When to Upgrade Walls, and Whether to Sell Wall Rings

Written by , Developer and editor at Cockit

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Do walls still matter?

Ask r/ClashOfClans about walls and you get two answers at once. Many players call them expensive decorations: air armies fly over them, Root Riders break through them, and one TH13 commenter said only one in ten attacks they face uses ground troops at all. Others push back with replays. One popular post showed an attack where high-level walls held a King back long enough that he, and not the main army, triggered a Giant Bomb, saving the defense. A top reply summed up the other side: every strategy revolves around destroying walls quickly or avoiding them, which is a sign they still shape attacks.

Both are true. Walls matter more at higher Town Halls, where ground armies are more common, and they matter more in war and Ranked than in casual farming. What has changed is how expensive they are to max.

Why walls are faster than they used to be

Walls finish instantly, so as long as one builder is free at the moment you pay, they are limited only by loot. With loot flowing freely, players described maxing a full Town Hall's walls in hours rather than months. One player who had just reached TH14 brought every wall to level 15 in about two hours during a resource event, and estimated they had put around 390 million combined Gold and Elixir into 325 walls. Another maxed TH17 walls in five hours during a combined event.

The fastest players mentioned the same ingredients: resource events, discounts on upgrades, limited-time mass troop events, and an army that reaches the full league bonus quickly. Our farming article covers the bonus rules. Even so, at the top Town Halls one storage fill only covers a handful of wall pieces, which is why players at TH16 and above still talk about walls taking weeks.

At the top level there is also a ceiling. Supercell's April 2026 notes added 75 more pieces that can be upgraded to level 19, and players note that once you have upgraded the allowed number, the rest wait for a later update.

When walls should come first

Most experienced players rank walls below Heroes, offense and key defenses. One reply in a thread about resource events put it as Heroes, then important defenses like artilleries and Air Defenses, then walls, then everything else. Walls are where spare resources go, not the reason you farm.

There are clear exceptions, and they all come down to timing:

  • When your storages are full and nothing else you need is affordable. Loot that would otherwise be wasted belongs in walls.
  • During resource events or mass troop events, when loot per attack is high and attacks are short. Several players said they dedicate a free builder's resources to walls for the whole event.
  • Just after a Town Hall upgrade, if your builders are already working on long upgrades. One player argued this is when walls give the best value.
  • Before saving for a big upgrade, but only with the surplus. Many players keep resources near zero by spending the remainder on a wall before starting their last builder.

A simple wall routine

The habit described most often is simple. Keep every builder but one on buildings, Heroes and other long upgrades. Farm until storages are full, put the surplus into walls with the free builder, and when you have enough for a real upgrade, start it with that builder. Several players described keeping one builder free on purpose as their wall builder, then putting it to work at the end of a session.

Wall Rings: use them or sell them?

The Clash of Clans Wiki describes the Wall Ring as a magic item that instantly upgrades a wall at no cost, with higher-level walls needing more rings. You can hold up to 25, and each sells for 5 gems. The Clan War League shop sells 10 Wall Rings for 30 League Medals.

In a thread asking when Wall Rings become worth using, the most upvoted answers said: almost never, sell them. Their reasoning was that a ring stands in for a fixed amount of resources while a top-level wall costs many rings, and active players can farm that much loot in very little time. One commenter converted it into gems per minute of farming and concluded that using rings means selling gems for loot at a poor rate. Another pointed out that rings bought with Raid Medals and resold are one of the better medal-to-gem trades. The exact resource value of a ring is debated in the thread, so check it in your own game before doing the maths.

There are cases where using them makes sense:

  • You do not have time to farm, and the ring saves you a session.
  • You are at a level where one ring covers one wall, which several players said gives the most value per ring.
  • Builder Base walls, where some players said resources are scarce enough that rings help.
  • Your ring stock is full and more are about to arrive from rewards.

The bottom line

Walls are no longer the grind they were, so they rarely need a plan of their own. Upgrade them with leftover resources and during events, keep builders on longer upgrades, and decide on Wall Rings by how you play: active farmers usually get more from selling them for gems, while players with little time get more from using them.

Frequently asked questions

You need one free builder when you pay, but the upgrade finishes instantly, so the builder is free again straight away. That is why many players keep one builder free as a wall builder.

Sources