Super Wizard/Home Village

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"Super Wizard is positively charged with magical energy! He's either the smartest person in the room... or else he blows the whole room to bits."
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Level 9-12
==Summary==
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*The Super Wizard attacks with mixed fire-lightning attacks that can chain to multiple targets. Unlike the Electro Dragon's chain lightning, the Super Wizard's chains branch from the primary target (as opposed to the Electro Dragon's chains branching from the previous target). This chain can hit up to nine other targets that are close enough to the primary target (doing 40% of the regular damage to each), so the overall attack can hit up to a total of ten targets.
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==Strategy==
===Offensive===
*The Super Wizard has tons of damage potential. Make sure he is tanked and has many buildings to chain to the key for him to be a useful troop.
*Super Wizards can be used very similarly to the Electro Dragon, in the fact that they can chain their lightning. However, they still need to be backed up by tanks if they are to go into the core of the base.
*The Super Wizard can hit up to 10 targets at once, allowing him to be a good way to dispose of a lot of defending troops such as the Headhunter or the Super Minion. Keep in mind that the Super Wizard himself needs to be protected, otherwise he himself will be defeated by said troops.
*The Super Wizard and the Invisibility Spell synergize well. Placing an Invisibility Spell on the Super Wizards towards the outside of a group will cause the Wizards to head to the inner area where they can heavily damage defenses, and then chain back to the invisible buildings while keeping the Wizards themselves safe. Pairing them with a Rage Spell is also a good idea, since it allows more damage to be done to the base and get more value.
**A good strategy with this is to fill a Battle Blimp with Super Wizards. Send it to an area full of defenses, Rage them and then use an Invisibility Spell or more on them. This can be preferred over the Yeti Blimp strategy if the buildings are greater in number and clumped, or if you wish to take out a larger area of the base while using ground troops.
*The Super Wizard can easily create a funnel in a kill squad or on their own. They are especially effective in compact ring bases, which are notorious for their difficulty to create a funnel.
**If possible, try to make it so that a Super Wizard will create or supplement a funnel, then head with the main army so that the Wizard will get extra value and will help with other things like Clan Castle troops.
** The Super Wizard can survive under Mortar fire for twice as long as a regular Wizard, making him a good option to clear out trash buildings where normal Wizards cannot.
*The Super Wizard can quickly clear Lava Pups or Ice Pups when a Lava Hound or Ice Hound dies with his Chain Lightning ability, keeping other units in your army safe.
===Defensive===
* Super Wizards still have low health. Making sure the outer buildings are protected by point defenses can force more expensive or ones that cannot get any value other than funneling. Double Giant Bombs can kill a Super Wizard if decently leveled.
*Super Wizards' chain lightning can only bridge one tile gaps diagonally at most. Separating defenses by two tiles can make Super Wizards a waste of space and render their ability useless.
*Scattershots can damage the Super Wizard even if there is a ground troop in front tanking for him. They can dispose of the Wizards in one or two shots and damage their tank as well.
**The Eagle Artillery and multi-target Inferno Towers can also do this similarly.
* To defend against the strategy where they are deployed in the middle of a base by Battle Blimps and hidden by Invisibility Spells, you can build spread out compartments to minimize chain damage. Alternatively, you can use to either destroy the Battle Blimp before it reaches the intended deployment location, or use Giant Bombs and/or s to destroy the Super Wizards before they can do much damage.
==Statistics==
Preferred Target	Attack Type 	 	Movement Speed	Attack Speed	Range 	Special Ability
None 	Single Target	10	20 	2s 	3 tiles	Chain Magic
Training Time of Super Wizards	Training Time of Super Wizards
Barracks available 	Barracks upgrading
1m 15s 	2m 30s
Level	Damage per Second	Damage per Attack(Primary Target)	Secondary Chain Damage(per Target)	Hitpoints
9 	220 	440 	176 	450
10 	240 	480 	192 	500
11 	260 	520 	208 	550
12 	275 	550 	220 	580
==History==
May 5, 2020 	May 5, 2020 	A user on Reddit named Barry-b-benson1 suggested adding the Super Wizard that attacks with chain.
December 5, 2020	December 5, 2020	Announced the Super Wizard, with levels 9 and 10.
Patch 	Type 	Description
December 7, 2020	Update 	Added the Super Wizard.
January 20, 2021	Balance Changes 	Reduced Super Wizard's secondary chain damage at level 9-10 from 60% to 40%.
*Level 9: 264 -> 176 
*Level 10: 288 -> 192
June 27, 2022 	Update 	The Super Wizard no longer require Elixir to train, same goes with every troops in Home Village.
October 10, 2022	Update 	Added the level 11 Super Wizard (alongside the level 11 Wizard).
==Gallery==
Avatar Super Wizard.png|Super Wizard icon
Super Wizard info 2.png
File:Super Wizard9.png
SuperWizardConcepts.jpeg|Concept designs of Super Wizard.
SuperWizardConcepts2.jpeg|More concept designs of Super Wizard.
Super Wizard 3D model.jpeg|3D model of Super Wizard.
==Trivia==
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*The Super Wizard is partly based on the Electro Wizard from Clash Royale, in the fact that he has electricity in his attacks.
**This would technically complete the wizard trio of the Ice Wizard, Wizard, and Electro Wizard, as the normal Wizard would represent himself, the Ice Wizard represents himself, and the Super Wizard represents the Electro Wizard in Clash of Clans.
*Super Wizard's eyes glow in the artwork, but remain normal in battle. Additionally, the robe is lighter in battle but that may be part to the lighting for the artwork.
*The Super Wizard is 1 of 6 Super Troops to appear with a Super Troop logo, the others being the Rocket Balloon, Super Bowler, Super Giant, Super Valkyrie, and the Super Witch.
*The Electro Dragon's charging sound can be heard coming from the Super Wizard in battle before he attacks.
*The Super Wizard is 1 of 5 Super Troops to also be in Clan Capital, the others being the Rocket Balloon, Super Barbarian, Super Dragon, and the Super Giant. 
*The Super Wizard is one of the seven troops to be associated with electricity, the others being the Electro Dragon, Electro Owl, Electro Titan, Power P.E.K.K.A, Battle Machine (when activating his ability), and the Electrofire Wizard. 
de:Supermagier
es:Supermago
Category:Troops
Category:Ground Troops
Category:Super Troops
Category:Special Abilities
Category:Home Village