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For the Builder Base and Clan Capital counterparts, see Wall/Builder Base and 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
Level 18

Summary

  • Walls are defenses that are unlocked when upgraded the Town Hall to level 2.
  • 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, Root Riders, Druids (in their Human form) Grand Warden, Royal Champion, Mountain Golem, 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, Mighty Yak, and the M.E.C.H.A 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 regardless of level of either in the area of effect.

Strategies

Defensive Strategies

  • 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 Buildings 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 compartment, 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 and their Super counterpart 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 were not 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.
    • In the Clan Capital however, this does not apply.
  • 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 Strategies

  • 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.
  • Four Earthquake Spells, regardless of level, 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.
  • When placed at the corner of the deployment area, you can widen the opening of a compartment near it by deploying a few Wall Breakers or their Super version.

Upgrade Differences

Walls undergo significant visual changes at all levels.

  • Initially, Walls resemble wooden fences with rope tied around the posts.
    • At level 2, Walls change to uncut rock.
    • At level 3, Walls are smoother and appear as cut stone.
    • At level 4, Walls are changed to solid iron and become taller.
    • At level 5, Walls are carved gold.
    • At level 6, Walls become a tall Elixir-colored pointy crystal.
    • At level 7, Walls are taller and much sharper, and are dark purple in color.
    • At 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.
    • At level 9, Walls have spikes on the sides of the Wall and have fires burning atop them when joined in a corner.
    • At 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.
    • At 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.
    • At level 12, Walls are white on the top, golden on the bottom, and golden lights shining through them intermittently.
    • At 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.
    • At 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.
    • At 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.
    • At 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.
    • At level 17, Walls are similar to that of level 12, except at the top there is a golden stone, and at the bottom is colored red, and the lower edge pillars gain a small golden brace each. When joined at a corner, they emit a yellow glow with sparkles, and the Walls gain a gray leaf symbol on each side, and the stone at the top turns white.
    • At level 18, Walls now have a grey stone base, with a pillar that has a line forming a groove, and gains battlements with a golden slab which occasionally glows. When connected to the sides, the slab above turns into a golden line adjacent to other walls, connects to each other, and gains a golden symbol with wings.
  • 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

Town Hall Level 1 2 3 4 5 6 7 8 9
Number Available 0 25 50 75 100 125 175 225 250
10 11 12 13 14 15 16 17
275 300 300 300 325 325 325 325
Size Size
1x1
Level
Level
Hitpoints
Hitpoints
Cost
Gold
Cumulative Cost
Gold
Cost
Elixir
Cumulative Cost
Elixir
Cost
Magic Items
Town Hall Level Required
Town Hall
1 300 0 0 N/A N/A N/A 2
2 500 1,000 1,000 N/A N/A 1 2
3 700 5,000 6,000 N/A N/A 1 3
4 900 10,000 16,000 N/A N/A 1 4
5 1,400 20,000 36,000 20,000 20,000 1 5
6 2,000 30,000 66,000 30,000 50,000 1 6
7 2,500 50,000 116,000 50,000 100,000 1 7
8 3,000 75,000 191,000 75,000 175,000 1 8
9 3,500 100,000 291,000 100,000 275,000 1 9
10 4,000 200,000 491,000 200,000 475,000 1 9
11 5,000 500,000 991,000 500,000 975,000 1 10
12 7,000 1,000,000 1,991,000 1,000,000 1,975,000 1 11
13 9,000 1,500,000 3,491,000 1,500,000 3,475,000 2 12
14 11,000 2,000,000 5,491,000 2,000,000 5,475,000 2 13
15 12,500 3,000,000 8,491,000 3,000,000 8,475,000 3 14
16 13,500 4,000,000 12,491,000 4,000,000 12,475,000 4 15
17 14,500 5,000,000 17,491,000 5,000,000 17,475,000 5 16
18* 15,500 8,000,000 25,491,000 8,000,000 25,475,000 8 17

*Currently, only 250 Walls can be upgraded to level 18, although more will be added in a later update.

Number of Wall Breakers required to break through Walls - Best Case
(Best case considers the scenario where all Wall Breakers manage to hit the Wall)
Walls Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Wall Breaker Level 1 1 2 2 2 3 5 6 7 8 9 11 15 19 23 27 29 31 33
2 1 1 1 2 2 3 4 4 5 6 7 10 12 15 17 18 20 21
3 1 1 1 1 2 2 3 3 4 4 5 7 9 10 12 13 13 14
4 1 1 1 1 1 2 2 3 3 3 4 5 7 8 9 10 11 11
5 1 1 1 1 1 1 1 2 2 2 2 3 4 5 5 6 6 6
6 1 1 1 1 1 1 1 1 2 2 2 3 3 4 4 4 5 5
7 1 1 1 1 1 1 1 1 1 1 2 2 3 3 4 4 4 4
8 1 1 1 1 1 1 1 1 1 1 2 2 2 3 3 3 4 4
9 1 1 1 1 1 1 1 1 1 1 1 2 2 3 3 3 3 3
10 1 1 1 1 1 1 1 1 1 1 1 2 2 2 3 3 3 3
11 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 3 3 3
12 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 3 3
13 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 3

Number of Wall Breakers required to break through Walls - Worst Case
(Worst case considers the scenario where all Wall Breakers deployed die near the Wall, doing death damage only)
Walls Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Wall Breaker Level 1 2 3 3 4 6 9 11 13 15 17 21 30 38 46 53 57 61 65
2 1 2 2 3 4 6 7 9 10 12 14 20 25 31 35 38 41 44
3 1 1 2 2 3 4 5 6 7 8 10 14 18 22 25 26 28 30
4 1 1 2 2 3 4 4 5 6 7 8 11 15 18 20 22 23 25
5 1 1 1 1 2 3 3 4 4 5 6 8 10 12 14 15 16 17
6 1 1 1 1 2 2 3 3 3 4 5 6 8 10 11 12 13 13
7 1 1 1 1 1 2 2 3 3 3 4 5 7 8 9 10 11 11
8 1 1 1 1 1 2 2 2 3 3 3 5 6 7 8 9 9 10
9 1 1 1 1 1 2 2 2 2 3 3 4 5 6 7 8 8 9
10 1 1 1 1 1 1 2 2 2 2 3 4 5 6 6 7 7 8
11 1 1 1 1 1 1 2 2 2 2 3 3 4 5 6 6 7 7
12 1 1 1 1 1 1 1 2 2 2 2 3 4 5 5 6 6 6
13 1 1 1 1 1 1 1 2 2 2 2 3 4 4 5 5 6 6

Number of Wall Wrecker hits required to break through Walls
Walls Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Wall Wrecker Level 1 1 1 1 1 1 1 1 1 2 2 2 3 3 4 4 5 5 5
2 1 1 1 1 1 1 1 1 1 2 2 2 3 3 4 4 4 4
3 1 1 1 1 1 1 1 1 1 1 2 2 2 3 3 3 4 4
4 1 1 1 1 1 1 1 1 1 1 1 2 2 3 3 3 3 3
5 1 1 1 1 1 1 1 1 1 1 1 2 2 2 3 3 3 3
Number of Log Launcher logs required to break through Walls
Walls Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Log Launcher Level 1 1 1 1 1 1 2 2 2 3 3 3 5 6 7 8 9 9 10
2 1 1 1 1 1 2 2 2 2 3 3 4 5 6 7 8 8 9
3 1 1 1 1 1 1 2 2 2 2 3 4 5 6 6 7 7 8
4 1 1 1 1 1 1 2 2 2 2 3 3 4 5 6 6 7 7
5 1 1 1 1 1 1 1 2 2 2 2 3 4 5 5 6 6 6

Achievements

Wall Buster
Description Experience Rewards Gems 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

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 (or B.O.B). 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 (or B.O.B). This icon is only displayed while you have multiple Walls selected.

History

  • In the April 9, 2018 update, Wall segments now display how many Ring of Walls items are needed to upgrade to the next level.
Patch Type Description
August 2, 2012 Game Release The Wall was added in the original release of the game, with 8 levels.
September 18, 2012 Update Walls are now built and upgraded instantly.
November 19, 2012 Update Made it so that defending Clan Castle troops can now jump over Walls.
January 10, 2013 Town Hall 9 Update Added levels 9 and 10 Wall.
February 5, 2013 Update Increased hitpoints at levels 9 and 10. Hitpoints
March 12, 2013 Update Added an option to move multiple Wall pieces in a line at one time.
March 25, 2013 Maintenance Break Added 25 pieces of Walls at Town Hall level 7.
April 17, 2013 Update Added an option where you can rotate Wall sections.
June 17, 2013 Town Hall 10 Update Added the level 11 Wall.
September 30, 2013 Major 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.
September 16, 2014 Update Gave the Walls improvements:
  • You could upgrade Walls to level 7 or higher with Elixir at the same cost as it would take to upgrade the same Wall with Gold.
  • This update added a button where you can select a row of Walls to upgrade all pieces with one button press.
11 December, 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. Elixir
April 30, 2015 Update Reduced the build cost of 200 to 50. Gold
September 9, 2015 Update 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 to 8 except the 4th level. Prior to this update, the level 11 Wall appeared light blue with an electric theme, which later developed into modern electric Walls at Town Hall 12.
May 24, 2016 Update The destroyed Walls appearances are different for every level.
October 12, 2016 update Added 25 new Wall pieces at Town Hall 11 (total 300).
December 19, 2016 Town Hall 11 Update Added level 12 Walls but you could only upgrade 50 Walls to level 12. The update also decreased the upgrade cost for levels 10 and 11.
March 8, 2017 Update Increased level 12 Wall limit to 75.
The March 7, 2017 Balance Changes Increased level 12 Wall limit by 25 (at TH11).
October 11, 2017 Update Allowed 25 more Walls to be upgraded to level 12.
December 18, 2017 Update Added 25 more level 12 Walls for Town Hall 11 (for a total of 125).
March 5, 2018 Update Increased the number of Wall pieces that can be upgraded to max level 300 in TH11 (was 125).
April 9, 2018 Update Wall segments now display how many Ring of Walls items are needed to upgrade to the next level
June 11, 2018 Update Gave the 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 the damage multipliers of Stone Slammer against Walls - increased maximum damage multiplier, but decreases damage for targets outside the immediate vicinity of the Slammer.
January 28, 2019 Maintenance Break All remaining Wall pieces can now be upgraded to level 13.
December 9, 2019 Town Hall 13 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 -> 1
      • Level 12: 4 -> 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).
December 7, 2020 Update Wall segments can now be swapped with other Wall segments.
April 12, 2021 Town Hall 14 Update Gave a Wall an update:
  • Added the level 15 Wall (only 100 pieces can be upgraded to level 15).
  • Reduced upgrade costs at levels 12 and 13:
    • Level 12: 3,000,000 to 2,000,000 GoldElixir
    • Level 13: 5,000,000 to 4,000,000 GoldElixir
  • Stopped the 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.
  • Refreshed Wall connections properly when swapping Walls in layout editor.
June 2021 Update Allowed 50 more Wall pieces to be upgraded to level 15 (for a total of 150).
September 2021 Update Allowed 50 more Wall pieces to be upgraded to level 15 (for a total of 200).
December 2021 Update Allowed all 325 Wall pieces to be upgraded to level 15.
June 2022 Update Reduced the hitpoints at levels 9 to 14, and allowed Walls to be upgraded with Elixir starting from level 5.
June 12, 2023 Update All level 15 Walls can now be upgraded to level 16.
December 12, 2023 Town Hall 16 Update Gave the 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.
June 18, 2024 Update Allowed the rest of the walls to be upgraded to level 17.

Reduced the cost of level 17 Walls.

  • Level 17: 9M Gold/Elixir to 7M Gold/Elixir.
November 25, 2024 Town Hall 17 Update Added the level 18 Wall (only 100 pieces can be upgraded to level 18).
February 10, 2025 Update Gave QoL update for Wall:
  • Allowed 50 more Wall pieces to be upgraded to level 18 (for a total of 175).
  • Reduced the build cost from 50 to 0. Gold
  • Added the ability to drag the Walls to place new one, similar to Edit Layout mode. When upgrading Walls, one can add Walls of the same level up to the amount of resource you have to upgrade them all at once.
March 24, 2025 Update Allowed 75 more Wall pieces to be upgraded to level 18 (for a total 250).

Trivia

General

  • Thus far, level 18 Walls are the structures with the greatest amount of hitpoints in the Home Village, having 15,500 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 via splash damage, or Dragons, Super Dragons, or Baby 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 unlike 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.
  • 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 do not 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 have a similar style as 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 levels 1 to 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 CannonArcher TowerMortarAir DefenseWizard TowerAir SweeperHidden TeslaBomb TowerX-BowInferno TowerEagle ArtilleryScattershotBuilder's HutSpell TowerMonolithMulti-Archer TowerRicochet CannonMulti-Gear TowerFirespitterWall
Town Hall: Giga TeslaGiga Inferno (TH13TH14TH15TH16) • Inferno Artillery
Traps: BombSpring TrapAir BombGiant BombSeeking Air MineSkeleton TrapTornado TrapGiga Bomb
Resource Buildings Town Hall (Magic Items) • Gold MineElixir CollectorDark Elixir DrillGold StorageElixir StorageDark Elixir StorageClan Castle (Treasury)
Army Buildings Army CampBarracksDark BarracksLaboratorySpell FactoryHero HallHero BannerDark Spell FactoryBlacksmithWorkshopPet House
Other Buildings Builder's HutHelper HutB.O.B's HutDecorationsObstaclesBoatAirshipForgeLoot CartTrader's ShopStrongman's CaravanSuper SaunaGoblin Workers' Stand
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