He is basically a glass cannon with a fire hazard for a hairstyle. Most players treat the Clash of Clans Wizard as a "filler" troop, something you sprinkle in behind a Golem or a P.E.K.K.A because you have four housing spaces left over and don’t know what else to do with them. But honestly? That’s doing him a massive disservice. If you actually look at the math and the way pathing works in the current meta—even with all the fancy new Super Troops and Hero Equipment—the Wizard remains the backbone of a successful ground raid.
He’s fragile. Breathe on him and he falls over. Yet, his damage per second (DPS) is high enough to make an Archer Queen jealous if she isn't paying attention.
The reality is that most people mess up their funnels because they don’t understand how the Wizard’s splash damage actually interacts with building hitpoints. They drop him, he dies to a Giant Bomb, and they complain he's "too weak" for Town Hall 15 or 16. You've gotta be smarter than that.
Mastering the Clash of Clans Wizard Funnel
Funnels are the lifeblood of this game. If your King wanders around the outside of the base like he’s looking for a lost puppy, your raid is over. Period. This is where the Clash of Clans Wizard shines. Unlike the Archer, who plinks away with single-target damage, the Wizard has a tiny area-of-effect (AoE) radius of 0.3 tiles.
It sounds small. It is small.
However, that splash means if two buildings are touching, he’s technically being more efficient than a single-target unit. He clears the "trash" buildings faster than almost anything else for the same housing space cost.
The Math of the Fireball
At Level 10, a Wizard pumps out 230 DPS. Compare that to a Level 11 Archer who only does 35 DPS. You are getting nearly seven times the firepower for four times the housing space. It’s a literal no-brainer. But you can’t just spam them. One Mortar shell from a high-level defense will delete a pack of Wizards faster than you can hit the Heal spell.
I’ve seen countless replays where a player drops five Wizards in a clump. Big mistake. A single Wizard Tower shot or a well-placed Small Bomb ends that party instantly. You have to stagger them. Drop one, wait for the defense to lock onto your tank, then drop the rest in a line.
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It's about timing. It's about rhythm.
The Super Wizard Evolution and What It Changed
We have to talk about the Super Wizard. When Supercell introduced this variant, it kind of broke the game for a while. The "Blizzard" strategy—Super Wizards inside a Battle Blimp paired with Invisibility Spells—became the gold standard for gutting the core of a base.
The chain lightning is incredible.
But here is the catch: Super Wizards take up 10 housing space. They are expensive. If you are just trying to clear a corner or support a small group of Bowlers, the standard Clash of Clans Wizard is actually more efficient. You don't always need the chain lightning. Sometimes you just need raw, concentrated fire to take down a high-HP gold storage so your main army stays on track.
Super Wizards are for the core. Standard Wizards are for the surgical work.
Why Pros Still Bring the "Cleanup" Wizard
Watch any competitive stream from the Clash World Championships. You will almost always see 2-3 Wizards sitting in the army bar, even in air-heavy compositions like LavaLoon. Why? Because the clock is your biggest enemy.
Nothing feels worse than having a 99% two-star because your Balloons are hovering slowly toward a Builder Hut in the corner while the timer hits zero.
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The Wizard is the king of cleanup. He moves faster than a P.E.K.K.A and hits harder than a Minion. If you save two Wizards for the final 45 seconds of a raid, you basically guarantee that the remaining non-defensive buildings go down.
Common Misconceptions About Health Pools
A lot of players think they need to "protect" the Wizard at all costs. While true to an extent, he’s also a great distraction. If a Wizard can bait a Seeking Air Mine (though he’s ground, stay with me) or trigger a Skeleton Trap that would otherwise distract your PEKKA, he’s done his job.
Wait. Actually, don't use him to bait air traps. That’s what the Baby Dragon is for.
What I mean is that his "low" health is a feature, not a bug. It forces you to play with precision. If he had 1000 HP, he’d be a Hero. Instead, he’s a scalpel. You use a scalpel for surgery; you don't use it to chop wood.
Synergy with Hero Equipment
With the 2024 and 2025 updates to Hero Equipment, the Clash of Clans Wizard has found a new lease on life. Specifically when paired with the Grand Warden’s Eternal Tome. If you time the invincibility right, a group of Wizards can melt an entire compartment—including the Clan Castle troops—before the Tome wears off.
Try this:
- Drop your Golems or Ice Golems.
- Create the "V" shape funnel with two Wizards on each side.
- Send the main force in.
- As soon as they hit the first line of heavy defenses (Scattershots or Eagle Artillery), pop the Warden ability.
The DPS spike is terrifying. Most bases aren't designed to handle that much raw damage output in a six-second window.
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Defensive Wizards: The Clan Castle Surprise
We usually talk about attacking, but the Clash of Clans Wizard is a nightmare on defense, especially in lower Town Halls (TH8 to TH10). His splash damage can delete a whole pack of Hog Riders or a swarm of Archers in one shot.
If you are a Clan Leader, don’t sleep on filling defensive CCs with a mix of Headhunters and Wizards. The Headhunters slow the enemy Heroes down, and the Wizards provide the heavy-hitting AoE to clear the supporting troops. It’s a classic combo that still works because players get overconfident.
Survival Tips for the Modern Meta
- Check for Giant Bombs: Always assume there is a 2x2 gap near the outside of the base that contains a bomb. Send a "test" Wizard first.
- Mind the Range: The Wizard has a range of 3 tiles. This is shorter than the Archer (3.5 tiles). This means he has to get closer to the wall, making him more vulnerable to point defenses like Cannons.
- The "Meat Shield" Rule: Never let a Wizard lead the pack. If a Wizard is taking fire, you’ve messed up your deployment order.
- Pairing with Spells: A Rage Spell on a group of Wizards is usually overkill for the perimeter, but it's vital in the core. A Poison Spell is his best friend when dealing with enemy CC troops like Witches or Lava Hound pups.
Real-World Example: The "GoWiPe" Legend
Is GoWiPe (Golems, Wizards, P.E.K.K.A.s) dead? People say it is. They say it's a "noob" strategy. But honestly, if you look at the win rates in mid-tier Clan Wars, it’s still incredibly consistent. The reason it fails isn't the strategy; it's the Wizard management.
Most people drop all their Wizards in a clump behind the PEKKAs. The PEKKAs hit a wall, the Wizards bunch up, and a Mortar wipes them out. If you spread those Wizards out—literally just three tiles of space between each one—the Mortar can only hit one at a time.
It doubles the survival time of your backline.
Actionable Steps for Your Next Raid
Stop treating your Wizards like an afterthought. Next time you train an army, look at your composition. If you have 10 Wizards, try to assign a specific "job" to each one before you even tap the "Attack" button.
- Wizards 1 and 2: Set the left side of the funnel.
- Wizards 3 and 4: Set the right side of the funnel.
- Wizards 5-8: Main push behind the tanks.
- Wizards 9 and 10: Keep them in your pocket. Do not drop them until the 1-minute mark. Use them to snip those annoying corner huts or to help a stuck Hero finish off a high-HP building.
Go into a Friendly Challenge right now. Practice dropping a Golem and then timing your Wizards so they start firing the exact second the Golem enters the range of the defenses. If the Wizard takes a hit, you were too fast. If the Golem loses half its health before the first building falls, you were too slow. Find that sweet spot.
The Clash of Clans Wizard is a masterpiece of game design because he rewards skill and punishes laziness. He’s been in the game since the beginning for a reason. Master the timing, respect the low HP, and you'll see your three-star rate climb significantly.