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    Walls / Village

    Walls / Village

    Walls / Village

    levels">levels

    15

    Minimum Town Hall

    2

    Details

    Size

    1 × 1

    Constant improvement

    Resource to improve

    Gold (from level 9, also Elixir)

    Cumulative cost

    21,056,050 Walls / Village

    Cumulative time

    0 seconds The walls are ideal for keeping the village safe and your enemies in the line of fire.
    Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village
    1 level 2 level 3 level 4 level 5 level
    Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village
    6 level 7 level 8 level 9 level 10 level
    Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village
    11 level 12 level 13 level 14 level 15 level

    Summary

    Details

    • Placing walls is a key point when designing a village, as it is one of the most useful defenses. They are the main fortification of the village, and depending on their level, they can withstand the damage of enemy attacks, but their effectiveness can be seriously affected by not completely closing the area to protect, since enemy troops can deploy and enter through the walls.
    • The walls are ignored by air troops (bombastic balloon, dragons, minions, medicine women, lava hounds and lava cubs), hog mounts and the Grand Sentinel or any troop under the effect of the jump spell.
    • As soon as they are deployed, the wall breakers target the walls to allow ground troops to reach buildings protected by the walls, but the difference in levels">levels between the two can benefit the attacker or the defender.
    • There is a maximum wall upgrade at level 15 in the village.

    Strategies

    Defensive

    • The main purpose of the walls is to take time away from the ground troops, and frequently, to allow other defensive buildings to attack them while they try to destroy the walls, since they will not be able to be attacked.
    • The player must be able to layer the walls or cells to further delay the ground troops, as they must break through the wall layers before destroying the buildings.
      • If you have several walls of different levels">levels put the lower level walls in front and the higher level ones more in the center for two reasons: the breakers will be used with the weak walls instead of spending them on the strong walls and, if you do not use Wall breaker, as the enemy troops advance, it will be more difficult for them to advance.
    • If there is space between the wall and the protected buildings, the enemy will be able to deploy troops inside. Avoid spaces larger than two squares to avoid this inconvenience.
    • If you leave an entrance between the walls, you can place hidden Traps there like the bomb or the Tesla Tower. The attacker probably knows that a trap was set at the scene, but it will be difficult to prevent troops from passing through.
      • Place a series of Traps near that entrance. In general, the attacker will believe that there is only one Trap, so this may be a slight advantage if, after launching a unit to eliminate the Trap, he deploys strong and indispensable units in his attack.
    • If you have excess walls, you can spread them around the village to decrease the area in which troops can be deployed. Separate those walls to two squares, to extend the red zone.
      • You can also place excess walls in unnecessary places to create corners, because although we generally think that the troops do not have common sense, they have a slight preference to go to the corners. This can be used to get an idea of ​​where the troops will be heading and place Traps at that site.
      • As long as you can, it is advisable to put collectors around the wall so that the troops first entertain themselves and do not go directly to the wall.

    Offensive

    • The moment a single wall falls, the troops will go there to enter and attack.
    • Ranged attack troops (archers, wizards and witches) except for the witch who stayed to help her skeletons can shoot over walls and attack buildings. It is advisable to attack the other defensive buildings.
    • Look for spaces in the internal zone from where you can deploy troops. Be careful with this, as spaces are sometimes intentionally left blank to hide Traps.
    • Take advantage of the wall breakers to enter the protected area with ease. Try to attack walls out of range of other defensive buildings.
    • In the event that you do not have a wall breaker you can also use a fury spell to increase the damage towards the wall or a lightning spell, but since the update that brought the dark spells it is silly to use it since with half the space you can Obtain from the cauldron of dark spells at level 2 the earthquake spell.

    Appearance changes

    • Level 1 The walls look like wooden fences with the rope tied around the posts.
    • Level 2 The walls are transformed into uncut rock.
    • Level 3 The walls are carved stone.
    • Level 4 The walls are changed to solid iron and made higher.
    • Level 5 The walls are carved in gold.
    • Level 6 The walls turn into a tall elixir-colored pointed crystal.
    • Level 7 The walls are taller and much sharper. They are dark purple in color.
    • Level 8 The walls are thick, opaque, black glass with a skull on top. When attached to a corner (specifically when it is at least part of a "V" pattern), the skull appears larger and the holes in the skull are darker.
    • Level 9 The walls have spikes on the sides of the wall and have fires burning on top of them when they meet in a corner.
    • Level 10 The walls have strips of lava that flow in a transparent pipe at the top and have waves of fire passing by intermittently. When they come together in a corner, they have a permanent flame on top of them.
    • Level 11 The walls have lava on their sides and have waves of lava flowing through them intermittently. When they meet in a corner, they have the same lava tap as the ones on the side of Town Hall level 10.
    • Level 12 The walls are white on top and gold on the bottom, and have waves of golden lights flashing through them intermittently.
    • Level 13 The walls are white in the upper part and of a blue material in the lower part, it is surrounded by a celestial light in the part of the ground.
    • Level 14 The walls are now apparently larger, but it does not affect the space they occupy at all, they have a kind of glass on the top and are surrounded by spikes.
    • Level 15 Walls are now darker and have gold accents.

    Annotations

    • If two layers of walls are glued together, the reach of the wall breaker will also damage the second layer. If there is a gap, the wallbreakers will ignore the first layer (if it has already been destroyed) and enter through the destroyed area to break through the second layer.
    • Rocks, trees, ornaments, among others, do not block the way, so if you try to finish closing a wall taking advantage of these obstacles, it will not do any good, since the troops will walk through the spaces surrounding the obstacles.

    Tips

    • Place several layers of walls: one around the village in general and another in some groups of buildings (and if possible, a third layer can be added to cover individual buildings).

    Constant improvement

    Town hall level 1 2 3 4 5 6 7 8 9 10 11 12 13 14
    Quantity Available 0 25 50 75 100 125 175 225 250 275 300 300 300 325

    levels">levels

    LevelWalls / Village Cost
    Walls / Village
    Acumilative Cost Walls / Village Cost
    Walls / Village
    Cumulative Cost Walls / Village Cost Walls / Village Life points Walls / Village Required Town Hall Level
    Walls / Village
    1 50 50 N/A N/A N/A 300 2
    2 1,000 1,050 N/A N/A 1 500 2
    3 5,000 6,050 N/A N/A 1 700 3
    4 10,000 16,050 N/A N/A 1 900 4
    5 20,000 36,050 N/A N/A 1 1,400 5
    6 40,000 76,050 N/A N/A 1 2,000 6
    7 80,000 156,050 N/A N/A 1 2,500 7
    8 150,000 306,050 N/A N/A 1 3,000 8
    9 250,000 556,050 250,000 250,000 1 4,000 9
    10 500,000 1,056,050 500,000 750,000 1 5,500 9
    11 1,000,000 2,056,050 1,000,000 1,750,000 1 7,000 10
    12 2,000,000 4,056,050 2,000,000 3,750,000 2 8,500 11
    13 4,000,000 8,056,050 4,000,000 7,750,000 4 10,000 12
    14 6,000,000 14,056,050 6,000,000 13,750,000 6 11,500 13
    15 7,000,000 20,056,050 7,000,000 19,750,000 7 12,500 14
    • Best case
    • Worst case





    Number of Wall Breakers needed to traverse Walls - Best case
    (The best case considers the scenario in which all the Wall Breakers manage to hit the Wall)
    Level of Walls
    Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village
    1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
    Wall Breaker Level 1 1 2 2 2 3 5 6 7 9 12 15 18 21 24 27
    2 1 1 1 2 2 3 4 4 6 8 10 12 14 16 17
    3 1 1 1 1 2 2 3 3 4 5 7 8 9 11 12
    4 1 1 1 1 1 2 2 3 3 4 5 6 7 8 9
    5 1 1 1 1 1 1 1 2 2 3 3 4 4 5 5
    6 1 1 1 1 1 1 1 1 2 2 3 3 3 4 4
    7 1 1 1 1 1 1 1 1 1 2 2 3 3 3 4
    8 1 1 1 1 1 1 1 1 1 2 2 2 3 3 3
    9 1 1 1 1 1 1 1 1 1 2 2 2 2 3 3
    10 1 1 1 1 1 1 1 1 1 1 2 2 2 2 3

    Number of Wall Breakers needed to traverse Walls - Worst case
    (The worst case considers the scenario where all deployed Wall Breakers die near the Wall, dealing only death damage)
    Level of Walls
    Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village
    1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
    Wall Breaker Level 1 2 3 3 4 6 9 11 13 17 23 30 36 42 48 53
    2 1 2 2 3 4 6 7 9 12 16 20 24 28 32 35
    3 1 1 2 2 3 4 5 6 8 11 14 17 20 23 25
    4 1 1 2 2 3 4 4 5 7 9 11 14 16 18 20
    5 1 1 1 1 2 3 3 4 5 6 8 10 11 13 14
    6 1 1 1 1 2 2 3 3 4 5 6 8 9 10 11
    7 1 1 1 1 1 2 2 3 3 4 5 6 7 8 9
    8 1 1 1 1 1 2 2 2 3 4 5 6 6 7 8
    9 1 1 1 1 1 2 2 2 3 3 4 5 6 6 7
    10 1 1 1 1 1 1 2 2 2 3 4 4 5 6 6
    Number of hits the Wall Breaker needs to get through Walls
    Level of Walls
    Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village
    1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
    Wall destroyer level 1 1 1 1 1 1 1 1 1 2 2 3 3 4 4 4
    2 1 1 1 1 1 1 1 1 2 2 2 3 3 3 4
    3 1 1 1 1 1 1 1 1 1 2 2 2 3 3 3
    4 1 1 1 1 1 1 1 1 1 2 2 2 2 3 3
    Numbers of Launcher logs Logs to break through walls
    Wall level
    Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village Walls / Village
    1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
    Trunk Lance Level 1 1 1 1 1 1 2 2 2 3 4 5 6 7 7 8
    2 1 1 1 1 1 2 2 2 3 3 4 5 6 6 7
    3 1 1 1 1 1 1 2 2 2 3 4 4 5 6 6
    4 1 1 1 1 1 1 2 2 2 3 3 4 5 5 6
    Main Village Buildings
    Defensive buildings Cannon • Archer Tower • Mortar • Defense Rockets • Wizard Tower • Air Controller • Tesla Tower • Bomb Tower • Crossbow • Inferno Tower • Artillery Eagle • Tesla Gigator • Infernal Gigator • Catapult • Infernal Gigatorre (TH14) • Walls

    Traps: Bomb • Spring Trap • Aerial Bomb • Set of Explosives • Aerial Trace Mine • Skeleton Trap • Tornado Trap

    Resource buildings Town Hall • Gold Mine • Elixir Collector • Dark Elixir Extractor • Gold Store • Elixir Store • Dark Elixir Store • Clan Castle (Treasury)
    Army buildings Camp • Barracks • Dark Barracks • Laboratory • Spell Cauldron • Dark Spell Cauldron • Workshop • Altar of the Barbarian King • Altar of the Archer Queen • Altar of the Grand Sentinel • Altar of the Royal Fighter
    Other buildings Decorations • Obstacles • Builder's Hut • Master Builder's Hut • Ship • Loot Cart • Strongman's Caravan • Supersauna
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