wizard from Royal Arena (Arena 7) to Electro Valley (Arena 11).
On 3/11/20, a Balance Update decreased his damage by 3.5%.
On 9/12/20, a Balance Update decreased his damage by 2.5%.
On 27/10/21, the 2021 Quarter 3 Update added the level 14 Electro Wizard.

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