
The Electro Wizard is a Legendary card in Clash Royale that is unlocked in Arena 11. It is a versatile card with moderate hitpoints, moderate damage, and a unique ability to stun targets. However, some players consider the Electro Wizard weak when underleveled due to its vulnerability to fireball attacks, which can result in its instant defeat. Additionally, its single-target damage and range are considered weak, and it struggles against large swarms. Despite these weaknesses, the Electro Wizard has high utility in certain situations, such as countering Royal Hogs and zap bait decks.
| Characteristics | Values |
|---|---|
| Card type | Legendary |
| Elixir cost | 4 |
| Spawn | Zap |
| Attack | Stuns targets for 0.5 seconds |
| Damage | Moderate |
| Health | Moderate |
| Damage type | Single target |
| Weaknesses | Large swarms, no splash damage |
| Strengths | Versatile, good against pushes, works in most decks |
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What You'll Learn

Electro Wizard is weak to fireball attacks
The Electro Wizard is a Legendary card unlocked at Arena 11 (Electro Valley) in Clash Royale. It costs 4 Elixir to deploy and spawns a fast, multi-target, air-targeting, medium-ranged troop with moderate hitpoints and moderate damage. The Electro Wizard's attack stuns targets for 0.5 seconds, but it does not inflict splash damage, making it weak against large swarms.
The Electro Wizard is vulnerable to fireball attacks, which is a significant weakness as it can be taken out by an opponent's fireball and tower for chip damage, preventing any possible counterattacks. This makes the Electro Wizard a risky card to play, despite its great utility and ability to stun and slow down enemies.
When underlevelled, the Electro Wizard becomes even weaker, similar to an underlevelled Musketeer. Its lack of splash damage means it struggles against large swarms of enemies, and its moderate hitpoints make it susceptible to fireball attacks.
To counter this weakness, players can use the Electro Wizard in combination with other cards, such as the Ice Golem, Elite Barbs, and Mega Minion, to shut down popular pushes and take down opponents quickly. Additionally, players can try to force the opponent to waste a fireball on the Electro Wizard by using it with a 3 musk/pump/skelly/ice spirit/miner/knight/log deck.
Overall, while the Electro Wizard is vulnerable to fireball attacks, especially when underlevelled, it can still be a useful card in certain situations and with the right deck composition.
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It is a risky card to play
The Electro Wizard is a Legendary card unlocked from the Electro Valley (Arena 11) in Clash Royale. It is a fast, multi-target, air-targeting, medium-ranged troop with moderate hitpoints and moderate damage. The Electro Wizard's attack stuns targets for 0.5 seconds.
Despite its versatility and utility, the Electro Wizard card is considered risky to play due to several factors. Firstly, it is a legendary card, which makes it challenging to level up on the ladder. As a result, its spawn zap may not be effective against over-levelled opponents at certain levels, such as failing to kill higher-level goblins.
Secondly, the Electro Wizard lacks splash damage, making it weak against large swarms of enemies. While its spawn zap is useful against smaller groups like skeletons and spear goblins, its primary attack is slow and can only target two enemies at once. This limitation can put the player at a disadvantage when facing numerous or fast-moving adversaries.
Additionally, the Electro Wizard card typically results in a negative Elixir trade, meaning the Elixir cost to deploy the card is higher than the Elixir gained from the card's effectiveness in battle. Therefore, using the Electro Wizard should be a calculated decision, employed only in emergencies or when the player is confident in its immediate value, such as attacking a nearby unit after clearing a swarm.
The Electro Wizard's weakness when underlevelled can be mitigated by combining it with certain other cards. For example, using the Electro Wizard with the Three Musketeers card can help draw out an opponent's fireball attack, allowing the Electro Wizard to take some tower damage before unleashing its full potential.
In conclusion, while the Electro Wizard card has its strengths, such as its versatility and stunning ability, it is considered risky to play due to its challenges with levelling up, lack of splash damage, negative Elixir trade, and vulnerability to specific enemy types.
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It is a legendary card unlocked at Arena 11
The Electro Wizard is a Legendary card unlocked at Arena 11 in Clash Royale. It is a fast, multi-target, air-targeting, medium-ranged troop with moderate hit points and moderate damage. The Electro Wizard's attack stuns targets for 0.5 seconds.
The Electro Wizard is considered weak when underleveled because it does not inflict splash damage, making it less effective against large swarms of enemies. Its primary attack is slow and can only target two units at once, causing its damage to be split and reduced.
Despite this weakness, the Electro Wizard is a versatile card that can be used both offensively and defensively. Its spawn zap is useful against swarms, as it can kill skeletons and spear goblins, as well as damage any air unit. It can also be used to defend against pushes and set up counterattacks quickly.
The Electro Wizard works well in beatdown decks, supporting tanks with its stun ability, and is particularly effective against a lot of troops, such as archers, mini pekka, and sparky. However, due to its legendary status, it can be challenging to level up the card, and its spawn zap may not be able to kill over-levelled goblins at certain levels.
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It is a lightning, poison, and fireball bait
The Electro Wizard is a Legendary card unlocked in Arena 11 that spawns a fast, multi-target, air-targeting, medium-ranged troop with moderate hit points and moderate damage. Its attack stuns targets for 0.5 seconds. However, it does not inflict splash damage, making it weak against large swarms. It also has a negative Elixir trade, meaning it should only be used in emergencies or when immediate value can be obtained.
The Electro Wizard is weak when underleveled, as it is vulnerable to certain spells like Lightning, Poison, and Fireball. Lightning is a spell that can one-shot certain troops, such as annoying witches, and is useful against logbait inferno towers and witch spam. Poison can be used in place of Fireball to deal with enemy counters and small troops like Minions, but it does not work well against higher-health troops. Fireball is one of the first spells in Clash Royale, allowing players to deal with swarms of troops, push back certain cards, and deal damage to crown towers.
By having an underleveled Electro Wizard, players risk it being taken out by these spells. The Electro Wizard can be baited by a Fireball, for example, causing it to waste a Fireball on the Electro Wizard before bringing in other troops. Thus, the Electro Wizard's weakness when underleveled lies in its susceptibility to these spells, which can be used strategically by opponents to take it out or force certain moves.
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It is a good card if used correctly
The Electro Wizard is a Legendary card unlocked from the Electro Valley (Arena 11). It costs 4 Elixir to deploy and spawns a fast, multi-target, air-targeting, medium-ranged troop with moderate hit points and moderate damage. The Electro Wizard's attack stuns targets for 0.5 seconds.
Despite the Electro Wizard's underlevelled weakness, it is a good card if used correctly. Its spawn zap is effective against swarms, capable of killing skeletons and spear goblins, and damaging any air unit. Its deploy "zap" is useful against large pushes and can indirectly nerf zap bait decks. The Electro Wizard is versatile, capable of fitting into almost all deck archetypes and working well on both defence and offence. It can defend a push and then quickly set up a counter-attack.
The Electro Wizard is particularly effective in beatdown decks, such as giants and golems, where it serves as a support troop. Its stun ability can shut down many troops when used offensively in combination with a tank. However, it should be noted that the Electro Wizard does not inflict splash damage, making it weak against large swarms. Its primary attack is slow and can only target two units at once, causing its damage to be split between them.
The Electro Wizard is better suited for tournament gameplay, as it is challenging to level up the card on the ladder due to its legendary status. At certain levels, the Electro Wizard's spawn zap may not be sufficient to kill over-levelled goblins.
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Frequently asked questions
The Electro Wizard is weak when underlevelled because it dies to fireball. However, its zap effect is the same at all levels, and it is one of the most versatile cards in the game.
The Electro Wizard is a great counter to Royal Hogs. Place him on top of them to reduce their hitpoints, and he will attack two at a time, reducing damage to the Crown Tower. Its deploy "zap" and attacks are also useful against large pushes.
The Electro Wizard is weak against large swarms as it does not inflict splash damage. It is also a risky card to play as your opponent can fireball the Electro Wizard and your tower, preventing any possible counterpushes.






































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