Super Wizard Tower — Clash of Clans
Buildings
Updated: 18 September 2026 · By the Goblins Farm team
The Super Wizard Tower is one of two defences that arrive with Town Hall 18. It is created by merging a pair of Wizard Towers, which means adopting it costs you two defensive footprints and gives back one, and the numbers explain why you would accept that trade.
What the numbers say
290 damage per second against both air and ground, over a range of 8 tiles, across 2 levels. Two things stand out.
First, that damage figure is in a different class to the Wizard Towers it replaces, which is the entire argument for merging. Second, 8 tiles is short, shorter than almost anything else at this Town Hall, so it only covers what is close to it.
Together those say: this is a core defence, not a perimeter one. Placed on the edge it will contribute very little before it dies, because attackers simply will not walk into an 8 tile circle they can see. Placed in the middle, where an attacker has to come to it, that damage lands on whatever is doing the actual work.
The merge decision
Merging removes a building from your base. Two Wizard Towers covered two areas; one Super Wizard Tower covers one, harder. That is a straightforward concentration trade and it follows the usual rule from defence mechanics: concentration is good when attackers must pass one place, and bad when it leaves a side uncovered.
Before merging, tap both Wizard Towers and look at what their circles cover that nothing else does. If the answer is 'a side of the base', you are about to open that side.
What we have not verified
Behaviour not yet verified in game. The figures above are read from the game files, so they are solid. The special behaviour of this building is not something the files state plainly, and we would rather leave a gap here than invent a mechanic. If you play at this level and can describe what it actually does, tell us and you will be credited.
Stats by level
| Level | Hitpoints | DPS or effect | Build cost | Build time | Town Hall |
|---|---|---|---|---|---|
| 1 | 6,000 | 290 DPS | 29,000,000 Gold | 13 d | 18 |
| 2 | 6,300 | 320 DPS | 30,000,000 Gold | 14 d | 18 |
| Town Hall | Available |
|---|---|
| TH18 | 2 |
Where these numbers come from. Read from Clash of Clans' own game files, client build 18.600.3. They are exact for that build and do not reflect anything released after it, so verify in game before committing an upgrade.
Game values are read from Supercell's own game files, reproduced as fan content under Supercell's Fan Content Policy. Goblins Farm is not affiliated with, endorsed, sponsored, or specifically approved by Supercell, and Supercell is not responsible for it.
Frequently asked
How do you get a Super Wizard Tower?
By merging two Wizard Towers at Town Hall 18. That means the building costs you a defensive footprint as well as resources, since two structures become one.
Is the Super Wizard Tower worth merging for?
It trades coverage for concentrated damage, so it depends on your layout. Its range is only 8 tiles, which is short, so it needs to sit where attackers are forced to come to it. If your two Wizard Towers are currently the only cover on separate sides, merging opens a hole.
Goblins Farm is not affiliated with, endorsed by, sponsored by, or specifically approved by Supercell. Clash of Clans is a trademark of Supercell Oy. This material is unofficial fan content produced under Supercell's Fan Content Policy. Game values change with every update; always verify in-game before committing an upgrade.
