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  • hmm it's a orange juice

  • What is up everyone.

  • This is OJ.

  • The Electro Wizard is a legendary card that is strong but not overpowered.

  • He has a 1.7 second hit speed.

  • He can stun up to two units.

  • If it only targets 1 unit, then he will deal the FULL 200 damage.

  • If he attacks 2 units,

  • His attack will be split in half and it will deal a hundred damage to both targets.

  • His attack is a 360 degree area of reach within 5 tiles.

  • If he's locked on to single target like an arena tower

  • You can make him get half of the damage done by placing something to split

  • And sponge half of his damage.

  • However, its more effective to just plant the ice golem directly on top of him to push them out of range

  • Of the arena tower.

  • This way the golem soaks up a hundred percent of the damage.

  • If he approaches the lane by himself, he can completely shut him down with an ice golem for a positive elixir trade.

  • A lot of 2 elixir cards can shut him down when he's alone.

  • The Log can prevent the Electro Wizard from getting more than one attack on your tower.

  • Unless he's stunned or pushed back the first unit or building he attacks will continue to be targeted.

  • So even if you place two units beside him,

  • Only his second attack will aggro on to it.

  • His first attack will continue hitting the arena tower.

  • When ignored, it can deal exactly 800 damage to an arena tower,

  • so you never want to ignore him.

  • He could be risky to play in the back

  • Youl'll trade elixir with your opponent and it land damage on your tower.

  • If you run a zap bait deck and their counter to your Minion Horde is fireball,

  • Then this actually might be a good trade.

  • A level 1 Electro Wizard Spawns a level 9 tournament standard zap.

  • It can take out everything that zap can.

  • Mirror card is just placing down the same card twice.

  • So the mirror WILL spawn a zap.

  • Potentially a higher level zap, if your mirror is strong.

  • However, when you clone in an Electro Wizard,

  • It will NOT spawn a zap. But the mirror images will retain the stun from the attack

  • The spawn zap is very effective at taking out an unsupported Lava Hound.

  • His split attack takes two shots to kill a full health lava pups.

  • But the zap brings them down to one shot.

  • So it can take out 4 lava pups in two attacks with his spawn zap.

  • You can disarm most of the goblin barrel, but he's not a direct replacement for a zap.

  • With his really low health, its almost never a good idea to spawn him in the heed of battle

  • He'll just die immediately.

  • For Minion Horde, if you don't have arrows or fireball, its better to use zap before you spawn him on top of the horde.

  • His attack will stun both unit for a 0.5 seconds

  • So he'll Absolutely destroys Inferno Dragon and Sparky.

  • His stun isn't a true stun so unless the game bugs out it does not reset that attack.

  • The unit merely resumes the swing

  • Skeleton Army is a good counter to the Electro Wizard.

  • His split attack will kill 2 skeletons per attack

  • But thats not nearly enough.

  • The flipside is also true. He can spawn zap on top of the Skeleton Army.

  • swiping them all out.

  • If the Ice Spirit is the only unit near him, his focused single attack can kill an ice spirit in one shot.

  • But a split damage attack can kill fire spirits in one hit.

  • He's a very reliable defensive card. You can shut down a Mega Minion

  • Or even a Valkyrie when played in the back.

  • It translates into a nice counter attack.

  • He's extremely reliable to counter a Miner and force him to re-aggro with his spawn zap

  • If you can afford any chip damage at all from their Miner.

  • You can shut down a hog very reliably. The Hog will only get one attack in.

  • Against Graveyard his spawn zap is pretty good at taking out most of the skeletons.

  • It depends on the situation. But if he's the only answer to the graveyard tank combo,

  • Then he's just going to die.

  • Head on his split attack takes three total strikes to kill two archers

  • So he's going to suffer a bit of damage from them before taking them out

  • It's best to counter the archers by spawning him on top of them.

  • After the zap,he's able to one shot the archers.

  • This usually makes sense to do if they have tank supporting

  • Since he turns around and starts stunning the other units.

  • Combo is high damage and stun attack, you have a BALLOON killer.

  • Provided nothing is accompanied with the balloon you can shut it down completely from reaching your tower

  • As long as you know your opponent doesn't have any troops to plant near the river,

  • You'll want to space him out so he doesn't get hit by the balloon.

  • But with the tank you're gonna need another heavy hitter since his damage is split in half.

  • A Mega Minion works great to take out the balloon.

  • Followed by finishing off the giant.

  • One of the beauties of this card is that he has the ability to tank a few hits from the tower.

  • Then re-aggro the towers other to the unit that come closer

  • Maximizing damage distribution.

  • Two cards paired with this concept particularly well.

  • The Miner and Graveyard.

  • The Electro Wizard will tank a few hits, then once the Miner is there, the tower switches target.

  • Same thing with the graveyard. He tanks a few shots while dealing massive damage to the arena tower.

  • Then once the first skeleton spawns, the tower stops attacking him.

  • On top of that, the 0.5 second stun even allows more skeletons to spawn.

  • The drawback to this is that if they plant something before your electro wizard reaches the tower,

  • He never has a chance to force the tower to re-aggro.

  • Those are the two cards that directly synergize with him.

  • Basically any troops that has a shorter range than an Electro Wizard is a good pairing.

  • He tanks a bit, then the tower retargets onto the shorter range troops.

  • The Electro Wizard is a very good control card.

  • He can defend against most units, but he has very low health

  • This is why the ice golem is a very good complimentary card to pair him with

  • to compensate for his low health for numerous reasons.

  • If there's an incoming minion horde and you don't have zap in rotation

  • you can use an ice golem's death nova to bring down their health

  • then spawn zap to finish them off.

  • Against a prince the Electro Wizard can shut down a single prince but he'll eventually die

  • Whereas if you have an ice golem, you can soak up the damage preserving the electro wizard to set yourself for a counter attack

  • He can shut them down(elite barbs)relatively well with a help of an ice golem.

  • He works pretty well with a mega minion too

  • The extra damage the mega minion provides helps him take out Elite Barbarians.

  • It won't be as good as ice golem

  • but sometimes your deck doesn't have an ice golem or it's not in rotation

  • Using a stun mechanic, it doesn't matter if the enemy troops are targeted onto him

  • If you plant an ice golem in between them,

  • the Electro Wizard's stun attack eventually(meme) forces the Mega Minion to target the ice golem instead.

  • Additionally paired with other heavy hitters like Mega Minion or Elite Barbarians can shred tanks really hard.

  • He can even survive for a counter attack.

  • Overall, the Electro Wizard is a versatile card that pairs with almost every other card.

  • Any card placed in between him and the troop can force him to retarget and re-aggro.

  • He's a very strong card that can be devastating when left ignored.

  • Kind of like if you ignored Princess to snipe your tower.

  • He also kind of functions like an Ice Wizard when he slows down units.

  • The Electro Wizard shares a similar weakness like the lava hound.

  • In the sense that a Lava Hound is not that good on top of ladder unless it's at max level

  • Because a higher level zap will always oneshot lava pups.

  • So level one lava pups will die to level 10 zap in one shot.

  • Similarly, a level 12 zap will take out level 3 pups.

  • And it's very difficult to farm a level 4 Lava Hound.

  • Even then, by the time you reach a level 4 Lava Hound,

  • Most players that you face will have a level 13 zap and be able to kill the pups in one hit.

  • Even farming grand challenges and reaching 12 wins back to back, it's very difficult to max out a legendary without a special event.

  • The only time a lava hound will be useful in top level play is when the hound is level 5.

  • The max level pups won't die immediately to a level 13 zap.

  • The Electro Wizard shares a similar weakness in scalability on ladder.

  • A level 2 Electro Wizard spawn zap can't kill a level 11 goblins.

  • It scales linearly so level 3 Electro Wizard won't be able to kill level 12 goblins.

  • If you haven't earned a level 3 Electro Wizard during the event,

  • by the time you farmed him on ladder and regular grand challenges,

  • You're most likely going to be facing opponents with level 12 or 13 goblins.

  • So the zap damage is not quite as effective.

  • That being said, where tournament standard is enforced.

  • Lava Hound and Electro Wizard reign supreme.

  • Where they don't fall to the weakness of the levelling issues.

  • I expect to see him more in challenges then I do on ladder.

  • That being said, we still do see Lava Hound on ladder.

  • He's a very well designed card where he's not overpowered but does offer enough value to use him.

  • I found a lot of success using him behind large tanks like a giant or even a bowler.

  • Ice Golem works very well to as a pseudo tank to soak up damage defensively

  • Or even to push offensively.

  • Then backdoor with a miner + goblin barrel or graveyard to apply a lot of pressure both on the front and back end of the map.

  • Making it really annoying for your opponent to deal with.

  • I think some of the best cards that synergize with him are Ice Golem, Mega Minion and similar cards.

  • But it does really depend on your deck and your playstyle.

  • Unfortunately, with this really unique stun mechanic it indirectly nerfs Sparky and Inferno Dragon.

  • But these two cards scale differently in the sense that level 1 Sparky and Inferno Dragon are already dealing massive damage.

  • Whereas the Electro Wizard spawn zap is very reliant on it's card levels.

  • However despite his issues with the spawn zap scaling on ladder,

  • I do think he's still viable.

  • He's not directly comparable to lava pups as that's not the main function of the card.

  • His head on attack is crazy strong and even offers more damage than a musketeer.

  • And his stun attack is the most important aspect of his mechanics.

  • It can completely shut down a Royal GIant when paired with some really strong cards like Elite Barbarians.

  • Thanks for watching!

  • Stay tuned for more quality OJ!

hmm it's a orange juice

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