
Wall Breakers


A daring duo of dangerous dive bombers. Nothing warms a Wall Breaker's cold and undead heart like blowing up buildings.





Combat Attributes
Attack
- Targets
- Buildings
- Range
- Melee: Short (0.5)
- Splash Radius
- 1.5
Movement
- Movement Speed
- Very Fast (120)
- Transport
- Ground
Deployment
- Deploy Time
- 1 sec
- Count
- x2
Stats include official balance changes through October 2026.

Level Statistics
See how Wall Breakers' stats scale from Level 6 to Level 16| Level | ||
|---|---|---|
| Level 6Start | 206 | 188 |
| Level 7 | 227 | 207 |
| Level 8 | 248 | 227 |
| Level 9 | 273 | 250 |
| Level 10 | 300 | 274 |
| Level 11Tournament | 330 | 302 |
| Level 12 | 362 | 331 |
| Level 13 | 398 | 364 |
| Level 14 | 437 | 400 |
| Level 15 | 479 | 438 |
| Level 16Max | 527 | 482 |
Tournament: Level 11 is the level tournament matches use, whatever a card's rarity.
Card stats use Level 11 as the scaling baseline. Minor rounding differences may occur at other levels, consistent with the source data.
October 2026 Balance Changes — Wall Breakers
- Damage: 281 → 302 (Level 11)
Combat Mechanics Encyclopedia
Verified 2026-08-19A stat on this card changed after this page's mechanics were last checked (2026-08-19):
- area_damage is now 302 (was 391) as of 2026-10-06.
Figures below use Level 11, Clash Royale's tournament standard, regardless of the level selected above.
Wall Breakers is a cheap, high-risk chip-damage card: 2 Elixir summons two very fast skeletons riding explosive barrels that ignore troops completely and beeline for the nearest building, each detonating in a single burst of area damage on arrival rather than fighting like a normal troop. Their hitpoints are low enough that almost any small troop or spell stops them before they connect, so they reward good prediction and punish opponents who ignore them outright. Its Evolution, unlocked in Spooky Town since February 2024, adds a second life: a defeated Evolved Wall Breaker leaves behind a weaker 'Runner' that keeps rolling toward the building, effectively making the push a two-stage threat.
Wall Breakers is a 2-Elixir Epic troop that deploys two very fast skeleton-and-barrel units which move on the ground, target only buildings, and deal splash (area) damage to whatever they reach.
Rather than fighting repeatedly like most troops, each Wall Breaker rushes toward the nearest building and detonates in a single explosion on arrival, dealing its full damage once and then disappearing — there's no ongoing attack or hit-speed stat to track for the base card.
At tournament standard (level 11), each Wall Breaker carries 330 hitpoints — low enough to die to almost any single defending hit or small spell, which is the card's core weakness.
As of Supercell's August 2026 balance update, Wall Breakers deal roughly 20% less damage per explosion than before. Supercell's own patch notes describe the pre-nerf card as having 'immense utility' — able to kite, distract, and threaten up to 700 damage to a Crown Tower if left unanswered — and cut the damage specifically to make ignoring them less punishing. At tournament standard (level 11), that puts damage at roughly 314, down from 391.
Wall Breakers launched on 26 February 2019 alongside the Spooky Town arena, having first been previewed in Supercell's January 2019 update announcement a few weeks earlier.
Wall Breakers still unlocks in the Spooky Town arena, the same arena introduced alongside the card in 2019, and remains a standard, permanently obtainable Epic card rather than a limited-time or removed release.
Because Wall Breakers ignore troops entirely and beeline for the nearest building, a single cheap troop (e.g. a small ground unit) or a small spell like Zap or Arrows is usually enough to kill the pair before they reach a tower, making a big card a poor Elixir trade in response to them.
EvolutionEvolved Wall Breakers, unlocked 14 February 2024, don't just vanish when defeated — each one detonates (dealing reduced damage if that explosion lands on a Crown Tower rather than a troop) and leaves behind a weaker skeleton 'Runner' that keeps rolling its own explosive barrel toward the building, so opponents often have to deal with the threat twice.
EvolutionThe evolution takes 2 cycles of the card to charge, so only about one in every three Wall Breakers placed will be the evolved version; Supercell also trimmed the evolved Runners' death-damage explosion by 7% in an 11 March 2025 balance update after it proved too punishing.
Card interactions and upgrades in CrownLab
Interaction Lab calculates card-versus-card interactions at the levels you choose — no account required. Upgrade Advisor analyses upgrade priority for the eight cards in your current deck.
CrownLab is CrownStats' analysis layer — every tool states its method and limits on its page.
Frequently Asked Questions
How does Wall Breakers work?
Wall Breakers is a cheap, high-risk chip-damage card: 2 Elixir summons two very fast skeletons riding explosive barrels that ignore troops completely and beeline for the nearest building, each detonating in a…
What is Wall Breakers's elixir cost and rarity?
Wall Breakers costs 2 elixir and is a epic card.
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