Electro Wizard Legendary Card: Utilizing and Countering
The Electro Wizard is now zapping any unit that it encounters with his huge bolts of electricity. As time passed by, with the high IQ that Wizards have, they seemingly shifted to specializing in certain fields. The regular Wizard focuses more on Fire. The Ice Wizard is obviously on Ice. But Clash Royale isn’t a game that focuses more on elemental properties. However, studying such units for proper knowledge would help players win.
No matter what the element is, an Electro Wizard would not deal more damage against a water type of unit. The same thing applies with the Fire and Ice Wizard. The game follows a certain standard of damage which is based on the unit’s level. The more increment in level is equivalent to higher damage and health points.
A Closer Look on the Electro Wizard
Although a Legendary card, the Electro Wizard is strong but definitely NOT overpowered. In terms of attack speed, he unleashes bolts of electricity every 1.7 seconds. Due to the natural chain reaction of electricity, it allows him to damage two opponents per hit. His full damage is 200 per hit. But, if two units are targeted, they will split the damage by 100 each.
The Electro Wizard’s area of reach is approximately 5 tiles. Compared to other units such as the Bowler or the Executioner, that throws their attacks in a straight line, the Electro Wizard electrocutes two units within 5 tiles on a 360 degree area. So if he is locked on to the arena tower and a unit gets deployed beside him or even behind him, the unit will get damaged as well.
To counter such push, it would be best to deploy a unit that focuses on structures such as the Giant or the Ice Golem. You just need to place it right in front of him. That way, it will push him out of reach from the tower, making him shift to the unit placed. Therefore being continuously hit as well by the defending crown tower. When he pushes alone and still incoming, an Ice Golem can take him down with the help of the crown tower for a positive elixir trade.
Electro Wizard Counter Attacks
An approaching Electro Wizard can be countered by the Log. It will prevent him from dealing more than one shot to the defending crown tower. When locked into a crown tower, if defensive units are placed beside him, only one of them will get hit as he will continue to attack the prime target, which is the first one he attacked. A lone Electro Wizard can deal more than 800 damage to a crown tower so he should not be ignored.
When you see players that deploy him on the back, then it would just call for a Fireball. It will land splash damage to the nearby crown tower for a positive elixir trade. Countering a goblin barrel with the Electro Wizard is also a great alternative to use. Although he is not a direct replacement for Zap. In terms of defense, it is not a good idea to spawn him in the heat of battle. He will just die due to his low health points.
When faced against a Minion Horde, it would be wise to place a Zap first before the Electro Wizard. Due to the face that Zap cannot kill a Minion Horde in one shot, placing him first will just let them kill him, thus all of them will live with a sliver of health. Defending against an Electro Wizard, a skeleton army can take him out if you deploy it on top of him. He would kill two of them but it is far from reality of killing them all.
Utilizing the Power from Within
A Level 1 Electro Wizard spawns a level 9 tournament standard Zap. It would take out most of the spawners such as skeletons, goblins, and basically any other unit that Zap can eliminate. Another tweak is by using a Mirror card and a Clone Spell. Placing a Mirror Card would also mean spawning Zap another time, which makes double the trouble for those spawners that have a sliver of health from the first one. If the Mirror Card is a high level, then the Zap would even be stronger. Adding a Clone Spell thereafter would just mean chaotic damage in terms of offense.
Equipped with a 0.5 second-Mini Stun per attack, he could annihilate the Inferno Dragon or Sparky, or even both at the same time. He works great against those charging attacks. This makes them reset their attack on each bolt of electricity released. Although his mini-stun must not be confused against a True Stun. Against a Hog Rider, he would only simply pause the attacker for a while and after the duration, the Hog Rider will be able to release the interfered attack.
If an Ice Spirit or Fire Spirit approaches, his attack would be best to counter. The massive bolts of electricity would kill them in a single shot. A Mega Minion or a Valkyrie would serve no match to the Electro Wizard when played on the back, making him a great defensive card. Thereafter would serve as a great turnaround to the push just made.
Best Defensive Combination
If there is a small in-coming push such as a Giant and Archers combo, it would be best to place him on top of the archers for the Level 9 Zap to take place. That way, the Electro Wizard can take them down on the first strike. Paired up with the Mega Minion, the two could take down the Giant with ease and preventing him to deal any damage to the defending crown tower.
This can become a push for you. As the Electro wizard approaches the enemy crown tower along with the Mega Minion, his mini stun will aggro the crown tower’s attack on to the one closer to it. This also works on any other close range unit such as melee units. Even though the Electro Wizard would suffer some damage from the crown tower, it will shift the attack to what gets closer to it. That way, both cards would be used to the full extent.
VERDICT: Being a Legendary Card, the Electro Wizard is mighty in his own nature. Although he can be easily countered, if used wisely, he could deal unexpected damage to unsuspecting victims. With his 5-tile 360 degree area range, two units are guaranteed to have the shock of their life. The added Zap upon deployment is also a great deal to consider. With the many spawners in the game, an extra Zap would come in handy right? The Electro Wizard is definitely one card to look forward to.