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Walls

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Wall11

"Walls are great for keeping your village safe and your enemies in the line of fire."


Wall1 Wall2 Wall3 Wall4 Wall5
Level 1 Level 2 Level 3 Level 4 Level 5
Wall6 Wall7 Wall8 Wall9 Wall10 Wall11
Level 6 Level 7 Level 8 Level 9 Level 10 Level 11

  • Summary
    • Wall placement is a key point in designing a well-defended village. Walls are the main fortification for defense and are capable of withstanding a great deal of damage from attacking enemies. However, the effectiveness of Walls is greatly lowered if they are not constructed to completely enclose the structures they are designed to protect. Any gaps in the continuation of the Wall structure will render it useless, as enemy Troops will simply walk through the broken area.
      • An exception to this rule is the funneling strategy, where a player deliberately leaves a gap in order to group troops together and subsequently take them out using the splash damage of defensive units such as Mortars or Wizard Towers. Alternatively (or additionally) you catch your intruders off-guard by filling the openings with traps such as Bombs or Spring Traps.
    • Walls can be bypassed entirely by air units such as Balloons, Dragons, and Minions, and by ground units with the help of a Jump Spell (Hog Riders, though Ground Troops, can also bypass Walls innately).
    • Wall Breakers immediately target Walls upon deployment, inflicting 40x normal damage to them, but also blow themselves up in the process. The holes created by Wall Breakers allow ground units to gain access to buildings within the Walls, making Wall Breakers the ideal troop for getting past Walls.
    • If there are 2 layers of Walls, the Wall Breaker's blast radius will affect both layers.

  • Defensive Strategy
    • The main purpose of Walls is to hinder attacking ground (i.e. non-flying) Troops, allowing defenses to damage and kill attackers as they attempt to breach the Walls. Once breaches occur, the attacking Troops have free rein to destroy the defenses and other buildings within the Walls. Therefore when designing a defense, it is crucial that players do not to attempt to envelop their entire village within one big Wall. Instead, it is recommended that players design their Walls in layers or cells so that ground troops have to break through multiple Walls to attack the entirety of the village, while also providing the defenses more opportunity to repel the attack. Note that with this strategy there will inevitably be buildings that cannot be placed within the Walls; that is entirely normal and can even be used to your advantage by placing non-defensive and non-resource buildings such as Builder's Huts, Army Camps and Laboratories immediately outside the Walls to act as another layer for enemy Troops to fight through.
    • If a defender uses a double-walled design, Wall Breakers can hit the inner Walls as well. This is because the unit's bomb inflicts damage to everything within a small radius of its detonation (area attack).
    • Attacking Archers and Wizards are capable of shooting over Walls and attacking the structures behind them. Defenders can use less-important buildings as a "buffer", delaying these ranged units' attacks on more important buildings. In this case, make sure that long-ranged defenses are within range and have ample opportunity to retaliate before these buffer buildings are completely destroyed and the attackers can advance to the Wall.
    • The defensive territory in which an attacker is not permitted to spawn Troops is shown in a white overlay after any building has been moved. An attacking player may be able to spawn Troops behind the Walls if any area gaps exist in this territory. Since every structure has an additional one square perimeter around which Troops cannot be spawned, avoid gaps of greater than two squares to prevent this from happening. Traps, decorations, obstacles and Hidden Teslas are exceptions and do not increase the defender's territory.
    • An outdated practice is to use single standing Wall struts to lure Wall Breakers; however, this tactic no longer works, as Wall Breakers will only target Walls that are two or more consecutive segments. This technique can, however, be used to extend the defender's territory, and thus the outer perimeter of where attackers may spawn Troops.
    • Wall Breakers only target Walls that completely or partially enclose buildings; they will ignore empty compartments and spikes.
    • A common mistake among beginners is the attempting to "close" Wall gaps with buildings, rocks, trees, decorations, etc. This does not work; Troops can walk right through the gap as though the obstacles weren't there. Only continuous Wall segments will deter ground troops.
    • Another common mistake made by new players is attempting to use the edges of the map as barriers, thinking that this will allow them to construct Walls on only two or three sides. This also is ineffective, as enemy Troops can always be spawned on the darker grass area surrounding the village, even though buildings cannot be placed there by the player.
    • Players should have Walls around the Town Hall, defensive buildings, and Gold/Elixir Storages rather than Army Camps, Barracks, Spell Factory, Laboratory, or Builder's Huts because damage to the latter buildings are relatively inconsequential. This applies particularly if your Town Hall level is low and the Resources are limited.
  • Offensive Strategy
    • Look for gaps or Wall segments that are lower levels than others. Also look for areas within Walls where people have positioned their buildings poorly. Be careful, however, as gaps can often be intentional and may contain Traps or Hidden Teslas. Make good use of Wall Breakers to penetrate Walls quickly. Attack Walls that are out of range of defenses, if possible.
    • Spiking will no longer work, so you can avoid decoys and distractions.
    • Once a section of a Wall is breached, Wall Breakers will ignore that section and attempt to find the next closest Wall that encloses a building. That section may or may not be behind the breached section.
    • By using Air Troops, Jump Spells, and Hog Riders, you can avoid having to destroy walls.
      • Note: It is not recommended to use Jump Spells with Hog Riders, as they will ignore the spell and jump over walls anyway.

  • Upgrade Differences
    • Level 1 Walls resemble wooden fences. Rope is also tied around them.
    • Level 2 Walls are changed into uncut rock.
    • Level 3 Walls are more smooth and cut stone Walls.
    • Level 4 Walls are changed to solid iron and become taller.
    • Level 5 Walls are carved gold.
    • Level 6 Walls become a tall pink pointy crystal.
    • Level 7 Walls are taller and much sharper. They are dark purple in color.
    • Level 8 Walls are a thick black crystal with a skull on top.
    • Level 9 Walls have spikes on the sides of the Wall and have fires burning atop them when joined in a corner.
    • Level 10 Walls have strips of lava flowing in a clear pipe on top and have waves of fire going through occasionally. When joined at a corner, they have a permanent flame on top of them.
    • Level 11 Walls have electricity arcs coursing up them when joined at a corner and have waves of blue energy going through them occasionally.

  • Trivia
    • Thus far, Level 11 Walls are the structures with the greatest amount of hitpoints, having 7,000 hitpoints.
    • Walls will not be targeted by air troops, but they can be destroyed by them.
    • Occasionally two Wall segments will appear not to be connected, although they really are.
    • The September 16, 2014 update allows multiple Walls to be upgraded, and Level 6 and above Walls can be upgraded with Elixir at the same cost as it would take to upgrade the same Wall with Gold.

  • Icon Descriptions
    Icon InfoTapping this icon displays information about the Walls, such as Level, Damage Per Second, Hitpoints, Range, Damage Type, Targets and Favorite Target.
    Icon InfoTapping this icon displays information about the Walls, such as Level, Re-arm cost, Damage Type, Favorite Target and Targets.
    Icon InfoTapping this icon displays information about the Walls, such as Level, Capacity, Production and Hitpoints.
    Icon InfoTapping this icon displays information about the Walls, such as Level, Storage Capacity and Hitpoints.
    Icon InfoTapping this icon displays the Hut's Hitpoints.
    Icon InfoTapping this icon displays information about the Walls, such as Level, Total Troop Capacity and Hitpoints.
    Icon InfoTapping this icon displays information about the Walls, such as Level, Training Capacity and Hitpoints.
    Icon InfoTapping this icon displays information about the Walls, such as Level and Hitpoints.
    Icon InfoTapping this icon displays information about the Walls, such as Level, Spell Capacity and Hitpoints.
    Icon InfoTapping this icon displays information about the Walls, such as Level, Elixir Storage Capacity, Gold Storage Capacity and Hitpoints.
    Icon InfoTapping this icon displays information about the Walls, such as Level, Troop Capacity, Hitpoints and Troops inside.
    Icon InfoTapping this icon displays information about the Wall, such as Level and Hitpoints.
    Icon UpgradeTapping this icon begins upgrading the Walls to the next level, if you have enough resources and a free Builder. When the Walls is at maximum level, this icon is not shown.
    Icon FinishNowTapping this icon, which is displayed only while an upgrade is in progress, instantly finishes that upgrade at the cost of the displayed number of Gems.
    Icon CancelTapping this icon, which is displayed only while an upgrade is in progress, cancels the current upgrade and refunds half of the upgrade cost.
    Icon LoadElixirTapping this icon reloads all X-Bows with Elixir. This icon only appears if one or more X-Bows is not fully loaded.
    Icon FullyLoadedElixirThis icon informs you that all X-Bows are fully loaded. It is not tappable, and replaces the Load icon.
    Icon GroundTapping this icon switches the X-Bow attack mode to attack both ground and air units. This icon is only displayed while the X-Bow is in Ground mode.
    Icon AirGroundTapping this icon switches the X-Bow attack mode to attack ground units only. This icon is only displayed while the X-Bow is in Air and Ground mode.
    Icon LoadDarkElixirTapping this icon reloads all Inferno Towers with Dark Elixir. This icon only appears if one or more Inferno Towers is not fully loaded.
    Icon FullyLoadedDarkElixirThis icon informs you that all Inferno Towers are fully loaded. It is not tappable, and replaces the Load icon.
    Icon SingleTapping this icon switches the Inferno Tower attack mode to attack a single enemy. This icon is only displayed while the Inferno Tower is in Multiple attack mode.
    Icon MultipleTapping this icon switches the Inferno Tower attack mode to attack multiple enemies. This icon is only displayed while the Inferno Tower is in Single attack mode.
    Icon GroundTapping this icon switches the Skeleton Trap attack mode to attack air units. This icon is only displayed while the Skeleton Trap is in Ground mode.
    45pxTapping this icon switches the Skeleton Trap attack mode to attack ground units. This icon is only displayed while the Skeleton Trap is in Air mode.
    Icon ReArmTapping this icon re-arms the Walls. This icon is only displayed after your Walls has been triggered during an enemy attack.
    Icon ReArmAllTapping this icon re-arms all Traps. This icon is only displayed when one or more of your Traps have been triggered in a previous enemy attack.
    Icon Boost1Tapping this icon boosts your Gold production for 1 day at the cost of the displayed amount of Gems.
    Icon CollectGoldTapping this icon collects the uncollected Gold from the Walls.
    Icon NoCollectGoldThis icon informs you that you don't have Gold to be collected from your Walls.
    Icon Boost45Tapping this icon boosts your troop training for 2 hours, reducing the time required to train troops by a factor of four for the duration of the boost.
    Icon TrainTroopsTapping this icon opens up the troop training interface, allowing you to train troops.
    Icon ResearchTapping this icon opens up the Laboratory interface, allowing you to upgrade your troops' levels.
    Icon Boost45Tapping this icon boosts your spell creation for 2 hours, reducing the time required to create spells by a factor of four for the duration of the boost.
    Icon CreateSpellsTapping this icon opens up the Spell Factory interface, allowing you to create spells.
    Icon RequestTroopsTapping this icon requests troops from your fellow clan members. It will appear if your Clan Castle is not already full and the 20-minute timer since your last request has elapsed.
    Icon RequestNowTapping this icon requests troops from your clan members without waiting for the 20-minute timer at the cost of the displayed number of Gems. It will appear if your Clan Castle is not already full and the 20-minute timer since your last request is still counting down.
    Icon CastleFullThis icon informs you that your Clan Castle is full of troops. It will replace both Request icons if the Clan Castle is full.
    Icon ClanTapping this icon displays information about your current clan.
    Icon CollectGoldTapping this icon collects the uncollected resources in the Clan Castle. It will only appear if there are resources to collect.
    Icon NoCollectGoldThis icon informs you that you don't have resources to be collected from your Clan Castle. It will replace the Collect icon if there are no resources in the Clan Castle.
    Icon SelectRowTapping this icon selects a row of Walls to move or rotate instead of a single Wall. The longest contiguous row of Walls will be selected.
    Icon RotateRowTapping this icon rotates the selected row of Walls. This icon is only displayed while you have multiple Walls selected.
    Town Hall Level 1 2 3 4 5 6 7 8 9 10
    Number Available 0 25 50 75 100 125 175 225 250 250
    Size
    1x1
    Level Cost Gold Cumulative Cost Gold Cost Elixir Cumulative Cost Elixir Hitpoints Town Hall Level Required
    1 200 200 N/A N/A 300 2
    2 1,000 1,200 N/A N/A 500 2
    3 5,000 6,200 N/A N/A 700 3
    4 10,000 16,200 N/A N/A 900 4
    5 30,000 46,200 N/A N/A 1,400 5
    6 75,000 121,200 N/A N/A 2,000 6
    7 200,000 321,200 200,000 200,000 2,500 7
    8 500,000 821,200 500,000 700,000 3,000 8
    9 1,000,000 1,821,200 1,000,000 1,700,000 4,000 9
    10 3,000,000 4,821,200 3,000,000 4,700,000 5,500 9
    11 4,000,000 8,821,200 4,000,000 8,700,000 7,000 10
    Wall Breakers required to break through Walls
    Wall Level
    Wall1 Wall2 Wall3 Wall4 Wall5 Wall6 Wall7 Wall8 Wall9 Wall10 Wall11
    1 2 3 4 5 6 7 8 9 10 11
    Wall Breaker Level 1 1 2 2 2 3 5 6 7 9 12 15
    2 1 1 2 2 3 4 4 5 7 9 11
    3 1 1 1 1 2 3 3 4 5 6 8
    4 1 1 1 1 2 2 2 3 4 5 6
    5 1 1 1 1 1 2 2 2 3 3 4
    6 1 1 1 1 1 1 2 2 2 3 3

    For additional statistics and information, see the Unit Calculators page.

    Buildings
    Defensive Buildings Cannon • Archer Tower • Mortar • Air Defense • Wizard Tower • Hidden Tesla • X-Bow • Inferno Tower • Walls
    Traps: Bomb • Spring Trap • Giant Bomb • Air Bomb • Seeking Air Mine • Skeleton Trap
    Resource Buildings Gold Mine • Elixir Collector • Dark Elixir Drill • Gold Storage • Elixir Storage • Dark Elixir Storage • Builder's Hut
    Army Buildings Army Camp • Barracks • Dark Barracks • Laboratory • Spell Factory • Barbarian King Altar • Archer Queen Altar
    Other Buildings Town Hall • Clan Castle • Decorations • Obstacles

    Start a Discussion Discussions about Walls

    • Wall Upgrade no need builder.

      15 messages
      • You pay money to buy an extra builder/to speed up other builds to upgrade your wall(s). Without a builder needed, some of the marketing would be lost.
      • Ah.
    • Hidden Walls

      5 messages
      • i think it is a good idea but it would take a lot of try and fail till u could get them to work for you
      • But why need them?

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