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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 

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) 

Dimensionality: 3-D

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

Combat Speed: Subsonic+ (

Reaction Speed: Subsonic+ (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 

Durability: Large Building level+ (Endured a Wallbreaker detonating in front of him. 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, 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 (Type 8; 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.

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), 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 (), Teleportation (

Resistance to Fire Manipulation (Capable of having their fire near them without being burnt and dribbling with it)

Standard Equipment: Spells 

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: 

Others

Notable Victories:

Notable Losses:

Inconclusive Matches: