Wall - Building Units in Clash of Clans


Clan Badge

"Walls are great for keeping your village safe and your enemies in the line of fire."


Size 1x1
Level Hitpoints Cost Cumulative cost Town hall level required
1 100 N/A N/A 2
2 200 1 N/A 2
3 400 1 N/A 3
4 800 1 N/A 4
5 1,200 1 20,000 5
6 1,800 1 50,000 6
7 2,400 1 100,000 7
8 3,000 1 175,000 8
9 3,500 1 275,000 9
10 4,000 1 475,000 9
11 5,000 1 975,000 10
12 7,000 1 1,975,000 11
13 8,000 2 3,475,000 12
14 9,000 2 5,475,000 13
15 10,000 3 8,475,000 14
16 11,000 4 12,475,000 15
17 12,000 5 17,475,000 16
18 13,000 7 24,475,000 17
19 14,000 10 34,475,000 18
Icon_Info.png

Tapping this icon displays information about the Wall, such as Hitpoints.

Icon_Upgrade.png

Tapping this icon upgrades the selected Wall to the next level, if you have enough resources and a freeBuilder. When the selected Wall is at at maximum level, this icon is not shown.

Icon_WallRing.png

Tapping this icon upgrades the selected Wall(s) to the next level, if you have enoughWall Ringsand a free Builder (or B.O.B). When the Wall is at maximum level, this icon is not shown.

Icon_SelectRow.png

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.

Icon_RotateRow.png

Tapping this icon rotates the selected row of Walls. This icon is only displayed while you have multiple Walls selected.

Icon_UpgradeRow.png

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.

Icon_UpgradeMore.png

Tapping this icon upgrades any more Walls in specific level.

Icon_AddWall1.png

Tapping this icon will add 1 more Wall to upgrades. This icon only appears when the Walls has been choose during upgrade more.

Icon_AddWall10.png

this icon will add 10 more Walls to upgrades. This icon only appears when the Walls has been choose during upgrade more.

Icon_RemoveWall1.png

this icon will removed 1 Wall to upgrades. This icon only appears when the Walls has been choose during upgrade more.

  • Walls are defenses that are unlocked when the Town Hall is upgraded 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 .
  • 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), the 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 Battle Ram also targets Walls and inflicts 40x normal damage upon connection, however it can only damage or destroy a single Wall. 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.
  • 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 Battle Ram also targets Walls and inflicts 40x normal damage upon connection, however it can only damage or destroy a single Wall.
  • 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.
  • The main purpose of Walls is to hinder attacking ground (i.e. non-flying) troops , allowing defenses to damage and take out 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.
  • 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.
  • 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.
  • 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.
  • The main purpose of Walls is to hinder attacking ground (i.e. non-flying) troops , allowing defenses to damage and take out 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.
  • 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.
  • 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.
  • 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.
  • 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 aerial units , Jump Spells , and/or troops that bypass Walls like 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.
  • 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 gray 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.
  • At level 19, TBA.
  • Best Case
  • Worst Case
  • Allowed Walls to used Elixir to upgrade to level 7 or higher at the same cost as it would with Gold.
  • Added a button to select a row of Walls to upgrade all at once.
  • Allowed Walls to used Elixir to upgrade to level 7 or higher at the same cost as it would with Gold.
  • Added a button to select a row of Walls to upgrade all at once.
  • Allowed Walls to used Elixir to upgrade to level 7 or higher at the same cost as it would with Gold.
  • Added a button to select a row of Walls to upgrade all at once.
  • Thus far, level 19 Walls are the structures with the greatest amount of hitpoints in the Home Village, having 14,000 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.
  • 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.
  • An enemy attacking Diggy can actually stun a defending wall before it attacks it with its partner
  • Thus far, level 19 Walls are the structures with the greatest amount of hitpoints in the Home Village, having 14,000 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.
  • 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.
  • An enemy attacking Diggy can actually stun a defending wall before it attacks it with its partner
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