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Ice Wizard

“This chill caster hails from the far North. He shoots ice shards at enemies, slowing down their movement and attack speed.”

Summary

  • The Ice Wizard is unlocked from the Spell Valley (Arena 5).
  • He is a decent area damage, medium-ranged troop with moderate hitpoints, similar to the Wizard.
  • An Ice Wizard card costs 3 Elixir to deploy.
  • The Ice Wizard’s attacks will slow his targets’ movement and attack speed by 35%.
  • All his standard face features are blue, while his clothing resembles that of the Wizard.

Strategy

  • The Ice Wizard is best used defensively and to support a push. Maximise the use of his slowing effect because he does not do much damage.
  • Despite dealing poor area damage, the Ice Wizard is still effective at taking out swarms of low hitpoint units due to his slow. However, without the aid of a Crown Tower he will be overwhelmed very quickly as he can’t even one-shot Skeletons.
  • It is advised that your defending Ice Wizard shouldn’t be left to confront the opponent’s Crown Towers alone. He should be behind most pushes as he can slow defending units and can deal a noticeable amount of damage to the Crown Tower. Keep in mind that this goes both ways.
  • The Ice Wizard is a powerful asset to defence and offence. The Ice Wizard can significantly reduce the damage per second of enemy troops by reducing attack speed, reducing the damage taken by your units while they crush the enemy. The slowing effect is most noticeable in troops with slow attack rates, like the Inferno Tower and the Inferno Dragon.
  • A very powerful but risky combo is the Ice Wizard and Wizard combo. The Ice Wizard will slow down enemies, giving the Wizard more time to deal damage and likely destroy the enemy. However, the Fireball, Poison, Rocket and Lightning cards can destroy this combo for a positive elixir trade.
  • A very strong position for your Ice Wizard is the middle of your arena. It maximises the distance a melee troops must travel. With the Ice Wizard’s slow, the opposing troops will be in your Crown Towers line of attack for the entire journey. If they reach the Ice Wizard, your other Tower will engage the troops as well. For example, an Ice Wizard in this position can counter Barbarians.

Trivia

  • When the Ice Wizard is deployed, a small pile of snow is left behind him before the Ice Wizard starts to move.
  • Even though they are both Wizards, the Wizard’s hit speed is 0.1 seconds faster.
  • When the Ice Wizard slows an enemy, a pile of snow will fall off the target, and the enemy also leaves a trail of snow when it walks.
    • The enemy will also speak with a deeper pitch. Rage will do the opposite.
    • The Ice Wizard’s hands appear to be glowing, even when not attacking, unlike the Wizard.
  • His description incorrectly states his type of mustache as handlebar; based on his appearance both on the card and in-game, it appears to be a horseshoe mustache.
  • Despite being able to shoot ice shards, the Ice Wizard cannot reset the Inferno Tower and the Inferno Dragon’s damage. He can only slow down their hit speed.
  • When deployed or when attacking, the Ice Wizard shouts aloud spells or battle cries, such as “Lunta!” “Kylmä!” “Pakastaa!” or “Täältä pesee!”. He actually speaks Finnish, and nearly all his words refer to icy things, for example, “Snow!” “Cold!” “Freeze!” or “Here it comes!” His cousins the Wizard and the Electro Wizard does something similar, but saying fiery and electrical things in English instead.
  • Despite being able to attack with and control ice, the Ice Wizard is not immune to the Freeze spell, Ice Spirits, opposing Ice Wizards, or an opposing Ice Golem’s death damage. Two Ice Wizards attacking each other can result in one of the slowest duels in the game.
  • The Ice Wizard is one of the six troop cards that inspired a troop in Clash of Clans, along with the Miner, the Baby Dragon, the Night Witch, the Bomber, and the Battle Ram.

Statistics

Cost
Elixir
Hit Speed
Icons stats dmg speed
Speed
Icons stats speed
Deploy Time
DeployTime
Range
Icons stats range
Target
Icons stats target
Count
Icons stats troop count
Transport
MovementMethodIcon
Type
CardTypeIcon
Rarity
RarityIcon
3 1.7 sec Medium (60) 1 sec 5.5 Air & Ground x1 Ground Troop Legendary

 

Level
LevelIcon
Hitpoints
Icons stats hp
Area Damage
Icons stats dmg area
Damage per second
Icons stats dmg dps
1 665 69 40
2 731 75 44
3 804 83 49
4 884 91 53
5 970 100 58

Slowing Effect

Cost
Elixir
Hit Speed
Icons stats dmg speed
Speed
Icons stats speed
Deploy Time
DeployTime
Range
Icons stats range
Target
Icons stats target
Count
Icons stats troop count
Transport
MovementMethodIcon
Type
CardTypeIcon
Rarity
RarityIcon
3 2.295 sec 44 1 sec 5.5 Air & Ground x1 Ground Troop Legendary

 

Level
LevelIcon
Hitpoints
Icons stats hp
Area Damage
Icons stats dmg area
Damage per second
Icons stats dmg dps
1 665 69 26
2 731 75 28
3 804 83 31
4 884 91 34
5 970 100 37

Raging Effect

Cost
Elixir
Hit Speed
Icons stats dmg speed
Speed
Icons stats speed
Deploy Time
DeployTime
Range
Icons stats range
Target
Icons stats target
Count
Icons stats troop count
Transport
MovementMethodIcon
Type
CardTypeIcon
Rarity
RarityIcon
3 1.259 sec 81 1 sec 5.5 Air & Ground x1 Ground Troop Legendary

 

Level
LevelIcon
Hitpoints
Icons stats hp
Area Damage
Icons stats dmg area
Damage per second
Icons stats dmg dps
1 665 69 61
2 731 75 67
3 804 83 75
4 884 91 81
5 970 100 89
Summary
Ice Wizard
Article Name
Ice Wizard
Description
The Ice Wizard is unlocked from the Spell Valley (Arena 5) or a Legendary Chest. He is a medium-ranged troop with moderate hitpoints and low damage.
Author
Publisher Name
Clash Royale Guides
Publisher Logo

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2 comments

  1. What the best deck and strategy for arena 5?. i can’t push thropies to arena 6. thanksbefore

    • There is no definite strategy that is considered “the best option” due to the present game balance. However, I find that aggressive “counter” focused decks are best for Arena 5 and 6, provided that they are between 3.4 and 4.4 average elixir, contain one AOE spell, one building, a high health unit that can be backed up by a long range unit (potentially the Mage due to the prevalence of Barbarian and Minion Swarms in the present metagame), and at least two units that deal AOE. Strategically speaking, you’ll want to be the one to “react” to an attack, defeating the combination of cards your opponent has invested into an attack, and then pushing a counter attack, while your opponents ability to counter attack is diminished, backed by your choice of spell to weaken, halt, slow or kill whatever your opponent sends your way. Buildings act almost like additional tower health points, and can be used to block attacks, or lead large enemies into areas such as center, where they can be more readily defeated.

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