For the Builder Base building with the same name, see Walls/Builder Base.
"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
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. The greatest threats to walls are Earthquake Spells, Wall Breakers and Super Wall Breakers.
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.
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 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.
Wall Breakers 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 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, 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. 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 could place Traps between the gap of the Walls; when enemy troops step on them, they will be easily killed by the traps.
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.
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. They 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 have waves of 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.
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.
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.
Trivia
There is an Achievement called Wall Buster that advances when you destroy a certain amount of walls.
Thus far, Level 14 Walls are the structures with the greatest amount of hitpoints in the game, having 11,500 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 16 September 2014 update added the ability for multiple Walls to be upgraded at once, and provided the capability for Level 7 and above Walls to be upgraded with Elixir at the same cost as it would take to upgrade the same Wall with Gold.
Walls overall are one of the most expensive defenses to upgrade in the game, as the final upgrade of just one Wall costs 6,000,000 Gold or Elixir. In total, upgrading all 300 available Walls from level 12 to level 13 cost up to 1,500,000,000 Gold or Elixir. Upgrading 200 of the 300 Walls from level 13 to 14 will cost a further 1,200,000,000 Gold or Elixir.
If you use Gems (to purchase Gold/Elixir) for building all Walls from scratch, it will cost you 673,895 Gems (worth USD$4,813.06).
The 11 Dec 2014 update restricted the capability for Walls to be upgraded with Elixir until the Wall is being upgraded to level 9 and above. 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 only had 8 levels during the global launch in 2012, the other levels were added later on:
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)
For the Home Village building with the same name, see Walls/Home Village.
"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
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.
Walls in the Builder Base come in segments of five. These segments cannot be separated but can be rotated. When upgraded, all the walls in the same segment will be upgraded at the same time.
This is true when counting walls. When you unlock new walls, it may say that you unlocked 25 walls, but there are only 5 more wall segments.
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.
Bombers deal additional damage to Walls, much like Wall Breakers. However, their damage bonus is not as great as those of the Wall Breakers but it is high enough to destroy Walls in a few attacks.
The Bomber's Big Bomb ability allows it to deal heavier damage to walls.
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 as you do not lose loot on defense; you can only gain loot bonus from attacks.
However, storage buildings have high hitpoints, and putting them near defensive buildings inside the walls can protect defensive structures and give them more time to take out enemy troops.
Upgrade Differences
Walls have significant visual changes at all levels.
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 a bronze-colored connector between them.
Level 7 Walls have a brick-like texture and color to them with what appears to be a concrete base.
Level 8 walls resemble 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.
Icon Descriptions
Gold Pass modifiers
Input Gold Pass boost to modify the statistics in the tables below accordingly
Note: The number of walls available for each Builder Hall level shown above describe the number of wall segments available, not individual wall pieces. For the number of individual wall pieces, multiply these numbers by five.