The Wizard Tower is a crucial defensive structure in the game Clash of Clans. This spiraling cone-shaped tower of rock, which later transforms into a crystal-like rock with a Wizard on top, inflicts powerful splash damage to both ground and air units, making it an effective defense against groups of troops. In this guide, we will delve into the various strategies that can be employed to make the most out of this defense structure.
One of the best defensive strategies for the Wizard Tower is to place it near your Town Hall. The tower’s splash damage and relatively high rate of fire make it an excellent choice to defend your base against enemy troops. However, due to its limited range, it is sometimes more desirable to put the Wizard Tower near the inside of your village.
Another effective strategy is to place your Wizard Tower and Bomb Tower near your storages. This method helps protect them against hordes of Goblins by utilizing the splash damage and fast attack speed of both towers.
The Wizard Tower is a vital defense at Town Hall 5 & 6 because of the prevalence of Giant-related attacks at those levels. When it comes to defending your base, Wizard Towers and Mortars are quite complementary as they can cover each other’s weaknesses. For example, the Mortar can cover a very large range, so attacking units will have reduced health by the time they come into the shorter range of the Wizard Tower, which helps finish them off. In exchange, the Wizard Tower defends the Mortar by destroying units that cannot be attacked by the Mortar (all air units and ground units inside the Mortar’s minimum range).
You can try placing Wizard Towers near Air Defenses along with Air Bombs to take out Balloons. The Wizard Tower works well against Balloonion (Balloon + Minion) attacks. Put it near a Mortar and a storage to protect against various attacks.
However, at higher levels and on war bases, this is not recommended since Wizard Towers will get caught on Lava Hounds, allowing supporting Balloons to obliterate your defense. Instead, focus on separating the two for allowing them to attack what they counter. Keep the Air Bombs with the Wizard Towers, and keep the Wizard Tower away from your Air Defense.
A single Wizard Tower can obliterate groups of Giants stuck behind a Wall, almost always dealing massive damage altogether. This is because a Wizard Tower’s splash radius and the Giant’s slow attack combined with medium-low DPS are another deciding factor.
The Wizard Tower can be sniped by the Grand Warden, so Town Hall 11s and above should be wary of this. Placing them near the edge of the placeable area prevents this range advantage from being easily exploited by the Warden, but may leave them to be easily picked off by other units.
Wizard Towers, along with multi-targeting Inferno Towers, are one of the best counters to Bat Spells at Town Halls 10 through 12. Leaving too many Wizard Towers close together and/or exposed can open up your base for a Bat-based attack, especially if you decide to set some or all of your Inferno Towers to single-target mode. However, try not to put Wizard Towers next to multi-targeting Inferno Towers, because a single Freeze Spell could freeze both of these defenses, which are vital for defending against Bats.
When attacking a base, the Wizard Tower can be a tricky structure to deal with. Melee troops like Barbarians or Giants can destroy a Wizard Tower by themselves if there are enough of them, but because these troops must attack while physically touching the Wizard Tower (and are therefore grouped up), the Wizard Tower can usually destroy the entire group fairly quickly.
It is essential to be careful when deploying units to attack a Wizard Tower, as they must not get into a clump as they come into range of the tower. For instance, attacking a Gold Storage near a Wizard Tower can result in the Wizard Tower destroying the entire group very quickly.
To support groups of Giants or other troops that would otherwise take severe damage from the Wizard Tower, using Healers can be an effective strategy. Note that this combination is ineffective if an Inferno Tower is in range or the Wizard Tower is capable of destroying your troops in one shot.
Healing Spells can also work in a similar manner, and unlike Healers, they can also affect air troops. This is quite useful when using Balloons.
Taking out a Wizard Tower can be tricky despite its relatively short range. The best tactic is often to avoid them entirely by attacking a part of the village that isn’t covered by them. To quickly destroy a Wizard Tower, deploy a few Giants as a distraction while Archers, Wizards, or Minions take out the Wizard Tower. Deploy troops in a circle around it since this will limit its ability to take out multiple troops with splash damage. Dropping 1 Giant and surrounding the Wizard Tower with about 10 housing space of troops will generally be sufficient to destroy it.
Wizard Towers that are on the outside of a base can be easily taken out with multiple small troops. At higher Town Hall levels, a single Balloon or Rocket Balloon can be quite effective provided that no Traps or Hidden Teslas emerge.
In conclusion, the Wizard Tower is an essential defense structure in Clash of Clans that can be used to great effect with the right strategies. Its splash damage and relatively high rate of fire make it an excellent choice to defend your base against enemy troops. Combining it with other defenses like the Mortar can provide excellent coverage against both ground and air attacks. When attacking a base, it is essential to be careful and not clump your troops to avoid them being destroyed by the Wizard Tower’s splash damage. Deploying a few Giants as a distraction can provide the necessary cover to take out the Wizard Tower with other ranged troops.
By utilizing the strategies outlined in this guide, you can make the most out of your Wizard Tower and effectively defend your base against enemy attacks. Remember that placement is key, and the Wizard Tower works best in conjunction with other defense structures.
|Town Hall Level||1||2||3||4||5||6||7||8||9||10|
|Level||Damage per Second||Damage per Shot||Hitpoints||Cost||Build Time||Experience|
|Range||Attack Speed||Damage Type||Unit Type Targeted||Size|
|7||1.3s||Splash – 1 tile||Ground & Air||3×3|
Home Village Buildings
|Defensive Buildings||Cannon • Archer Tower • Mortar • Air Defense • Wizard Tower • Air Sweeper • Hidden Tesla • Bomb Tower • X-Bow • Inferno Tower • Eagle Artillery • Scattershot • Builder's Hut • Spell Tower • Monolith • Giga Tesla • Giga Inferno (TH13 • TH14 • TH15) • Walls • Traps: Bomb • Spring Trap • Air Bomb • Giant Bomb • Seeking Air Mine • Skeleton Trap • Tornado Trap|
|Resource Buildings||Town Hall (Magic Items) • Gold Mine • Elixir Collector • Dark Elixir Drill • Gold Storage • Elixir Storage • Dark Elixir Storage • Clan Castle (Treasury)|
|Army Buildings||Army Camp • Barracks • Dark Barracks • Laboratory • Spell Factory • Dark Spell Factory • Workshop • Barbarian King Altar • Archer Queen Altar • Grand Warden Altar • Royal Champion Altar • Pet House|
|Other Buildings||Boat • Airship • Forge • Decorations • Obstacles • Loot Cart • Strongman's Caravan • Super Sauna • Builder's Hut • Master Builder's Hut|