Wall Defense
Offense is a choice; defense is always on. If your wall is weak or unstationed, you get zeroed while offline. Setting it up correctly is a five-minute habit that saves you days of rebuild.
The non-negotiable rule
Section titled “The non-negotiable rule”Station your defensive enforcers before you log off. If an attack lands and your enforcers aren’t stationed on the wall, your defense effectively doesn’t exist.
Defensive enforcers are auto-pulled from your top 3 strongest — but only if they’re stationed. Verify after every lineup change.
What to put on the wall
Section titled “What to put on the wall”Prioritize enforcers whose buffs help defense:
- Crew ATK buffs (your defenders hit back harder)
- Wall protection / Wall DEF buffs
- Trap ATK / Trap DEF buffs (traps do real work — see below)
Proven defensive pairings:
- Sparrow + Big Shot — stacks Trap HP / Trap DEF / Hitman survivability into a wall that’s painful to break.
- Cee-Jay — Trap DEF + Biker HP, a strong single-pick anchor.
Traps: match your server, not a generic list
Section titled “Traps: match your server, not a generic list”Traps sit on the wall and counter specific attacking troop types:
| Trap | Counters |
|---|---|
| Spikes | Bikers |
| Bombs | Hitmen |
| Grenades | Bruisers |
Don’t build evenly. Scout the attack history on your server and weight your traps toward whatever troop type attacks you most. A wall stacked against the wrong type is wasted assembly.
Building blocks that raise your ceiling
Section titled “Building blocks that raise your ceiling”- Wall level 25 → +10% Trap ATK.
- Faction Club level 25 → +10% Raid ATK to all members (helps your defenders too).
- Interrogation Room morale buff → raises Crew ATK/DEF/HP and infantry speed.
- Faction reinforcements via the Faction Hotel — members can garrison your wall; capacity scales with hotel level. See Factions.