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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.

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.

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:

TrapCounters
SpikesBikers
BombsHitmen
GrenadesBruisers

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.

  • 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.