
Hero Electro Wizard



Hero Electro Wizard didn't ask to be the most shocking Hero in the Arena, he just kept showing up that way! Though his teammates would argue he should channel more energy into his magic than his hair...






Combat Attributes
Attack
- Hit Speed
- 1.8 sec
- First Hit
- 0.6 sec
- Targets
- Air & Ground
- Range
- 5
Effect
- Stun Duration
- 0.5 sec
Movement
- Movement Speed
- Fast (90)
- Transport
- Ground
Deployment
- Deploy Time
- 1 sec

Hero Ability: Surging Strikes
A surge of energy stuns nearby enemies with twin beams of shocking power
- Ability Cost
- 2 Elixir
- Duration
- 3 sec
- Enemies per Strike
- 2
Stats include official balance changes through October 2026.

Level Statistics
See how Hero Electro Wizard's stats scale from Level 9 to Level 16Uses Electro Wizard's base stats.
| Level | Electro Wizard | Zap | ||
|---|---|---|---|---|
| Level 9Start | 591 | 97×2 (194) | 104 | 159 |
| Level 10 | 650 | 107×2 (214) | 116 | 175 |
| Level 11Tournament | 714 | 117×2 (234) | 126 | 192 |
| Level 12 | 783 | 129×2 (258) | 140 | 211 |
| Level 13 | 862 | 142×2 (284) | 154 | 232 |
| Level 14 | 945 | 155×2 (310) | 170 | 256 |
| Level 15 | 1,037 | 171×2 (342) | 186 | 281 |
| Level 16Max | 1,141 | 188×2 (376) | 204 | 309 |
Tournament: Level 11 is the level tournament matches use, whatever a card's rarity.
×N (total) is the damage of each hit, how many hit, and their combined total.
Card stats use Level 11 as the scaling baseline. Minor rounding differences may occur at other levels, consistent with the source data.
Combat Mechanics Encyclopedia
Hero mechanics verified September 2026Figures below use Level 11, Clash Royale's tournament standard, regardless of the level selected above.
Electro Wizard is a 4-Elixir Legendary ranged troop that hits two different enemies at once with every attack and briefly stuns whatever it hits, including on the instant zap it releases the moment it's deployed — making it a premier tool for both chip damage and interrupting dangerous charge-up attacks like Sparky and Inferno Tower.
At tournament level 11, Electro Wizard has 714 hitpoints and deals 115 damage per hit (230 total per attack cycle since it strikes two targets), swinging every 1.8 seconds with 5 range and Fast movement speed. It targets both air and ground units, making it one of the few Legendaries that can threaten anything on the battlefield.
Electro Wizard's attack doesn't hit one enemy twice — it strikes two separate nearby enemies at the same instant, each one taking the full 115 damage independently. Its very first swing lands in just 0.6 seconds instead of the usual 1.8-second cycle, and every hit (including the opening one) stuns each target it touches for half a second, briefly freezing their attack or movement.
The instant Electro Wizard is placed on the battlefield, it fires off a zap in a 3-tile radius around itself, damaging and stunning every enemy unit caught inside — air or ground — for half a second. This means dropping him directly on top of a low-health swarm or a charging unit can do real work before he's even attacked normally.
Electro Wizard's slower opening swing dates back to a 2017 nerf that cut his damage by 4% and slowed his very first attack from 0.4 seconds to the 0.6 seconds he still has today, toning down what was originally a devastatingly fast surprise burst on deployment.
Electro Wizard's deployment zap got significantly stronger in August 2024: its area of effect on placement grew from a 2.5-tile radius to 3 tiles, a 20% increase specifically made to bring it in line with Ice Wizard's deploy radius and give the spawn zap more impact.
In March 2025, Electro Wizard's damage was buffed by 5%, enough to let both simultaneous hits of a single attack fully wipe out an enemy Spirit card each — something the previous damage level couldn't reliably do.
Electro Wizard's stun is uniquely disruptive against charge-up attacks: dropping him on a Sparky, Inferno Tower, or Inferno Dragon fully resets their damage ramp-up rather than just pausing it for a moment, since those three specifically get their charge wiped by any stun or freeze effect. His stun also interrupts wind-up actions like a Mega Knight's jump, a Bandit's dash, or a Fisherman's hook mid-cast.
Electro Wizard launched on December 30, 2016 through its own dedicated Challenge — the first card in Clash Royale ever introduced this way, rather than being added directly to chests or shop offers.
Also in Merge Tactics
Electro Wizard also appears as a troop in Clash Royale's Merge Tactics mode, bought from the shop and merged for star upgrades rather than cycled through a deck.
View Electro Wizard in Merge TacticsCard interactions and upgrades in CrownLab
Interaction Lab calculates card-versus-card interactions at the levels you choose — no account required. Upgrade Advisor analyses upgrade priority for the eight cards in your current deck.
CrownLab is CrownStats' analysis layer — every tool states its method and limits on its page.
Frequently Asked Questions
How does Electro Wizard work?
Electro Wizard is a 4-Elixir Legendary ranged troop that hits two different enemies at once with every attack and briefly stuns whatever it hits, including on the instant zap it releases the…
What is Electro Wizard's elixir cost and rarity?
Electro Wizard costs 4 elixir and is a legendary card.
What does Electro Wizard's Hero change?
Hero Electro Wizard's ability is Surging Strikes (2 Elixir, single-use). When activated, Hero Electro Wizard unleashes a surge of twin electric beams that stun the enemies they strike for as long as the ability lasts.
Hero Electro Wizard Decks
0 distinct decks seen in ranked battlesCrownStats Battle Data
CrownStats hasn't observed enough recent ranked battles featuring Hero Electro Wizard to list decks yet. Observed decks appear here automatically as they are crawled. Nothing on this page is estimated or backfilled.
- Observed ranked battles
- 0
- Observed decks
- 0
- Data window
- Last 90 days
- Latest battle crawl
- October 4, 2026 at 6:59 AM UTC
- Status
- Waiting for first observed decks


