Wizard - Stats, Cost & How to Unlock
How to Unlock the Wizard
The Wizard costs $5,000 of raid cash — the first big caster milestone in Command An Army and, for most players, the first unit that changes how raids feel. Getting there means banking cash through the mid-game instead of continuously refilling Archers. A disciplined save (two to three sessions with a stable Archer-Healer core) is the realistic route; blowing the fund on filler is how players stay stuck before Epic units.
Combat Performance
The Wizard attacks slowly but every cast is splash damage — community estimates put a fresh Wizard at roughly 45 damage per cast spread across everything near the impact point, with a long range that keeps it out of most return fire. Against packed waves it out-damages entire rows of Archers. Against spread-out or single targets it is merely fine, and with about 160 HP it folds instantly if a wave reaches it, so the front line is non-negotiable.
Stats and Upgrades (Community Estimates)
Wizard upgrades scale both cast damage and splash coverage — players report the radius growth mattering more than the raw number as waves get denser. Priority-wise the Wizard competes directly with saving toward the Golem at $25,000: our rule of thumb is two or three Wizard upgrade tiers first (it is your damage engine), then start the Golem fund. A fully upgraded Wizard plus a wall beats a naked Golem plus nothing.
Where It Fits in Your Army
The Wizard is the core of the mid-to-late game and the best value in the Rare bracket — enough so that it holds S-tier in our tier list while costing a fraction of Dragon or Titan. The standard formation is Golem or mass melee in front, Wizard and Healer in the middle, Archers behind. It also scales with every system past this point — evolution, ascension and mastery all compound splash damage — so investment made here keeps paying into the endgame.
Last updated: September 6, 2026