Wall placement is a key point in designing a well-defended village. Walls are the key fortification for security and are capable of withstanding a great deal of harm from attacking enemies. However, the effectiveness of Walls is greatly lowered if they are not constructed to completely block off the structures they may be designed to protect. Any breaks in the continuation of the Wall structure will render it useless, as enemy troops will simply walk through the damaged area. The greatest dangers to walls are Earthquake Spells and Wall Breakers.
An exception to the guideline is the funneling strategy, where a player purposely leaves a gap in order to group soldiers together and subsequently take them out using the splash damage of protecting units such as Mortars or Wizard Towers. Alternatively (or additionally) you thieves can be caught off-guard by filling the openings with traps such as Bombs or Spring Traps.
Walls block all floor units with the exclusion of Hog Riders, Miners and the Grand Warden. The use of Bounce Spells allow ground units to bypass walls.
Number of Wall Units at Different Levels
Walls can be bypassed totally by air units such as Balloons, Dragons, Minions and Lava Hounds.
Wall structure Breakers immediately target Wall space after deployment, inflicting 40x normal damage to them, but also blow themselves up in the procedure. The holes created by Wall structure Breakers allow ground models to gain access to buildings within the Wall space, making Wall Breakers the ideal troop for getting past Walls.
If there are 2 layers of Walls, the Wall Breaker’s blast radius will impact both layers.
Offensive Strategy of Clash of Clans Walls
Search for gaps or Wall segments that are lower levels than others. As well look for areas within Walls where people have positioned their buildings inadequately. Be careful, however , as gaps can often be intentional and may contain Traps or Hidden Teslas. Make good use of Wall Breakers to permeate Walls quickly. Attack Wall space that are out of range of defenses, if possible.
Spiking will no longer work, so you can avoid decoys and distractions.
Once a portion of a Wall is breached, Wall membrane Breakers will ignore that section and try to find the next closest Wall membrane that encloses a building. That section may or might not exactly be behind the breached section.
4 Earthquake Spells, regardless of their level can take down any level of Walls.
By simply using air troops, Bounce Spells, Hog Riders as well as Miners and the Grand Warden, you can avoid having to eliminate walls.
Note: It is not advised to use Jump Spells with Hog Riders, as they will ignore the spell and jump over walls anyway.
Defensive Strategy of CoC Wall
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 take place, the attacking troops have free rein to eliminate the defenses and other buildings within the Surfaces. Therefore , when designing a defense, it is very important that players do to not attempt to envelop their entire community within one big Wall structure. 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 possibility to repel the strike. Note that with this plan there will inevitably be buildings that cannot be located within the Wall space; that is completely normal and can even be used to your advantage by positioning non-defensive and non-resource structures such as Builder’s Huts, Army Camps and Laboratories immediately away from Walls to act as another coating for enemy Troops to fight through.
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 little radius of its detonation (area attack).
Attacking Archers and Wizards are capable of shooting over Walls and attacking the structures in back of them. Defenders can use less-important buildings as a “buffer”, delaying these ranged units’ attacks on more important buildings. In this case, ensure that long-ranged protection are within range and have ample possibility to get back before these buffer buildings are completely destroyed and the attackers can advance to the Wall.
The defensive territory by which an attacker is not allowed to spawn Troops is shown in a white overlay after any building has been moved. An attacking player might be able to spawn Troops behind the Walls if any area gaps exist in this territory. Since every structure comes with an additional one square perimeter around which troops can not be created, avoid gaps of more than two squares to prevent this from happening. Traps, accessories, obstacles and Hidden Teslas are exceptions and do not boost the defender’s territory.
An outdated practice is to use single position Wall struts or spikes to lure Wall Breakers; however, this spiking strategy 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 so the outer border of where attackers may spawn troops.
Hog Riders have the ability to jump AT LEAST 5 walls at 1 time!
Wall Breakers only target Walls that completely or partially enclose buildings; they will dismiss empty compartments and surges (unless there are no other targets left).
A common mistake among starters is the attempting to “close” Wall gaps with buildings, rocks, trees, adornments, etc . This does not work; Troops can walk right through the gap as though the hurdles weren’t there. Only ongoing Wall segments will deter ground troops.
Another common mistake made by new players is attempting to use the edges of the map as limitations, thinking that this will allow them to construct Surfaces on only two or three sides. This also is ineffective, as enemy Soldiers can always be spawned the creation of on the darker grass area surrounding the village, even though buildings cannot be positioned there by the player.
Players must have Wall space around the Town Area, defensive buildings, and Gold/Elixir Storages rather than Military Camps, Barracks, Spell Factory, Laboratory, or Builder’s Huts because damage to the latter buildings are relatively inconsequential. This applies especially if your Town Area level is low and resources are limited.
Update Differences and Levels of Wall CoC
Level 1 Walls resemble wooden fences with rope tied around the content.
Level 2 Walls are changed into uncut mountain.
Level 3 Walls will be more smooth and cut stone Walls.
Level 4 Wall space are changed to sturdy iron and become tall.
Level 5 Walls are carved gold.
Level six Walls be a tall elixir-colored pointy crystal.
Level several Walls are taller and much sharper. They can be deep 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 Surfaces have spikes on the sides of the Wall structure and have fires burning up atop them when joined in a corner.
Level 12 Walls have strips of lava flowing in a clear pipe on top and have waves of fire dealing with intermittently. When joined at a corner, they have a long lasting flame on top of them.
Level 11 Walls have lava on their sides and have waves of lava streaming through them intermittently. Once joined at a corner, they have the same lava faucet as the methods on the side of the level 10 Area Hall.
Level 12 Surfaces are white on top and golden on the bottom, and possess waves of gold lights shining through them intermittently.
If a Wall membrane segment contains level twelve through 12 Walls, the three types of shining effects will be continuous on all of them. If the Wall segment also contains lower level Surfaces, the lava effect will pause on the lower level Walls, then continue onto the higher level Walls.
Trivia of CoC Wall
There is an Success called Wall Buster that advances when you eliminate a certain amount of walls.
Thus far, Level 12 Walls are the structures with the greatest amount of hitpoints in the game, having 8, 500 hitpoints.
Surfaces will not be targeted by air troops, however they can be destroyed by them through indirect means (a very common example is Balloons can assault buildings and destroy near by Walls by splash damage, and a rare example is Dragons can attack Clan Castle troops that are near Walls and destroy the Walls).
Sometimes two Wall segments will appear not to be connected, although they really are. This usually happens in the Village Edit Mode.
The 16 Sept 2014 update added the power for multiple Walls to be upgraded at once, and provided the capability for Level 7 and above Walls to be enhanced with Elixir at the same cost as it would take to update 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 4, 000, 000 Gold or Elixir. In total, upgrading all 300 available Walls from level 10 to level 11 cost up to 900, 000, 000 Platinum 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).
Wall Breaker Required to Destroy Wall
The eleven Dec 2014 update restricted the capability for Wall space to be upgraded with Elixir until the Wall structure is being upgraded to level 9 and above. In order to upgrade an entire row of Surfaces using Elixir, all pieces in the selected Wall membrane 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.
The 30 April 2015 update changed the first cost of 200 Yellow metal per wall to 55 Gold per wall.
The 17 September 2015 upgrade changed the look of level 11 walls.
Right now there are also texture changes on Wall levels 2-8 except the 4th level.
Prior to this update, there used to be a different texture, that has been aqua with electric sparks.
Because of the 24 May possibly 2016 update, the ruined walls appearances are different for each and every level.
Currently, level 12 Wall is the only structure in the game that only a limited number of them can be upgraded at a certain Town Hall level (75 out of all 300 Walls at City Hall level 11).