Welcome to my guide on how to use the Electro Wizard when it comes out.
Offense, Defense or Support?
The Electro Wizard is a support card, able to Zap two enemies at a time.
His hit speed of 1.7 seconds allows him to stop troops from getting shots off on the tower based on their attack speed.
Troops with a hit speed of over 1.7 seconds, such as the PEKKA or Golem, will likely be denied from attacking. In the case of the Golem, the Electro Wizard may be able to nullify both Golemites as well.
He can also be used for defense. He is barely able to destroy a group of Level 9 Goblins with his spawn damage and can also erase the Skeleton Army.
In this case, he can defend against a Prince + Skeleton Army push with correct placement.
What He Counters
The Electro Wizard can kill anything with health lower than a Level 9 Goblin with his placement zap.
At Tournament Standards, this includes:
- Spear Goblins
- Guards (Shields)
- Skeleton Army
- Ice Spirit
- Fire Spirits
At Tournament Standards, with his standard attack, the Electro Wizard can one-shot:
- All aforementioned cards
- Lava Pups
The Electro Wizard takes two hits to kill these cards:
- Dark Prince (Shield)
The Electro Wizard takes three hits to kill these cards:
- Three Musketeers
The Electro Wizard has an equal or faster attack speed than these cards, or has a charge attack that can be reset by the Zap:
- Royal Giant
- Ice Golem
- Tombstone (Spawner)
- Furnace (Spawner)
- Mini PEKKA
- Inferno Dragon (Charge)
- Inferno Tower (Charge)
- Barbarian Hut (Spawner)
- Goblin Hut (Spawner)
- Elixir Collector (Collector)
- Witch (Spawner)
- Prince (Charge)
- Dark Prince (Charge)
What Counters Him
The following cards can one-shot the Electro Wizard:
- Mini PEKKA
- Prince (Charging)
- Giant Skeleton (Death Damage)
The following cards can two-shot the Electro Wizard:
- Three Musketeers (Technically)
- Prince (Not charging)
The following cards can three-shot the Electro Wizard:
- Elite Barbarians
- Mega Minion
- Dark Prince (Requires 1 charged strike)
More info coming soon...