"Walls are great for keeping your village safe and your enemies in the line of fire."
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- 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 all ground units with the exception of Hog Riders, Miners, Yetimites, Grand Warden, Royal Champion and Headhunters. 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
|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|
- 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.
- Thus far, Level 15 Walls are the structures with the greatest amount of hitpoints in the game, having 12,500 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 8 or up. If there are any selected pieces of Wall in the row that are at level 7 or lower, the game will only offer to upgrade the row with Gold until those lower-level pieces have been upgraded to level 8.
- Walls overall are one of the most expensive defenses to upgrade in the game, as the final upgrade of just one Wall costs 7,000,000 Gold or Elixir. In total, upgrading all 300 available Walls from level 13 to 14 cost up to 1,800,000,000 Gold or Elixir. In addition, upgrading 150 walls from level 14 to 15 will cost a further 1,050,000,000 Gold or Elixir. Note: Town Hall 14 gets an additional 25 walls, so getting those to level 14 will cost you an additional 351,401,250 Gold or Elixir. The total cost of all the walls is 5,618,216,250 Gold, or 68,861,250 Gold and 5,549,355,000 Gold/Elixir.
- If you use Gems (to purchase Gold/Elixir) for building all Walls from scratch, it will cost you 1,546,650 Gems (worth USD $11,098.89).
- 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 O.T.T.O Hut.
- 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 current storage capacity.
|Tapping this icon displays information about the Wall, such as Hitpoints.|
|Tapping this icon upgrades the selected Wall to the next level, if you have enough resources and a free Builder. When the selected Wall is at at maximum level, this icon is not shown.|
|Tapping this icon upgrades the selected Wall(s) to the next level, if you have enough Wall Rings and a free Builder. When the Wall is at maximum level, this icon is not shown.|
|Tapping 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.|
|Tapping this icon rotates the selected row of Walls. This icon is only displayed while you have multiple Walls selected.|
|Tapping this icon upgrades all the upgradable Walls in the selected row to the next level, if you have enough resources and a free Builder. This icon is only displayed while you have multiple Walls selected.|
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|Wall Wrecker Level||1||1||1||1||1||1||1||1||1||2||2||2||3||3||4||4|
|Log Launcher Level||1||1||1||1||1||1||2||2||2||3||3||3||5||6||7||8|