[[File:{{{Alt}}}|28px|link=]]
- For the Builder Base counterpart, see Wall/Builder Base.
- For the Clan Capital counterpart, see Wall/Clan Capital.
"Walls are great for keeping your village safe and your enemies in the line of fire."
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
Level 11
Level 12
Level 13
Level 14
Level 15
Level 16
Level 17
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) your intruders can be caught off-guard by filling the openings with traps such as Bombs or Spring Traps.
- Walls block most ground units, with the exceptions being Hog Riders, Miners, Headhunters, Yetimites, Grand Warden, Royal Champion and all grounded Pets except the Mighty Yak. Walls can be bypassed entirely by air units such as Balloons or Dragons.
- There exist numerous countermeasures to Walls:
- Wall Breakers and Super Wall Breakers immediately target Walls upon deployment, inflicting 40x normal damage to Walls, but also blow themselves up in the process. Their blasts do splash damage; capable of damaging two layers of walls if they are placed next to each other. 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.
- The Super Giant, Wall Wrecker, Stone Slammer, Log Launcher, and Mighty Yak are capable of doing extra damage to Walls, though none of these specifically target them.
- Jump Spells temporarily allow ground troops to bypass Walls, making the Walls lose their defensiveness, while four Earthquake Spells can destroy any Walls in the area of effect.
Strategies
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 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 the Laboratory immediately outside the Walls to act as another layer for enemy troops to fight through.
- The Wall Breaker's bomb inflicts damage to everything within a small radius of its detonation (area splash), so it is ill-advised to envelop a compartment with grouped layers of walls.
- 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.
- Conversely, such gaps can be filled in with extra Walls, and this can be used to isolate valuable buildings (such as Inferno Towers or the Town Hall) in a large compartment; without proper funneling or access to the comparment, ground troops will often ignore these buildings.
- An outdated practice is to use single standing Wall struts or spikes to lure Wall Breakers; however, this spiking 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.
- It can also be used to cover a spawn zone in the inside of the base.
- Wall Breakers only target Walls that completely or partially enclose buildings; they will ignore empty compartments and spikes (unless there are no other targets left).
- A common mistake among beginners is the attempting to "close" Wall gaps with buildings, obstacles, 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. However, new attackers often make this same mistake and waste Wall Breakers on the holes in the Walls so this may work in your favor if you do not have enough Walls for the layout you are using.
- 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.
- Troops and heroes can walk through two walls that are diagonally to each other.
- Players should have Walls around the Town Hall, defensive buildings, and (if desired) resource 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 resources are limited.
- Players could place traps between the gap of the Walls; when enemy troops step on them, they will be easily killed by the traps.
- The price of higher levels of Walls to upgrade is usually not worth it unless everything else is upgraded due to its numerous countermeasures. However, when sufficiently upgraded, they can still prove advantageous psychologically as an intimidation factor.
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.
- 4 Earthquake Spells can destroy Walls of any level.
- By using air troops, Jump Spells, Hog Riders as well as Miners, Headhunters, the Grand Warden, and the Royal Champion you can avoid having to destroy Walls.
Upgrade Differences
- Walls undergo significant visual changes at all levels.
- Level 1 Walls resemble wooden fences with rope tied around the posts.
- Level 2 Walls are changed into uncut rock.
- Level 3 Walls are more smooth and appear as cut stone.
- Level 4 Walls are changed to solid iron and become taller.
- Level 5 Walls are carved gold.
- Level 6 Walls become a tall Elixir-colored pointy crystal.
- Level 7 Walls are taller and much sharper, and are dark purple in color.
- Level 8 Walls are a thick, dull, black crystal with a skull on top. When joined at a corner (specifically when it is at least part of a "V" pattern), the skull looks bigger and the holes of the skull are darker.
- 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 intermittently. When joined at a corner, they have a permanent flame on top of them.
- Level 11 Walls have lava on their sides and have waves of lava flowing through them intermittently. When joined at a corner, they have the same lava faucet as the ones on the side of the level 10 Town Hall.
- Level 12 Walls are white on the top, golden on the bottom, and golden lights shining through them intermittently.
- Level 13 Walls are white and blue with a gray metallic bottom. Springs connect each segment and the Walls have waves of electrical energy flowing through them intermittently. When joined at a corner, they have a permanent white glow.
- Level 14 Walls are ice on a dark purple wall. The ice atop the Wall connects when joined to other segments and the Walls have waves of light aura flowing through them intermittently. When joined at a corner, they have a blue shine.
- Level 15 Walls are golden with some pattern on the top, it is surrounded by a purplish-black stone with gold lining on it. The gold atop the Wall connects when joined to other segments and green light reflected on the flowing green water intermittently.
- Level 16 Walls are varying shades of purple with a metal frame on the top that has a shield-shaped pattern, surrounded by a dark purple frame. An additional, thinner frame made of gold surrounds the Wall below the purple layer. On each side of the Wall are upside down purple triangles surrounded by a purple and gold frame. On the corners of the Walls are small stone columns that connect to the gold frame above. When joined at a corner, they emit a bright blue glow with sparkles coming out of the Wall segments.
- If a Wall segment contains level 10 or higher Walls, the Walls' glowing effects will be continuous on all of them. If the Wall segment also contains lower level Walls, the glowing effect will pause on the lower level Walls, then continue onto the higher level Walls.
Statistics
Gold Pass modifiers
Input Gold Pass boosts to modify the statistics in the tables below accordingly
ApplyReset |
Town Hall Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
---|---|---|---|---|---|---|---|---|
Number Available | 0 | 25 | 50 | 75 | 100 | 125 | 175 | 225 |
Town Hall Level | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
Number Available | 250 | 275 | 300 | 300 | 300 | 325 | 325 | 325 |
Size |
---|
1x1 |
Level |
Hitpoints |
Cost |
Cumulative Cost |
Cost |
Cumulative Cost |
Cost |
Town Hall Level Required |
---|---|---|---|---|---|---|---|
1 | 300 | 50 | 50 | N/A | N/A | N/A | 2 |
2 | 500 | 1,000 | 1,050 | N/A | N/A | 1 | 2 |
3 | 700 | 5,000 | 6,050 | N/A | N/A | 1 | 3 |
4 | 900 | 10,000 | 16,050 | N/A | N/A | 1 | 4 |
5 | 1,400 | 20,000 | 36,050 | 20,000 | 20,000 | 1 | 5 |
6 | 2,000 | 30,000 | 66,050 | 30,000 | 50,000 | 1 | 6 |
7 | 2,500 | 50,000 | 116,050 | 50,000 | 100,000 | 1 | 7 |
8 | 3,000 | 75,000 | 191,050 | 75,000 | 175,000 | 1 | 8 |
9 | 3,500 | 100,000 | 291,050 | 100,000 | 275,000 | 1 | 9 |
10 | 4,000 | 200,000 | 491,050 | 200,000 | 475,000 | 1 | 9 |
11 | 5,000 | 500,000 | 991,050 | 500,000 | 975,000 | 1 | 10 |
12 | 7,000 | 1,000,000 | 1,991,050 | 1,000,000 | 1,975,000 | 1 | 11 |
13 | 9,000 | 2,000,000 | 3,991,050 | 2,000,000 | 3,975,000 | 2 | 12 |
14 | 11,000 | 3,000,000 | 6,991,050 | 3,000,000 | 6,975,000 | 4 | 13 |
15 | 12,500 | 5,000,000 | 11,991,050 | 5,000,000 | 11,975,000 | 7 | 14 |
16 | 13,500 | 8,000,000 | 19,991,050 | 8,000,000 | 19,975,000 | 8 | 15 |
17 | 14,500 | 9,000,000 | 28,991,050 | 9,000,000 | 28,975,000 | 9 | 16 |
Walls Level | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | ||
Wall Breaker Level | 1 | 1 | 2 | 2 | 2 | 3 | 5 | 6 | 7 | 8 | 9 | 11 | 15 | 19 | 23 | 27 | 29 | 31 |
2 | 1 | 1 | 1 | 2 | 2 | 3 | 4 | 4 | 5 | 6 | 7 | 10 | 12 | 15 | 17 | 18 | 20 | |
3 | 1 | 1 | 1 | 1 | 2 | 2 | 3 | 3 | 4 | 4 | 5 | 7 | 9 | 10 | 12 | 13 | 13 | |
4 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 3 | 3 | 3 | 4 | 5 | 7 | 8 | 9 | 10 | 11 | |
5 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 3 | 4 | 5 | 5 | 6 | 6 | |
6 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 4 | 4 | 4 | 5 | |
7 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 3 | 3 | 4 | 4 | 4 | |
8 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 3 | 4 | |
9 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 3 | 3 | 3 | 3 | |
10 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 3 | |
11 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 3 | 3 | |
12 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 3 |
Walls Level | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | ||
Wall Breaker Level | 1 | 2 | 3 | 3 | 4 | 6 | 9 | 11 | 13 | 15 | 17 | 21 | 30 | 38 | 46 | 53 | 57 | 61 |
2 | 1 | 2 | 2 | 3 | 4 | 6 | 7 | 9 | 10 | 12 | 14 | 20 | 25 | 31 | 35 | 38 | 41 | |
3 | 1 | 1 | 2 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 10 | 14 | 18 | 22 | 25 | 26 | 28 | |
4 | 1 | 1 | 2 | 2 | 3 | 4 | 4 | 5 | 6 | 7 | 8 | 11 | 15 | 18 | 20 | 22 | 23 | |
5 | 1 | 1 | 1 | 1 | 2 | 3 | 3 | 4 | 4 | 5 | 6 | 8 | 10 | 12 | 14 | 15 | 16 | |
6 | 1 | 1 | 1 | 1 | 2 | 2 | 3 | 3 | 3 | 4 | 5 | 6 | 8 | 10 | 11 | 12 | 13 | |
7 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 3 | 3 | 3 | 4 | 5 | 7 | 8 | 9 | 10 | 11 | |
8 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 3 | 5 | 6 | 7 | 8 | 9 | 9 | |
9 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 3 | 3 | 4 | 5 | 6 | 7 | 8 | 8 | |
10 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 3 | 4 | 5 | 6 | 6 | 7 | 7 | |
11 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 3 | 3 | 4 | 5 | 6 | 6 | 7 | |
12 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 3 | 4 | 5 | 5 | 6 | 6 |
Walls Level | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | ||
Wall Wrecker Level | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 4 | 4 | 5 | 5 |
2 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 4 | 4 | 4 | |
3 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 3 | 4 | |
4 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 3 | 3 | 3 | 3 | |
5 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 3 |
Walls Level | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | ||
Log Launcher Level | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 3 | 5 | 6 | 7 | 8 | 9 | 9 |
2 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 3 | 3 | 4 | 5 | 6 | 7 | 8 | 8 | |
3 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 3 | 4 | 5 | 6 | 6 | 7 | 7 | |
4 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 3 | 3 | 4 | 5 | 6 | 6 | 7 | |
5 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 3 | 4 | 5 | 5 | 6 | 6 |
Achievement
Wall Buster | ||||
---|---|---|---|---|
Description | Rewards | Rewards | ||
Destroy 10 Walls in Multiplayer battles | 10 | 5 | ||
Destroy 100 Walls in Multiplayer battles | 100 | 10 | ||
Destroy 2,000 Walls in Multiplayer battles | 1,000 | 20 |
Icon Descriptions
History
- The Wall was in the original release of the game, with 8 levels.
- The September 18, 2012 update made it so that building Wall is instant.
- The November 19, 2012 update made it so that defending Clan Castle troops can now jump over Walls.
- The January 10 2013 update added levels 9 and 10 Wall, "Spikes of Pain" and "Flaming Magma".
- The February 5 2013 update strengthened Wall levels 9 and 10.
- The March 12 2013 update added an option to move multiple Wall pieces at one time.
- The March 25, 2013 maintenance added 25 pieces of Walls at Town Hall level 7.
- The April 17 2013 update added an option where you can rotate a Wall section.
- The June 17 2013 update added the level 11 Wall.
- The September 30 2013 update added village edit mode, where you can design your base with Walls and other buildings. You can also place many Walls at once by selecting a wall piece, then dragging along the wall guide markers.
- The 16 September 2014 update gave Walls improvements:
- The 11 Dec 2014 update restricted the capability for Walls to be upgraded with Elixir; they could be upgraded with Elixir only when being upgraded to level 9 and above.
- The 30 April 2015 update changed the original cost of 200 Gold per wall to 50 Gold per Wall.
- The September 9 2015 added 25 Wall pieces at Town Hall 10 and changed the level 11 Wall design. Minor texture changes were also given to Wall levels 2-8 except the 4th level. Prior to this update, the level 11 Wall appeared light blue with an electric theme.
- As of the 24 May 2016 update, the destroyed Walls appearances are different for every level.
- The October 12 2016 update added 25 pieces of Walls at Town Hall 11.
- The December 19 2016 update added the level 12 Walls but you could only upgrade 50 Walls to level 12. The update also decreased the upgrade cost for levels 10-11.
- The March 8, 2017 increased level 12 Wall limit to 75.
- The March 7, 2017 balance changes increased level 12 Wall limit by 25 (at TH11).
- In the October 11 2017 update, you can upgrade 25 more segments to level 12.
- The December 18 2017 update added 25 more level 12 Walls for Town Hall 11 (for a total of 125).
- The March 5 2018 update increased number of Wall pieces that can be upgraded to max level 300 in TH11 (was 125).
- In the April 9 2018 update, Wall segments now display how many Ring of Walls items are needed to upgrade to the next level.
- The June 11 2018 gave a Wall an update:
- Added the level 13 Wall (only max 100 pieces).
- Walls in the Home Village reduced (such that 1 Wall Ring corresponds to 1 million or part thereof of resources).
- Reduced upgrade cost from level 5-11 Wall.
- In the October 23 2018 update, you can now upgrade 100 more Wall pieces to level 13 at TH12 (total 200).
- The December 12 2018 update reworked damage multipliers of Stone Slammer against Walls - increased maximum damage multiplier, but decreases damage for targets outside the immediate vicinity of the Slammer.
- The January 28, 2019 maintenance made it so that additional 50 Wall pieces can now be upgraded to level 13.
- The December 9 2019 update added the level 14 Wall (only 100 pieces could be upgraded to level 14).
- The March 30 2020 update gave the Wall an update:
- Additional 50 level 14 Wall pieces.
- Reduced upgrade cost from level 5-12 Walls.
- Number of Wall Rings require to upgrade Walls reduced for certain levels.
- Level 11: 2 to 1
- Level 12: 4 to 3
- In June 22 2020 update, 50 Wall pieces can be upgraded to level 14 (total 200).
- In October 12 2020 update, 100x Wall pieces can be upgraded to level 14 (total 300).
- The December 7 2020 update, Wall segments can now be swapped with other Wall segments.
- The April 12 2021 update gave a Wall an update:
- Added the level 15 Wall (only 100 pieces can be upgraded to level 15).
- Reduced upgrade cost for level 12 and 13:
- Level 12: 3M Gold/Elixir to 2M Gold/Elixir.
- Level 13: 5M Gold/Elixir to 4M Gold/Elixir.
- Stop Grand Warden from attacking a Wall if nobody else in his group is attacking a Wall.
- Fixed visual Wall connection problems when visiting villages which have destroyed Walls and the Village owner has not logged in after they were destroyed.
- Refresh Wall connections properly when swapping Walls in layout editor.
- The June 2021 update enabled 50 more Wall pieces to be upgraded to level 15 (for a total of 150). A further 50 Wall pieces were made available in the September 2021 update (for a total of 200), and the December 2021 update allowed all 325 Wall pieces to be upgraded to level 15.
- The June 2022 update reduced the hitpoints of level 9-14 Walls, and allowed Walls to be upgraded with Elixir starting from level 5.
- In the June 12 2023 update, all level 15 walls can now be upgraded to level 16.
- The December 12 2023 update gave a Wall an update:
- Added the level 17 Wall (only 150 pieces can be upgraded to level 17).
- Reduced upgrade cost for level 14 and 15:
- Level 14: 4M Gold/Elixir to 3M Gold/Elixir.
- Level 15: 7M Gold/Elixir to 5M Gold/Elixir.
Trivia
- Thus far, Level 17 Walls are the structures with the greatest amount of hitpoints in the Home Village, having 14,500 hitpoints.
- Walls will not be targeted by air troops, other than the air mode Grand Warden (in some cases), but they can be destroyed by them through indirect means (such as Balloons or the Stone Slammer attacking buildings and destroying nearby Walls with splash damage, or Dragons attacking Clan Castle troops and damaging the nearby Walls).
- Occasionally two Wall segments will appear not to be connected, although they really are. This usually happens in the Village Edit Mode.
- A similar thing can also happen when viewing a base, though typically more than two Wall segments will appear to be disconnected.
- The Wall is the only building not to have a square-shaped grass under it like other buildings.
- The Walls, Cannon, Archer Tower, Mortar, Air Defense, and Wizard Tower are the oldest defenses in the game.
- In order to upgrade an entire row of Walls using Elixir, all pieces in the selected Wall must be at least level 5 or up. If there are any selected pieces of Wall in the row that are at level 4 or lower, the game will only offer to upgrade the row with Gold until those lower-level pieces have been upgraded to level 5.
- Walls overall are one of the most expensive defenses to upgrade in the game, with a full set of level 16 Walls costing 2.6 billion of Gold or Elixir to upgrade for its final level alone, notwithstanding any cost reductions from Gold Pass or events. The grand total for cost to max out all Walls from scratch is 7,847,091,250 Gold or Elixir; of this total, 5,216,250 Gold must be spent to upgrade all Walls to level 4, with the remainder freely divisible between both Gold and Elixir.
- Walls, as well as the Builder Base Walls, are one of the only structures with multiple levels not to have upgrade times, the only other being the B.O.B Control.
- Walls are the only defensive building that don't count as percentage when destroyed.
- The Walls and Cannon are the first defenses to appear in a loading screen image.
- Although the level 8 Walls corresponds Town Hall 9, it can be upgraded at Town Hall 8. This is due to the fact that the level 8 Walls were in the game before Town Hall level 9 was introduced.
- Individual Walls from level 1-9 and level 11 seem to have a rectangular shadow despite their shape.
- If selected in a row, the “upgrade all” button will not appear if it exceeds the player's current storage capacity.
Home Village Buildings | |
---|---|
Defensive Buildings | Cannon • Archer Tower • Mortar • Air Defense • Wizard Tower • Air Sweeper • Hidden Tesla • Bomb Tower • X-Bow • Inferno Tower • Eagle Artillery • Scattershot • Builder's Hut • Spell Tower • Monolith • Ricochet Cannon • Multi-Archer Tower • Giga Tesla • Giga Inferno (TH13 • TH14 • TH15 • TH16) • Wall Traps: Bomb • Spring Trap • Air Bomb • Giant Bomb • Seeking Air Mine • Skeleton Trap • Tornado Trap |
Resource Buildings | Town Hall (Magic Items) • Gold Mine • Elixir Collector • Dark Elixir Drill • Gold Storage • Elixir Storage • Dark Elixir Storage • Clan Castle (Treasury) |
Army Buildings | Army Camp • Barracks • Dark Barracks • Laboratory • Spell Factory • Dark Spell Factory • Blacksmith • Workshop • Barbarian King Altar • Archer Queen Altar • Grand Warden Altar • Royal Champion Altar • Pet House |
Other Buildings | Boat • Airship • Forge • Decorations • Obstacles • Loot Cart • Strongman's Caravan • Super Sauna • Builder's Hut • B.O.B's Hut |
[[File:{{{Alt}}}|28px|link=]]
- For the Home Village counterpart, see Wall/Home Village.
- For the Clan Capital counterpart, see Wall/Clan Capital.
"Walls are great for keeping your village safe and your enemies in the line of fire."
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
Summary
- Walls are structures that obscure the path of enemy ground troops, with an identical function to that of Walls in the Home Village.
- Just like in the Home Village, Walls can be bypassed completely by air troops (Beta Minions, Baby Dragons, etc.), and also do not count towards destruction percentage when destroyed.
Strategies
Offensive Strategy
- Walls can be circumvented by destroying them or positioning ranged troops to shoot over the Walls. Walls can be bypassed completely by air units such as Beta Minions.
- Melee units will only attack Walls if there are no other buildings near them and if there is a building on the other side of the Wall.
- Ranged units will only attack Walls if there are no other buildings in their sight ranges other than those across the Wall that is (almost) completely surrounded by Walls and that are outside its attack range.
- The Bomber has a 15x damage multiplier against walls, which means they can destroy walls relatively quickly and efficiently compared to other troops. Melee ground units tend to be very sensitive to gaps in the walls, often opting to walk through a gap several tiles away rather than break a wall; Bombers are therefore handy to have in hand to create gaps of the attacker's own to funnel said units in.
- The Bomber's Bouncing Bomb ability allows them to very easily destroy several rows of walls at once, and the bouncing bombs can also bypass defenses.
Defensive Strategy
- Purposely create gaps in Walls to put a trap in as the enemy troops will walk into the gap instead of breaking the Wall.
- You can also do this by putting a Crusher in the gap.
- Use Walls to surround defenses to protect them. Try to surround structures that assist in defense so they do not get taken out easily.
- It is unnecessary to protect resource buildings with Walls since they are used to absorb damage, and it is not possible to lose resources from versus battles. Protecting them, however, can still force the opponent to break through them and stall their progress.
- Do not place 3x3 buildings too close to the Walls. If a Bomber is protected and manages to target it, the Walls will be shattered easily. This is especially dangerous if the Bomber is at level 11 since its ability can destroy Walls at any level.
Upgrade Differences
- Walls have significant visual changes at all levels.
- Level 1 Walls resemble wooden stakes assembled together.
- Level 2 Walls resemble wooden fences with a rope tied around the posts, similar to the Level 1 Wall in the Home Village.
- Level 3 Walls are changed into worked lumber assembled with large nails.
- Level 4 Walls are changed into uncut rock, like the Level 2 Wall in the Home Village.
- Level 5 Walls are more smooth and cut stone.
- Level 6 Walls have larger stones making up the posts and bronze-colored connectors between them. The corner segments have even taller stones for the posts.
- Level 7 Walls have a brick-like texture and color to them with what appears to be a concrete base.
- Level 8 Walls have a smooth stone composition, with the outer layer encased in metal, similar to the Level 4 Wall in the Home Village.
- Level 9 Walls are more reflective, the metal plating is now in one piece with the wall and it is more polished. The lower half of the wall is plated with brass. It also very slightly resembles the level 12 Wall from the Home Village.
- Level 10 Walls resemble metal pipes mounted on top of a stone platform with a valve on the top that occasionally releases steam.
Statistics
Gold Pass modifiers
Input Gold Pass boost to modify the statistics in the tables below accordingly
ApplyReset |
Number Available | Builder Hall Level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
Total | 10 | 20 | 50 | 75 | 100 | 120 | 140 | 160 | 180 | 180 |
Size |
---|
1x1 |
Level |
Hitpoints |
Cost |
Cumulative Cost |
Cost |
Cumulative Cost |
Cost |
Builder Hall Level Required |
---|---|---|---|---|---|---|---|
1 | 900 | 1,000 | 1,000 | N/A | N/A | N/A | 1 |
2 | 1,100 | 2,000 | 3,000 | N/A | N/A | 1 | 3 |
3 | 1,300 | 10,000 | 13,000 | N/A | N/A | 1 | 3 |
4 | 1,600 | 50,000 | 63,000 | N/A | N/A | 1 | 4 |
5 | 1,900 | 150,000 | 213,000 | N/A | N/A | 1 | 5 |
6 | 2,200 | 240,000 | 453,000 | N/A | N/A | 1 | 6 |
7 | 2,500 | 400,000 | 853,000 | 400,000 | 400,000 | 1 | 7 |
8 | 2,750 | 600,000 | 1,453,000 | 600,000 | 1,000,000 | 2 | 8 |
9 | 3,050 | 800,000 | 2,253,000 | 800,000 | 1,800,000 | 2 | 9 |
10 | 3,350 | 1,000,000 | 3,253,000 | 1,000,000 | 2,800,000 | 2 | 10 |
Number of Bomber hits required to break through Walls
Icon Descriptions
Trivia
- The Walls at max level are the buildings with the largest amount of hitpoints in Builder Base, having 5014 hitpoints.
- The Walls, Archer Tower and Army Camp have their own unique design, unlike other buildings in Builder Base that are equivalent to the buildings in Home Village.
- In See You Later, Builder Base! video, level 8 Walls are shown with torches on sides although the level 8 Walls don't have torches in the game.
[[File:{{{Alt}}}|28px|link=]]
- For the Home Village counterpart, see Wall/Home Village.
- For the Builder Base counterpart, see Wall/Builder Base.
A district’s Walls are always the same level and upgrade at the same time. Build together, battle together, upgrade walls together!”
Ruin | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 |
Ruin | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 |
Summary
- Walls are structures that obstruct the path of enemy ground troops.
- Just like Walls in the Home Village and Builder Base, they can be bypassed by air troops as well as Hog Riders, and any ground troops being affected by the Jump Spell.
- Walls do not count towards destruction percentage when destroyed, and are not required to be destroyed to achieve 100% destruction.
- Unlike Walls in the Home Village or Builder Base, Walls in the Clan Capital will impede defending ground troops, which cannot jump over Walls. Instead, they are only able to move through Walls that have been turned into gates, which still block the movement of attacking troops.
- Defending ground troops, if impeded by Walls, will not attempt to break down Walls in order to reach attacking troops. They cannot use attackers' Jump Spells to get over Walls.
- To turn a Wall into a gate, several conditions must be met: the Wall piece must be adjacent to exactly two other Wall pieces, neither of which are gates, such that these three Wall pieces form a line.
- When upgraded, all Walls in a district will be upgraded at the same time. This includes any Walls that are not yet rebuilt; they will be upgraded to the current Wall level once rebuilt. Such upgrades only count as a single upgrade towards the Capital Hall upgrade requirements, no matter how many Walls are upgraded.
- Walls shouldn't be your first priority as there is a fixed increase in hitpoints but an increase in cost. A level 3 wall should be sufficient to slow defenders.
Strategies
Defensive Strategy
- Walls can be used to close off areas to ground units, protecting defenses from melee units such as Super Barbarians. Ranged troops are able to attack over walls, so just like in the Home Village and Builder Base, it can be useful to guard front-line defenses with non-defensive buildings that cannot be easily picked off.
- Having gaps in walls can occasionally be a useful strategy to funnel ground units such as Super Giants into the gaps, even if the gap is a considerable distance away from the troops' deployment point.
- Do note, however, that ground troops can walk across diagonally adjacent open tiles without being impeded by walls, which is easy to overlook when using walls to block off either side of a bridge. In order to fully close off access of a bridge to ground units, the land tiles diagonally adjacent to the bridge must also be occupied by walls.
- Leaving gaps between a wall layer and the buildings behind it can prevent ground ranged troops from attacking it without first breaking the wall. A two-tile gap between the building and the wall is required to stop Sneaky Archers and Siege Carts from attacking the building directly, while a one-tile gap suffices against Super Wizards. However, in this latter case, one should note that Super Wizards may have their attacks chain onto the building if they attack the wall.
- Knowledge of these gaps can be used to redirect these ranged ground troops to some extent, since they will prefer to target buildings they can attack directly. This redirection can be used against them, by placing defenses to cover the areas they attack from.
Offensive Strategy
- Battle Rams will destroy Walls of equal level (or lower) in a single hit. Even in air attacks, using Battle Rams can prove imperative to permanently break Walls, since they may block access to deployment zones, even after all the buildings they were guarding are destroyed. However, Battle Rams have AI similar to that of Wall Breakers in the Home Village, and will thus prioritize Walls that enclose buildings than those that do not. Jump Spells can provide forced temporary access past Walls that Battle Rams do not target.
Upgrade Differences
- Walls undergo significant visual changes at all levels.
- When initially rebuilt, the Walls resemble wooden stakes assembled together with stone bricks acting as a support at either side.
- As Wall Corners, a series of planks is added across the wall formation.
- At level 2, it resembles a series of worked lumber with accentuated metal spikes. The surrounding stone bricks are now worked as well.
- It gains a patterned sculpture at each sides of the wall.
- At level 3, it resembles an uncut rock with metal spikes.
- The corners of the wall are now replaced with stone.
- At level 4, it resembles a cut rock with metal reinforcements at either side.
- It gains a dark metal symbol at the center.
- At level 5, it gains a stone hedge at the center and the metal reinforcements are now replaced with gold and added some golden spikes.
- The symbol is now replaced with gold metal.
- When initially rebuilt, the Walls resemble wooden stakes assembled together with stone bricks acting as a support at either side.
Statistics
Capital Hall Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
Number Available | 80 | 120 | 160 | 180 | 200 | 220 | 240 | 260 | 280 | 280 |
Size |
---|
1x1 |
Number Available | District Hall Level | ||||
---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | |
Barbarian Camp | 50 | 100 | 140 | 180 | 200 |
Wizard Valley | 80 | 120 | 140 | 160 | 180 |
Balloon Lagoon | 60 | 80 | 100 | 120 | 120 |
Builder's Workshop | 100 | 120 | 140 | 160 | 180 |
Dragon Cliffs | 80 | 100 | 120 | 140 | 140 |
Golem Quarry | 60 | 100 | 120 | 140 | 160 |
Skeleton Park | 80 | 80 | 80 | 100 | |
Goblin Mines | 30 | 60 | 80 | 100 |
Level |
Hitpoints |
Build Cost* |
Cumulative Build Cost* |
Capital Hall Level Required |
District Hall Level Required |
---|---|---|---|---|---|
1 | 5,000 | 0 | 0 | 1 | 1 |
2 | 6,500 | 500 | 500 | 3 | 2 |
3 | 8,000 | 1,500 | 2,000 | 5 | 3 |
4 | 9,500 | 3,500 | 5,500 | 7 | 4 |
5 | 11,000 | 6,000 | 11,500 | 9 | 5 |
*Cost per Wall. Since Walls are upgraded all at once in a district, this cost is multiplied by the total number of Walls available in the district to give the cost of upgrading Walls in a district.
Cost of Upgrading Walls in a District
The below table lists the total costs of upgrading all Walls in each district.
Icon Descriptions
Trivia
- Placing gates can cosmetically affect the appearance of the district by changing the layout of the paved pathways; said pathways can enter a enclosed wall compartment if one of the walls is turned into a gate.
The Wall is a defensive building that appears in the Home Village, Builder Base and Clan Capital.
For their appearances in each village see the following pages: