“Nothing warms a Wall Breaker’s cold and undead heart like blowing up walls. A squad of them will make way for your ground units, and they will do it with a BANG!”
Old Level 11
Clash of Clans Wall Summary
Walls are the main line of defense to slow down the enemy. Defenses behind multiple walls are much harder to get to allowing them to last longer and destroy more enemy troops.
Wall placement is the key in designing a well-defending village.
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) you intruders can be caught off-guard by filling the openings with traps such as Bombs or Spring Traps.
If there are 2 layers of Walls next to each other, the Wall Breaker’s blast radius will affect both layers (double layer of walls is not very effective towards the outer layer of the defense because it’s easy for wall breakers to destroy).
When designing a defense, it is crucial that players do not to attempt to envelop their entire village within one big Wall. Instead, it is recommended that players design their Walls in layers or cells (also known as compartments) with several intersecting walls so that ground troops have to break through multiple Walls to attack the entire village. With this strategy there will 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 before reaching the outer layer of walls.
If a defender uses a double-walled design, Wall Breakers can hit the inner Walls as well. This is because the unit’s 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.
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.
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.
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.
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.
Placing a Rage Spell near the outer most wall section and a few layers in will help Wall Breakers blow open a huge gap for troops to enter the core of the base. This is very effective in Ground based attack such as GoWiWi, GoWiWiPe, GoWiPe… etc.
Clash of Clans Wall Upgrade Differences
Level 1 Walls resemble wooden fences. Rope is also tied around them.
Level 6 Walls are 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 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 occasionally. 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 occasionally. When joined at a corner, they have the same lava faucet as the ones one the side of the level 10 Town Hall. (If a Wall segment contains both level 10 and level 11 Walls, the two types of lava flow will be continuous on them. If the Wall segment also contains lower level Walls, the lava effect will pause on the lower level Walls, then continue onto the higher level Walls.)