The Wizard Tower is a powerful defensive building that becomes available to Clash of Clans players at Town Hall 5. It is known for its ability to decimate groups of tightly packed troops, thanks to its impressive splash damage capabilities.
The Wizard Tower consists of a stone-built tower with a powerful Wizard standing on top of it. Its appearance looks like it was made from refined and fragmented rock, giving it a unique and distinct look.
This strong defense building poses a daunting threat to weak, low-hitpoint troops, making it their worst nightmare. With just a few strikes, it can quickly eliminate Barbarians, Archers, Goblins, and other troops with low hitpoints.
Additionally, it can deal devastating damage to a group of Balloons, forcing players to strategize their attacks carefully according to the placement of a Wizard Tower in an enemy base.
Wizard Tower’s Upgrade Cost & Upgrade Time
|Level||Upgrade Cost (Gold)||Upgrade Time||Town Hall|
|6||1,200,000||1 day, 12 hours||8|
|9||3,700,000||5 days, 6 hours||10|
|10||5,200,000||6 days, 12 hours||11|
|12||9,200,000||9 days, 12 hours||13|
Wizard Tower’s Max Levels
The Wizard Tower consists of 15 different levels, and with each level upgrade, it gains increased damage per second and hitpoints.
Not only does the Wizard Tower become stronger, but its appearance also undergoes changes as it advances through the upgrade levels.
These visual transformations often align with the overall theme of the corresponding Town Hall level.
Here is the list of max levels of Wizard Tower for each Town Hall:
- Max level of Wizard Tower at Town Hall 5 is level 2.
- Max level of Wizard Tower at Town Hall 6 is level 3.
- Max level of Wizard Tower at Town Hall 7 is level 4.
- Max level of Wizard Tower at Town Hall 8 is level 6.
- Max level of Wizard Tower at Town Hall 9 is level 7.
- Max level of Wizard Tower at Town Hall 10 is level 9.
- Max level of Wizard Tower at Town Hall 11 is level 10.
- Max level of Wizard Tower at Town Hall 12 is level 11.
- Max level of Wizard Tower at Town Hall 13 is level 13.
- Max level of Wizard Tower at Town Hall 14 is level 14.
- Max level of Wizard Tower at Town Hall 15 is level 15.
Wizard Tower’s Statistics
The Wizard Tower has a moderate range of 7 tiles. Once an enemy unit enters the range of the Wizard Tower, this defensive building immediately singles it out as a target and continues its relentless attacks until the target is eliminated or moves beyond the tower’s range.
Being a splash damage defense building, the Wizard Tower poses a threat to nearby troops as well.
If there are other units in close proximity to the Wizard Tower’s primary target, they will all sustain equal damage from its devastating attacks.
The Wizard Tower has the capability to target both air and ground units. This ability proves highly effective against low-hitpoint troops, particularly the Bats spawned from the Bat Spell. Wizard Tower can swiftly eliminate Bats in a single strike.
The Wizard Tower does not have a specific preferred target, indicating that it will engage and attack any enemy troop that enters its range.
At its maximum level, the Wizard Tower reaches new heights of power and potency. When fully upgraded, the Wizard Tower reaches 95 damage per second, capable of inflicting substantial harm upon enemy units.
Furthermore, at the maximum level, its hitpoint pool increases to an impressive 3000, allowing it to withstand significant blows from enemy troops.
Vulnerabilities of Wizard Tower
Even the powerful Wizard Tower is not without its vulnerabilities. Understanding these weaknesses can help players formulate effective base-building and attacking strategies.
One of the key vulnerabilities of the Wizard Tower lies in its comparatively moderate range. This puts it at a disadvantage when facing units like the Grand Warden and Archer Queen, both of which possess a longer range.
These units can effectively target and destroy a Wizard Tower without even entering its range, making the Wizard Towers highly susceptible to their attacks.
To mitigate this weakness, it is advisable to strategically position Wizard Towers slightly farther away from the walls.
This precautionary measure ensures that Wizard Towers are not easily targeted and destroyed during popular attack strategies like the Queen Walk or Warden Walk, which are frequently employed at higher Town Hall levels.
By keeping the Wizard Tower at a distance from the walls, it becomes harder for long-range units to target them directly.
This adds an additional layer of protection to the Wizard Towers, making it more challenging for attackers to neutralize them without overcoming other defensive buildings first.
Understanding this vulnerability and implementing defensive placement strategies can provide an advantage in defending against attacks that have a longer range of units such as the Grand Warden and Archer Queen.
By using appropriate positioning, base layouts can minimize the risk posed by these high-range units and enhance the overall defensive strength of the Wizard Towers.
The second vulnerability of the Wizard Tower lies in its effectiveness against high-hitpoint units.
While Wizard Towers are known for their ability to deal powerful splash damage, their individual damage per second is relatively low.
It is the combined effect of their splash damage that makes them a potent defensive building.
For example, a level 15 Wizard Tower can deal 95 damage to a single troop. However, when faced with a tightly packed group of five units, the Wizard Tower can inflict a total of 475 damage due to its splash damage capabilities.
The low damage per second to a single troop makes Wizard Towers vulnerable to larger troops such as Giants and Golems.
Attackers can capitalize on this vulnerability by deploying a single, high-hitpoint troop to attract the attention of the Wizard Tower. Once the Wizard Tower locks onto the larger troop, attackers can strategically deploy a few ranged troops behind it.
These ranged troops can then focus their attacks on the Wizard Tower, quickly destroying it while the larger troop acts as a shield, absorbing the tower’s damage.
By capitalizing on the low damage per second of Wizard Tower, attackers can effectively neutralize this defense with a well-coordinated combination of larger troops and supporting ranged units.
Understanding this vulnerability allows attackers to eliminate Wizard Towers efficiently and increase the chances of a successful attack.
Frequently Asked Questions about Wizard Tower
Yes, the Wizard Tower has the ability to target both air and ground units, making it effective against all types of troops.
Yes, Wizard Towers can attack Ballons. In fact, they are extremely good at taking down groups of Balloons.
Yes, Wizard Tower can attack Bats that are spawned by a Bat Spell.
It is advisable to keep Wizard Towers slightly further away from walls to minimize their vulnerability to attack strategies like the Queen Walk or Warden Walk.
Yes, spells can be used against the Wizard Tower to deal significant damage. Spells like the Lightning Spell or Earthquake Spell can be strategically employed to weaken or destroy the Wizard Tower.
The Wizard Tower has a moderate range that covers 7 tiles, allowing it to target and attack enemy troops within that radius.
Yes, the Wizard Tower is a splash-damage defense building. If multiple enemy troops are tightly packed together, the Wizard Tower can inflict equal damage on all of them.
No, the Wizard Tower does not have a favorite target. It will attack any enemy troop that enters its range, regardless of the troop type.
While the Wizard Tower’s individual damage per second may not be as high as some other defensive buildings, its strength lies in its ability to deal splash damage.
The Wizard Tower plays a vital role in the defense of a base by providing splash damage, making it effective against groups of troops.