Overview
The Wall Breaker is the fifth Elixir troop unlocked in the Barracks at Town Hall 3, specializing in explosive wall demolition. These kamikaze bombers sprint toward the nearest wall at lightning speed (24 movement speed) carrying barrels of explosives that deal 40× damage to walls—6,048 damage at max level, enough to obliterate even maxed walls (9,000 HP) with just 2 Wall Breakers.
With only 170 HP at max level, Wall Breakers are extremely fragile and die instantly to Mortars, Wizard Towers, or even a single Cannon shot at higher levels. However, their ability to create instant entry points into heavily fortified compartments makes them irreplaceable in competitive attacking. Proper Wall Breaker deployment—using Giants or Golems as distractors—is the difference between 2-star and 3-star attacks. They occupy 2 housing space and target only walls, running past all other buildings until reaching a wall section.
📊 Stats & Upgrade Path
| Town Hall |
Max Level |
HP |
Damage |
Wall Damage (40×) |
| TH3 |
1 |
20 |
12 |
480 |
| TH4 |
2 |
24 |
16 |
640 |
| TH5 |
3 |
29 |
24 |
960 |
| TH6 |
4 |
35 |
32 |
1,280 |
| TH7 |
5 |
53 |
46 |
1,840 |
| TH8 |
6 |
72 |
60 |
2,400 |
| TH9 |
7 |
82 |
72 |
2,880 |
| TH10 |
8 |
100 |
90 |
3,600 |
| TH11 |
9 |
110 |
108 |
4,320 |
| TH12 |
10 |
130 |
126 |
5,040 |
| TH13 |
11 |
140 |
132 |
5,280 |
| TH14 |
12 |
150 |
138 |
5,520 |
| TH15 |
13 |
160 |
144 |
5,760 |
| TH16+ |
14 |
170 |
151.2 |
6,048 |
Key Attributes: Wall Breakers have a movement speed of 24 (very fast), target only walls with 40× damage multiplier, and explode on contact dealing 2-tile splash damage. They occupy 2 housing space and die upon detonation, making them single-use troops.
⚔️ Attack Strategies
Giant Shield Method
Deploy 2-4 Giants first to absorb Mortar/Wizard Tower shots, then immediately send 2-3 Wall Breakers behind them. Giants tank splash damage while Wall Breakers reach walls safely. Essential for GiWiz and GiWiPe strategies.
Double Wall Breaker Rule
Always send Wall Breakers in pairs (2 minimum). Single Wall Breakers often fail due to one getting killed by defenses. Two Wall Breakers guarantee wall destruction even if one dies, and they stack damage for instant penetration.
Earthquake Combo
Use 1 Earthquake Spell (25% wall damage) + 1 Wall Breaker to destroy any wall. This saves troops and spell space compared to 4 Earthquakes. Perfect for Queen Charge/Walk strategies requiring precise wall openings.
Jump Spell Alternative
Wall Breakers excel at opening initial walls, but Jump Spell works better for multi-compartment penetration. Use Wall Breakers for outer walls, then Jump through 2-3 inner wall layers without risking more Wall Breakers.
Super Wall Breaker Timing
Super Wall Breakers (Level 8+, 25k Dark Elixir boost) have more HP and 2× explosion radius. Deploy them when attacking multi-layer walls or against heavily defended compartments. Their larger splash can clear 2 wall sections simultaneously.
Wall Wrecker Synergy
Deploy Wall Breakers alongside Wall Wrecker Siege Machine for redundant wall penetration. If Wall Wrecker gets destroyed early, Wall Breakers provide backup entry. If Wall Wrecker succeeds, Wall Breakers open side compartments.
🛡️ Defense Tips
Splash Defense Overlap
Position Mortars and Wizard Towers to overlap wall sections near your base entry points. This creates kill zones where Wall Breakers die before reaching walls, forcing attackers to use more troops or spell space.
Small Bomb Placement
Place Small Bombs (or Giant Bombs at higher TH) directly behind outer walls near entry points. Wall Breakers explode on walls, triggering bomb detonations that damage support troops following behind them.
Double Wall Layers
Create 2-3 wall layers around your core compartments. Even if attackers break the first wall, they must deploy more Wall Breakers (or use Jump Spells) to penetrate deeper layers, consuming valuable army space.
Fake Gap Walls
Leave intentional 1-tile gaps in outer walls with Spring Traps or Giant Bombs inside. Attackers may ignore these “openings” thinking they don’t need Wall Breakers, then discover deadly traps inside.
🎯 Advanced Tips
Wall Breaker AI Targeting
Wall Breakers target the nearest wall section, not necessarily the best strategic wall. Deploy them precisely 2-3 tiles away from your desired wall opening to prevent them from running to unintended walls farther away.
Splash Damage Immunity
Wall Breakers die instantly to splash defenses but tanks like Giants absorb 2-3 shots before dying. Timing is critical: deploy Wall Breakers 0.5 seconds AFTER Giants engage defenses, ensuring splash reloads are spent on Giants.
Multi-Wall Opening
At corners where 2 wall sections meet at 90° angles, a single Wall Breaker explosion can damage both sections. Deploy 2 Wall Breakers at these corners to open two entry points simultaneously, confusing defensive targeting.
Freeze Spell Coverage
Freeze defensive buildings (Wizard Towers, Mortars, Eagle Artillery) for 5+ seconds, then deploy Wall Breakers under Freeze coverage. They’ll reach walls unopposed, guaranteeing penetration without needing tank troops.
Cost Efficiency
Wall Breakers cost 5,000 Elixir at max level (2 housing space). Compare this to Jump Spell (30 housing space equivalent). For single-wall openings, Wall Breakers are 90% cheaper than spell alternatives.
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