Updated for Town Hall 18 (October 2026).
The Wizard Tower is a splash defense that unlocks at Town Hall 5 and hits both ground and air troops within 7 tiles. It tops out at level 17 at Town Hall 17. At Town Hall 18 you get a sixth Wizard Tower and the option to merge two max towers into a Super Wizard Tower, whose lightning chains through up to 15 extra enemies.
What the Wizard Tower does
A Wizard on top throws an arcane blast every 1.3 seconds that splashes in a 1-tile radius. Compared with the Mortar, it has much shorter range but fires far more often, has no blind spot and can target air. One detail matters in mixed armies: each blast damages either ground or air, never both. If it targets a Giant, the Balloons flying over that Giant take nothing from that shot.
| Range | Attack Speed | Damage Type | Unit Type Targeted |
|---|---|---|---|
| 7 | 1.3s | Splash - 1 tile | Ground & Air |
Wizard Towers by Town Hall level
| Town Hall | Wizard Towers | Max level |
|---|---|---|
| 5 | 1 | 2 |
| 6 | 2 | 3 |
| 7 | 2 | 4 |
| 8 | 3 | 6 |
| 9 | 4 | 7 |
| 10 | 4 | 9 |
| 11 | 5 | 10 |
| 12 | 5 | 11 |
| 13 | 5 | 13 |
| 14 | 5 | 14 |
| 15 | 5 | 15 |
| 16 | 5 | 16 |
| 17 | 5 | 17 |
| 18 | 6 (2 left after building 2 Super Wizard Towers) | 17 |
Wizard Tower level stats
Current values after the 2024-2025 cost and time cuts. A level 8 Wizard Tower, for example, needs Town Hall 10 and does 45 damage per second (58.5 per blast).
| Level | DPS | Damage per blast | Hitpoints | Cost (Gold) | Build time | Town Hall |
|---|---|---|---|---|---|---|
| 1 | 11 | 14.3 | 620 | 100,000 | 1h | 5 |
| 2 | 13 | 16.9 | 650 | 150,000 | 1h 30m | 5 |
| 3 | 16 | 20.8 | 680 | 250,000 | 4h | 6 |
| 4 | 20 | 26 | 730 | 400,000 | 8h | 7 |
| 5 | 24 | 31.2 | 840 | 550,000 | 10h | 8 |
| 6 | 32 | 41.6 | 960 | 660,000 | 12h | 8 |
| 7 | 40 | 52 | 1,200 | 1,000,000 | 18h | 9 |
| 8 | 45 | 58.5 | 1,440 | 1,100,000 | 20h | 10 |
| 9 | 50 | 65 | 1,600 | 1,300,000 | 1d | 10 |
| 10 | 62 | 80.6 | 1,900 | 2,000,000 | 1d 6h | 11 |
| 11 | 70 | 91 | 2,120 | 2,500,000 | 1d 12h | 12 |
| 12 | 78 | 101.4 | 2,240 | 2,600,000 | 1d 18h | 13 |
| 13 | 84 | 109.2 | 2,500 | 3,000,000 | 2d | 13 |
| 14 | 90 | 117 | 2,800 | 4,500,000 | 3d | 14 |
| 15 | 95 | 123.5 | 3,000 | 5,500,000 | 4d | 15 |
| 16 | 102 | 132.6 | 3,150 | 8,000,000 | 4d 12h | 16 |
| 17 | 110 | 143 | 3,300 | 14,000,000 | 5d 12h | 17 |
Level 17 briefly had two Supercharge levels (November 2024 to November 2025). They were removed for good when the Super Wizard Tower arrived.
Super Wizard Tower: the Town Hall 18 merge
The Town Hall 18 update (November 17, 2025) added the Super Wizard Tower. You merge two level 17 Wizard Towers into one, permanently, and a Super Wizard takes the top spot. Two can be built at Town Hall 18, which uses four of your six Wizard Towers, and the game expects both merges done before the next Town Hall upgrade.
The tower trades splash for chain lightning. Each bolt hits one target up to 8 tiles away, then jumps to as many as 15 more enemies, each within 4 tiles of the first, for 40% of the main hit. Like the old tower it hits ground and air and fires every 1.3 seconds.
| Level | DPS | Main hit / chain hit | Hitpoints | Cost (Gold) | Build time | Town Hall |
|---|---|---|---|---|---|---|
| 1 | 290 | 377 / 150.8 | 6,000 | 29,000,000 | 13d | 18 |
| 2 | 320 | 416 / 166.4 | 6,300 | 30,000,000 | 14d | 18 |
A level 2 Super Wizard Tower can take two Supercharges at Town Hall 18. Because the chain reaches 4 tiles from the first target, it usually hits more troops than the old 1-tile splash, and its single-target hit is big enough to hurt Dragons and Electro Dragons too.
Where to place Wizard Towers
- At Town Hall 5 and 6, keep Wizard Towers near the middle and the Town Hall. Giant and Balloon attacks are everywhere at those levels and the tower answers both.
- Pair them with Mortars. The Mortar softens troops from long range and the Wizard Tower covers its blind spot and the air.
- Next to storages, a Wizard Tower or Bomb Tower stops mass Goblin raids.
- Against Lava Hound and Balloon attacks at higher Town Halls, keep Wizard Towers away from Air Defenses so the Hounds can’t tank both at once.
- Spread them out. Several Wizard Towers together invite Bat Spell attacks once they’re gone, and one Freeze Spell can shut down a cluster.
- From Town Hall 11, watch out for Grand Warden snipes on towers near the edge.
How to take out a Wizard Tower
Send a tank first, such as Giants or a hero, so the blasts land on something that can take them, and kill the tower with Archers, Minions or other ranged troops behind. An isolated tower with little support can fall to a group of Barbarians or Giants alone. What you should avoid is walking a packed swarm straight into its splash. Against Super Wizard Towers, a Freeze Spell, Overgrowth, Invisibility or a Totem Spell to draw fire keeps the chain off your army.
Wizard Tower changes since 2022
- Oct 10, 2022: level 15 added (Town Hall 15).
- Dec 12, 2023: level 16 added; costs and times cut at levels 2 to 15.
- Jun 3, 2024: hitpoints cut at levels 9 to 14.
- Nov 25, 2024: level 17 and two Supercharges added for Town Hall 17; big cost and time cuts.
- Feb 10, 2025: new attack effect, blast color changes with level.
- Nov 17, 2025: sixth Wizard Tower and Super Wizard Tower merge at Town Hall 18; Supercharges removed; level 17 cost and time cut.
Wizard Tower FAQ
What is the max Wizard Tower level?
Level 17, reached at Town Hall 17. At Town Hall 18 upgrades continue through the Super Wizard Tower (max level 2).
Does the Wizard Tower hit air troops?
Yes, both ground and air, but each blast only hits one of the two.
How much housing space does a Wizard troop take?
The Wizard troop uses 4 housing spaces. The Wizard on the tower is part of the building and doesn’t use your army.
Sources: Supercell release notes (Supercell, Town Hall 18 update (Nov 2025)) and in-game data.





