Super Wizard Tower

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"Super Wizards' electrickery is shockingly powerful against swarms of attackers, as it bounces to everyone too close to the initial target."
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Ruin	Level 1	Level 2	Level 3	Level 4	Level 5
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==Summary==
*Super Wizard Towers are a defensive building unlocked at Capital Hall level 3.
*The Super Wizard Tower is a Wizard Tower manned by a Super Wizard, who utilizes chain lightning to damage multiple targets too close to the initial target. Just like the Super Wizard troop, this chain lightning hits up to nine other targets for 40% of the damage dealt to the initial target.
*Although the arcane electricity from the Super Wizard Tower does less damage per shot than the Multi Mortar, it makes up for this by having a much higher rate of fire. This makes the Super Wizard Tower an excellent choice for defending other structures by blasting troops that get too close.
==Strategies==
===Defensive Strategy===
*An excellent defensive strategy for the Super Wizard Tower is to put it near your District/Capital Hall, because of the Super Wizard Tower's splash damage. However, due to its limited range, it is sometimes more desirable to put the Super Wizard Tower near the inside of your district.
*Super Wizard Towers and Multi Mortars are quite complementary, as they can each cover the other's weaknesses.
**Example of a Super Wizard Tower-Multi Mortar combination: The Mortar can cover a very large range so attacking units will have reduced health by the time they come into the shorter range of the Wizard Tower, which helps finish them off. In exchange, the Super Wizard Tower defends the Multi Mortar by destroying units that cannot be attacked by the Multi Mortar (all air units and ground units inside the Mortar's minimum range).
*Try putting Wizard Towers near Air Defenses, along with Air Bombs to take out Rocket Balloons.
**However, at higher levels, this is not recommended since Super Wizard Towers will get caught on Flying Fortresses, allowing supporting Rocket Balloons to obliterate your defense. Instead, focus on separating the two for allowing them to attack what they counter. Keep the Air Bombs with the Wizard Towers, and keep the Wizard Tower away from your Air Defense.
*The Super Wizard Tower is able to deal with groups of troops albeit, needing time. It is best used against s, but can be effective against Minions and s, being able to kill them quite fast, without them being actively healed.
===Offensive Strategy===
* For attacking, use some units to distract it (Super Giants or Super Barbarians) and destroy it with Sneaky Archers, Minion Hordes, or another ranged troop. Melee troops like Barbarians or Giants can destroy a Wizard Tower by themselves if there are enough of them, but because these troops must attack while physically touching the Wizard Tower (and are therefore grouped up), the Wizard Tower can usually destroy the entire group fairly quickly.
* When deploying units, be careful to ensure that they won't get into a clump as they come into range of the Super Wizard Tower and the Super Wizard Tower can possibly destroy the group very quickly.
* Taking out Super Wizard Towers can be tricky despite their relatively short range. It is often a better tactic to avoid them entirely by attacking a part of the district that isn't covered by them. To quickly destroy a Super Wizard Tower, deploy a few Super Giants as a distraction while Sneaky Archers, Super Wizards or Minion Hordes take out the Wizard Tower. Deploy troops in a circle around it since this will limit its ability to take out multiple troops with splash damage. Dropping 1 Giant and surrounding the Wizard Tower with about 20 housing space of troops will generally be sufficient to destroy it.
* Super Wizard Towers that are on the outside of a base can be easily taken out with multiple small troops. At higher Capital Hall levels, a single pair of Rocket Balloons can be quite effective provided that no Traps or Hidden Mega Teslas emerge.
* Troops with a decent amount of hitpoints can easily engage a Super Wizard Tower, as its damage per second is rather low. Even swarms of anything other than s can work well as long as a is being used. However, wasting a heal spell on a single Super Wizard Tower is not recommended, unless the spell also covers areas from where your troops can attack other defenses.
* Unlike Wizard Towers and other splash defenses in the Home Village and Builder Base, the Super Wizard Tower is capable of damaging both ground and air troops in the same attack. So strategies such as protecting a Minion Horde with a will fail without other support.
==Upgrade Differences==
*Super Wizard Towers undergo significant visual changes at level 2, 4, and 5.
**When initially rebuilt, it is a cone-shaped tower with a flat surface at the the top. Its base is composed of gray stone, a white body and foundation, and a gray core. The tower itself is entirely made of stone.
**At level 2, the core made of gray stone receives a restored and improved white finish.
**At level 3, the tower receives a gold symbol on all its 4 sides.
**At level 4, the surface of the peak of the tower receives an elevated gold-painted stone platform.
**At level 5, the base of the tower gets a more aesthetically-looking gold layer, with thick spikes protruding from all around it. The stone platform of the tower's peak also receives golden spikes that are prominent at the rear view.
==Statistics==
Level	Damage per Second	Damage per Shot	Secondary Chain Damage	Hitpoints	Build Cost	Capital Hall Level Required	District Hall Level Required
1 	60 	120 	48 	1,800 	6,500 	3 	1
2 	70 	140 	56 	2,100 	13,000 	4 	2
3 	80 	160 	64 	2,400 	26,000 	6 	3
4 	90 	180 	72 	2,700 	42,000 	8 	4
5 	100 	200 	80 	3,000 	70,000 	10 	5
Range	Attack Speed	Damage Type 	Unit Type Targeted
5.5 	2s 	Single Target (Chain Lightning)	Ground & Air
==History==
Patch 	Type 	Description
May 2, 2022	Update	Added the Super Wizard Tower, with 5 levels, including its ruined phase.
Category:Buildings
Category:Defenses
Category:Clan Capital
de:Supermagier-Turm