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Clash of Clans · Tools & Knowledge

Blizzard (Super Wizard Blimp)

Opener TH13—TH17 Super Wizard Blimp for TH takedown & CC kill
What it is

Send a Battle Blimp to a safe tile near the Town Hall or a core defense cluster. Pop it, Rage the Super Wizards, and chain Invisibility so they delete the Town Hall, the defending CC, and nearby defenses. This opener sets pathing and removes traps for your main army.

Value first · Style second
Typical spell & CC package
  • Clan Castle: 4× Super Wizard + 1× Wall Breaker (or filler)
  • Rage: 1× (on drop)
  • Invisibility: 3–5× (cover the Wizards, not the targets)
  • Optional: 1× Freeze (Spell Tower/Monolith window), 1× Haste (blimp path)
Pop the blimp where Rage covers the Wizards’ first volleys and Invis keeps troops safe without hiding the buildings you want to destroy.

When to choose it

  • Town Hall + high-value defenses are clumped and reachable by blimp.
  • Spell Tower setup is manageable (Freeze-ready vs. Rage/Poison/Inviz Tower).
  • You can clear a safe landing tile (coco loons to pull traps).

Quick setup

  • Path & scout: 1–2 Balloons ahead to trip Seeking Mines; line up Warden’s Tome if crossing heavy AA.
  • Blimp timing: Send, then manual pop on the target tile (not too deep).
  • Spells: Rage first → Invis chain. Freeze a Spell Tower/Monolith if needed.

Timing & placement (simple rules)

  • Rage before first volley. You want the first chains amped.
  • Invis the Wizards, not the target. Offset the spell so TH/defenses stay visible.
  • Refresh Invis just before it ends; small early overlap is safer than late.
  • Spell Tower awareness: Invis/Poison/Rage Towers may still trigger depending on damage timing—Freeze if in doubt.
The Blimp itself is immune to spells—you cannot protect it with Invisibility. Use Warden Tome, pathing, or Haste instead.

Heroes & Pets

HeroRolePetNotes
Grand WardenBlimp escortElectro OwlUse Tome over AA corridors; Owl adds chip damage for air starts.
Archer QueenSide clear / cleanupUnicornStabilizes small Queen steps while Blizzard sets core value.
Royal ChampionFollow-up picksSpirit FoxSnipes remaining core pieces after Blizzard value.
Barbarian KingFunnel anchorPhoenixTanky lane-clear while main army gets ready.

Army kits that pair well

Blizzard sets the table; pick mains that benefit from clean cores and known traps.

KitTroops (template)SiegeMain SpellsWhy it fits
Lalo 26–32 Loons · 2 Hounds · 8–12 Minions Stone Slammer / Blimp 2–3× Haste · 1–3× Freeze CC/TH gone → pathing is clean; fewer Freezes needed.
Hydra (Drags + Riders) 6–7 Dragons · 4–6 Riders · support Loons/Minions Stone Slammer 2× Rage · 2–4× Freeze Reduced core DPS lets Hydra cruise.
Ground Smash Riders/Bowlers + Ice Golems + Wizards Log Launcher 2× Rage · 2–3× Freeze · 1× Heal TH & traps removed → ground push keeps momentum.

Common mistakes

  • Invis covers the TH. Wizards can’t target it → value collapses. Offset your Invis.
  • Late Invis refresh. Wizards get sniped between windows.
  • Greedy landing tile. Pop a tile earlier; consistent Rage coverage beats YOLO.

Practice drill (5 minutes)

  1. Friendly challenge. Mark a 3×3 landing zone near TH.
  2. Run 3 drops: Freeze-less, with Freeze vs. Spell Tower, with Haste path.
  3. Record Invis timing; aim for zero downtime between windows.