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“Who let Wall Breakers into the gunpowder stores? They’ve run off with more explosives! It’s double trouble with this Evolution as they continue their attack on foot after hitting their first target!”

The Wall Breakers' Evolution is an Epic card that is unlocked with 6 Evolution Shards. It spawns 2 Wall Breakers with damage 50% higher than the originals. Once the Wall Breakers are initially defeated, they explode, dealing moderately low damage. After, they remain in the arena at a Fast movement speed, dealing moderately low damage once connected to the nearest building. The Wall Breaker's Evolution costs 2 Elixir and requires 2 cycles to deploy.

Strategy[]

  • For just 2 Elixir, the Evolved Wall Breakers deal incredibly high damage to the Crown Towers and apply immense pressure, making them good for distracting the opponent from building up or defending a push.
  • The Evolved Wall Breakers have incredible synergy with the Miner as it will take the Crown Tower's attacks, allowing for the Evolved Wall Breakers to easily connect.
  • The Evolved Wall Breakers can be situationally ignored if they’re attacking a significantly higher health Crown Tower than the other.
  • Due to the Evolved Wall Breakers being in pairs, the player can split them into separate lanes by deploying them in the middle of the Arena. This is an effective way to divide their attacks, as fully countering this attack with only 2 Elixir is nearly impossible.
  • Unlike the regular Wall Breakers, the Cannoneer isn't recommended nearly as much to deal the Evolved Wall Breakers. If left alone, both Runners and one of the Evolved Wall Breakers' death damage will connect to the Cannoneer.
  • At the expense of most of her daggers, the Dagger Duchess can mostly counter the Evolved Wall Breakers by herself, causing only 1 Runner to connect to the Crown Tower.
  • Single damage spells, like the Fireball and Zap, are mostly ineffective at dealing with the Evolved Wall Breakers as their Barrel will act as a shield, shifting them into their Runner form.
    • Although, if the player has the Evolved Zap, they can fully counter the Evolved Wall Breakers for a neutral Elixir trade. The Zap must be played 2 tiles in front of where the Evolved Wall Breakers are to ensure they’re hit by all three zaps.
  • Due to the Barrel's death damage, the Evolved Wall Breakers can be used to defend against light swarms, such as Goblin Gang and Minion Horde, for a positive Elixir trade when placed directly on top.
  • The Rascals can be fully countered by the Evolved Wall Breakers with the help of the Cannoneer as the Evolved Wall Breakers will take out the Rascal Girls and do damage to the Rascal Boy while the Cannoneer finishes him off.
  • Due to their significantly higher damage, it's heavily recommended to not deploy any units next to a building that the Evolved Wall Breakers are going toward. Doing so will result in them being instantly destroyed, like Minions or Magic Archer, or taking a large amount of unnecessary damage.
  • Buildings, such as Cannon or Goblin Cage, placed directly on top are the best counters to the Evolved Wall Breakers, albeit for a negative Elixir trade.
  • If placed quickly, Arrows are a somewhat effective counter to the Evolved Wall Breakers as the spell with the help of the Tower Princess can fully counter them. However, Arrows used too late will result in a Runner connecting to the Crown Tower.
    • Conversely, Arrows can be used to clear certain cards the opponent uses to defend the Evolved Wall Breakers, such as Skeleton Army and Goblins, allowing the Evolved Wall Breakers to connect instead of the Runners.
  • The Skeleton Barrel has decent synergy with the Evolved Wall Breakers as the Skeleton Barrel can act as spell bait and a tank for your Evolved Wall Breakers, making it easier for them to deal their full damage to the Crown Tower.
  • The Evolved Royal Recruits have great synergy with split Evolved Wall Breakers as the Recruits take hits for both of the Evolved Wall Breakers while applying equally high pressure to the opponent on both sides. Creating a deadly attack.
  • The Evolved Wall Breaker’s death damage is not quite enough to kill Goblins. Knowing this, you can fully counter the Evolved Wall Breakers with Giant Snowball and Goblins, though it should only be used as a last resort.
    • However, placing Goblins before one of the Barrels explodes will result in them being destroyed as they cannot take the death damage twice, allowing a Runner to connect.
  • Similar to the Battle Ram, fatal damage caused by piercing splash cards like The Log and Executioner will also deal damage to the Runners, making them somewhat effective at dealing with them. However, make sure to place the latter at a distance to prevent death damage being dealt to it.
  • For a negative Elixir trade, a properly timed and placed Valkyrie can fully counter the Evolved Wall Breakers. She will also counter push, potentially forcing your opponent to respond, making up for the initial Elixir trade.
  • The Ice Golem has great synergy with the Evolved Wall Breakers as it can tank the Crown Tower and deplete the Dagger Duchess’s daggers for a cheap cost. This might cause the Evolved Wall Breakers to connect to the Crown Tower if the opponent does not use a building to defend. Additionally, the Evolved Wall Breakers will push the Ice Golem to the Crown Tower, resulting in some minor chip damage.
  • Combining the Evolved Wall Breakers with Rage makes them difficult to react to at the bridge and can result in both connecting to the tower if the opponent lacks area damage counters or buildings, but their damage won't be boosted, as Rage only increases attack speed and the Wall Breakers' damage is instant.

Statistics

Evolved Wall Breaker Attributes

Cost
Elixir
Speed
Speed
Deploy Time
Deploy Time
Range
Range
Splash Radius
Radius
Target
Targets
Count
Troop Count
Transport
Transport
Type
Type
Rarity
Rarity
2 Very Fast (120) 1 sec Melee: Short (0.5) 1.5 Buildings x2 Ground Troop Epic

Evolution Attributes

Cycles
Cycles
2

Runner Attributes

Speed
Speed
Deploy Time
Deploy Time
Range
Range
Splash Radius
Radius
Target
Targets
Count
Troop Count
Transport
Transport
Very Fast (120) 1 sec Melee: Short (0.5) 1.5 Buildings x2 Ground

Card Statistics

Level
Level
Hitpoints
Hitpoint
Area Damage
Area Damage
Death Damage
Death Damage
Runner Hitpoints
Hitpoint
Runner Area Damage
Area Damage
6 207 367 122 103 123
7 227 403 134 113 135
8 250 444 147 124 148
9 275 488 162 136 163
10 302 535 178 150 179
11 331 587 195 164 196
12 364 645 214 181 216
13 399 708 235 198 237
14 438 778 258 218 260
15 482 855 284 239 286

History[]

2024

  • The Wall Breakers' Evolution card was added to the game on 14/2/2024.
  • On 14/5/2024, a Balance Update, decreased the Runner's damage by 50%, but increased the Runner's movement speed to 120 (from 90), now classified as Very Fast.

Gallery[]

Trivia[]

  • The Wall Breakers were the first Epic card to receive a Card Evolution.
  • The Evolved Wall Breaker's design, movement by rolling on a large barrel bomb, and the barrel dealing death damage, is based on the Super Wall Breaker from Clash of Clans.
  • The Wall Breaker’s Evolution is 1 of 2 evolved cards to die as part of its attack, the other being the Ice Spirit.
  • The Wall Breakers and Runners are 2 of 3 evolved troops which can defeat themselves in one attack, the other being Skeletons.
    • Unlike the others, the Evolved Wall Breakers and Runners cannot target other Evolved Wall Breakers or Runners respectively.
    • The Wall Breakers and Runners are the only evolved troops with more damage than hitpoints.
  • In the French, Korean, Arabic, Chinese, Malaysian, Thai, and Vietnamese language settings of the game, the Wall Breakers' name translates to "Sappers", "Skeleton Assault", "Wall Destroyers", "Siege Bombers", "Fortress Breakers", "Wall Bombers", and "Siege Soldiers" respectively.
  • The Wall Breakers' Evolution is the subject of 2 Emotes.
  • Before the Wall Breakers' Evolution card was released, the Evolved Wall Breaker's death damage was decreased by 50%, the Runners' damage was increased by 50%, and the Runners' speed was decreased to 90 (from 120), now classified as Fast.
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