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For the Home Village counterpart, see Wall/Home Village.
For the Builder Base counterpart, see Wall/Builder Base.
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Wall5C.png
“Walls protect districts and keep enemies at bay.
A district’s Walls are always the same level and upgrade at the same time. Build together, battle together, upgrade walls together!”

Wall Ruin.png Wall1C.png Wall2C.png Wall3C.png Wall4C.png Wall5C.png
Ruin Level 1 Level 2 Level 3 Level 4 Level 5
Wall Ruin Corner.png Wall1C Corner.png Wall2C Corner.png Wall3C Corner.png Wall4C Corner.png Wall5C Corner.png
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, 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.

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

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.

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.

Icon Descriptions

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 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
Level
Level
Hitpoints
Hitpoints
Build Cost*
Capital Gold
Cumulative Build Cost*
Capital Gold
Capital Hall Level Required
Capital Hall
District Hall Level Required
District Hall
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.

Level
Level
Build Cost Capital Gold
Capital Peak Barbarian Camp Wizard Valley Balloon Lagoon Builder's Workshop Dragon Cliffs Golem Quarry
2 140,000 100,000 90,000 60,000 90,000 70,000 80,000
3 420,000 300,000 270,000 180,000 270,000 210,000 240,000
4 980,000 700,000 630,000 420,000 630,000 490,000 560,000
5 1,680,000 1,200,000 1,080,000 720,000 1,080,000 840,000 960,000
Clan Capital Buildings
Defensive Buildings CannonSpear ThrowerAir DefenseCapital HallMulti CannonBomb TowerMulti MortarSuper Wizard TowerAir BombsRapid RocketsCrusherHidden Mega TeslaGiant CannonRocket ArtilleryInferno TowerBlast BowSuper Giant PostRaid Cart PostSuper Dragon PostWall

Traps: MineMega MineLog TrapZap Trap

Army Buildings Army CampSpell Storage

Barracks: Super Barbarian BarracksSneaky Archer BarracksSuper Giant BarracksBattle Ram BarracksMinion BarracksSuper Wizard BarracksRocket Balloon BarracksSkeleton Barrel BarracksFlying Fortress YardRaid Cart BarracksSuper P.E.K.K.A BarracksHog Raider BarracksSuper Dragon BarracksMountain Golem Quarry
Spell Factories: Heal Spell FactoryJump Spell FactoryLightning Spell FactoryFrost Spell FactoryRage Spell Factory

Other Buildings Capital HallDistrict HallAirshipDecorationsHouses
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