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'''Notable Attacks/Techniques:'''
'''Notable Attacks/Techniques:'''
* '''Fire Magic:''' The wizard is a proficient user of Fire Manipulation using magic, on the battlefield he uses fireballs to cause damage to Walls, Buildings and Troops, but he's also able to apply in different ways, such as creating a rabbit grenade that explodes when thrown.
* '''Fire Magic:''' The wizard is a proficient user of Fire Manipulation using magic, on the battlefield he uses fireballs to cause damage to Walls, Buildings and Troops, but he's also able to apply in different ways, such as creating a rabbit grenade that explodes when thrown.
** His signature move, The Wizard ignites fire on his hands with magic and proceeds to release a projectile made of Fire. This Fire Ball can do considerable damage to structures and troops from opposing villages and can hit multiple targets a time within its area of effect.
** '''Fireball:''' His signature move, The Wizard ignites fire on his hands with magic and proceeds to release a projectile made of Fire. This Fireball can do considerable damage to structures and troops from opposing villages and can hit multiple targets a time within its area of effect.
* '''Lightning Spell:''' When this spell is used, a number of lightning bolts drop from the sky, damaging all Buildings and enemy Troops randomly within a circle.
* '''Lightning Spell:''' When this spell is used, a number of lightning bolts drop from the sky, damaging all Buildings and enemy Troops randomly within a circle.
* '''Healing Spell:''' When placed, the spell forms a stationary ring of healing on the ground. All friendly units within the ring will be healed (ground or air), which includes Healers. It lasts for a total of 12 seconds (40 healing 'pulses' every 0.3 seconds).
* '''Healing Spell:''' When placed, the spell forms a stationary ring of healing on the ground. All friendly units within the ring will be healed (ground or air), which includes Healers. It lasts for a total of 12 seconds (40 healing 'pulses' every 0.3 seconds).
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== Explanations ==
== Explanations ==
The Wizard is given all of the abilities of the Spell Factory spells given it has been shown that they can use them outside of gameplay. There are cases where they openly show they can utilize [https://youtu.be/wJbeMHf387U?t=40 Freeze Spells], [https://youtu.be/wJbeMHf387U?t=568 Rage Spells], [https://youtu.be/7mPbPLbVfoc?t=1090 Clone Spells], and [http://clasharama.com/wp-content/uploads/2018/03/COC_STRIP_043_JumpClass_1200x1200.jpg Jump Spells] without needing to use the direct potions themselves for their effects. It is likely that the spells aren't used by Wizards due to gameplay mechanics and so that the chief can utilize them during raids. Wizards have been shown to be directly responsible for the creation of spells regardless, meaning they'd have access to their capabilities.


== Gallery ==
== Gallery ==

Revision as of 20:57, 29 March 2020

The Wizard is a terrifying presence on the battlefield. Pair him up with some of his fellows and cast concentrated blasts of destruction on anything, land or sky!
~ The Wizard's official description

Summary

The Wizard is an elixir-based troop originating from Clash of Clans. He is a magical man that wears a hooded cloak, a leather belt with a golden buckle and matching boots.

Powers and Stats

Tier: High 8-C. Possibly 5-C via Santa's Surprise 

Name: Wizard 

Origin: Clash of Clans 

Gender: Male

Age: Unknown 

Classification: Magician, Elixir Troop 

Attack Potency: Large Building level+ (Able to cause an explosion to a Town Hall of this magnitude. Can destroy Princess Towers, Builder Huts, Archer Towers, and other fortified buildings and structures. Comparable to Valkyries). Possibly Moon level via Santa's Surprise (When a Builder used the spell to become Santa, he was able to use his troops to burn down the moon

Dimensionality: 3-D

Travel Speed: Subsonic (Able to keep pace with Goblins on foot)

Combat Speed: Hypersonic (Comparable to Valkyries). Possibly FTL via Santa's Surprise (The fire that engulfed the moon reached it in less than a second)

Reaction Speed: Hypersonic (Able to react to arrows and Fire Spirits. Can dodge the fireballs of another wizard. Comparable to other troops like Archers)

Lifting Strength: Superhuman (Able to lift huge boulders with ease

Striking Strength: Large Building Class. Possibly Moon Class via Santa's Surprise 

Durability: Large Building level+ (Endured a Wallbreaker detonating in front of him. Survived getting smacked by a Valkyrie. Able to tank the attacks of other troops that are comparable to him) 

Stamina: Very high (Should be comparable to other troops like Archers and Barbarians. Capable of fighting over prolonged periods on battlefields) 

Range: Standard melee range physically. Tens of meters to Hundreds of meters with Magic. 

Powers and Abilities: Superhuman Physical Characteristics, Creation, Magic (Referred to as a master of the dark arts. Synthesized many types of different elixir and dark elixir spells for combat), Time Travel and Immortality (Types 6 & 8; Troops are able to be fine and continue fighting from things such as arrows to the head, being cut in half, and even being reduced to mere skeletons. Through preparation, spells can be used to undo your death and send you back before you died. If you keep dying, you will be continually reset to avoid the outcome), Likely Non-Physical Interaction, Fire Manipulation (Casts fireballs and can make flamethrowers come out of their hands. Has such a level of mastery over it that they can do things like dribble and make fireworks out of it), Explosion Manipulation (Able to make a giant explosion from transforming the bunny he threw), Enhanced Senses (Can see the skeletal structures of people through X-Ray Magic), Transmutation (Capable of transfigurating a Barbarian into a tree and a Builder's Hut. They have various transmuting spells), Power Bestowal (Gave a Barbarian the abilities of a witch), BFR (Can make people disappear from the area), Likely Disease Manipulation (Has spells that are based around the flu), Ice Manipulation (Uses a Freeze Spell to freeze people and make paths. Makes unnamed ice projectiles), Statistics Amplification (Can cast a Rage Spell, which speeds up events and makes people stronger), Expert Swimmer (Noted that they can swim), Omnilingualism (Has a translation potion for him to be able to understand and speak other languages), Size Manipulation (Able to shrink and grow others), Healing (Can utilize Heal Spells to heal damage inflicted onto themselves and others), Preparation (Able to harness more concentrated spells and make things such as Golems with preparation), Soul Manipulation (Able to make Lightning Spells swap the souls between the user and the foe), Duplication (Can cast a Clone Spell which makes an opaque version of the inflicted person), Memory Manipulation (Able to jog and manipulate memories through spells), Status Effect Inducement, Illusion Creation, and Breaking the Fourth Wall (Using spells passed expiration allows Wizards to cause effects such as confusion, hallucinations, and even extreme changes to the style of animation. Sneeze Spell can constantly make you sneeze non-stop), Technological Manipulation (Notably controls television through their magic), Sense Manipulation, Mind Manipulation, and Empathic Manipulation (Have spells that can control your smell, force you to dance, and make you passive-aggressive. Dancing Spell has been shown to force you to dance. Spell Spell compels you to spell out every letter of a word and Truth Spell orders you to always tell the truth. Worth noting the Rage Spell makes you aggressive), Teleportation (Can teleport objects from one place to another), Electricity Manipulation (The Lightning Spell rains down powerful, electrical strikes), Earth Manipulation (The Earthquake Spell is able to cause earthquakes), Poison Manipulation (The Poison Spell whittles away at the health of others by making a poisonous circle), Paralysis Inducement (The Zap Spell can temporarily paralyze foes), Summoning, Animal Manipulation, and Resurrection (Synthesized the Bat Spell in order to summon bats and control them for battle. Similarly did so with the Skeleton Spell to resurrect them from the dead to fight), Resistance to Fire Manipulation (Capable of having their fire near them without being burnt and dribbling with it)

Standard Equipment: Spells (Lightning Spell, Healing Spell, Rage Spell, Jump Spell, Freeze Spell, Clone Spell, Zap Spell, Poison Spell, Earthquake Spell, Haste Spell, Skeleton Spell, Bat Spell, and with others) 

Intelligence: Gifted (Referred to as masters of the dark arts of Magic. Capable of making various different spells in the Spell Factory that require elixir and dark elixir. Smart enough to maintain positions of value such as being a village doctor and making official diagnosis assessments) 

Standard Tactics: The Wizard naturally keeps his distance in combat, often using fireballs to destroys things. They will also tend to use spells such as the freeze and rage spells to help for effects such as encasing others in ice or amplifying their physical prowess. They use more elaborate, concentrated spells under a preparation scenario or if their standard options prove to be unsuccessful. 

Weaknesses: They can sometimes be afraid of heights, but not all of them necessarily are.  

Notable Attacks/Techniques:

  • Fire Magic: The wizard is a proficient user of Fire Manipulation using magic, on the battlefield he uses fireballs to cause damage to Walls, Buildings and Troops, but he's also able to apply in different ways, such as creating a rabbit grenade that explodes when thrown.
    • Fireball: His signature move, The Wizard ignites fire on his hands with magic and proceeds to release a projectile made of Fire. This Fireball can do considerable damage to structures and troops from opposing villages and can hit multiple targets a time within its area of effect.
  • Lightning Spell: When this spell is used, a number of lightning bolts drop from the sky, damaging all Buildings and enemy Troops randomly within a circle.
  • Healing Spell: When placed, the spell forms a stationary ring of healing on the ground. All friendly units within the ring will be healed (ground or air), which includes Healers. It lasts for a total of 12 seconds (40 healing 'pulses' every 0.3 seconds).
  • Rage Spell: The Rage Spell creates a translucent purple ring on the battlefield that boosts the movement speed and damage of any friendly units inside the ring.
  • Jump Spell: The Jump Spell allows all ground Troops and Heroes to jump over Walls.
  • Freeze Spell: The Freeze Spell is used to temporarily disable defenses and/or ground and air troops from the enemy Clan Castle within a small radius. Until the spell's duration finishes, the affected enemy units will neither move nor attack (or heal, in the case of a Healer being frozen). Enemy Troops that are not within its radius when the spell is cast are unaffected by the Freeze Spell, even if they move into the area of effect while it is still active.
  • Clone Spell: The Clone Spell is a spell that copies troops that enter the spell's radius. These copied troops are equal in level to the original troop and appear with full health. They last a limited amount of time and can be destroyed prematurely by defenses. A single troop is sufficient to generate copies of itself for the housing space of the spell level.
  • Poison Spell: It does damage and slows down all enemy Clan Castle Troops, Heroes, and Skeletons inside its area of effect, however, buildings remain unaffected.
  • Earthquake Spell: It deals a percentage of damage to all buildings within its area of effect.
  • Haste Spell: Like a Rage Spell, it boosts the movement speed of troops in its area of effect; the Haste Spell, however, does not make boost them to deal extra damage.
  • Skeleton Spell: When used, it spawns several Skeletons on the battlefield. These Skeletons are very weak but can provide a good distraction.
  • Bat Spell: When used, it spawns several Bats on the battlefield over time (its method of spawning is similar to a Skeleton Spell). These Bats are low on health and target defenses.

Note: The Wizard is only scaled to having Santa's Surprise because it is a Spell Factory spell. It was powerful enough to be banned from the game entirely, but it is unknown if the troops were directly amped like the Builder was or not. If the troops weren't amplified and did the feat regularly, it would be an outlier as they have no showings remotely close to that level otherwise. If the troops were amplified, it would be usable as that would be their only showing a real feat. This is why there is a "possibly" rating as it is unknown regarding the circumstances of the feat. Additionally, the Wizard's normal magic shouldn't scale to the level of destruction rained by a Santa's Surprise spell. 

Explanations

The Wizard is given all of the abilities of the Spell Factory spells given it has been shown that they can use them outside of gameplay. There are cases where they openly show they can utilize Freeze Spells, Rage Spells, Clone Spells, and Jump Spells without needing to use the direct potions themselves for their effects. It is likely that the spells aren't used by Wizards due to gameplay mechanics and so that the chief can utilize them during raids. Wizards have been shown to be directly responsible for the creation of spells regardless, meaning they'd have access to their capabilities.

Gallery

Others

Notable Victories:

Notable Losses:

Inconclusive Matches: