Defense Buildings

Defensive buildings are designed to defend your base during Raids, Here be Monsters(HBM) and Hero Trials(HT). Whilst raiders can barely be hindered if they play well, your base set up is critical during Here be Monsters and Hero Trials.  

Traps:

Traps are placed on the ground and explode when the corresponding enemy comes near, the number you can place increases with your Town hall level. They also need to be replaced after each use. Due to the weakness of troops bomb traps are not overly necessary and general aren’t considered worth the time to build. Hero traps however can make the difference in a new Here be Monsters/Hero Trial level that is tough for you to complete.   herotrap Hero Trap.   bombtrap Bomb Trap.

Walls:
Walls are your most important defensive building because how you place them affects where and how enemy heroes enter your base, good wall placement is key to efficient HBM play. You have 10 walls available for each Town Hall level and each wall can be increased up to level 10 to increase their HP. You do not need a building available to upgrade walls and upgrades take no time. Your heroes and troops can jump over your walls to attack enemies. For information on how walls affect the pathing of enemies please read the HBM page. There are 2 icons available in game to allow for fast base modification: Full Row: Allows you to select an entire row of connected walls for modification. fullrow Rotate: Allows you to rotate a full row of walls 90 degrees. rotate   Statistics:

Level Level Up CostGold.png Hitpoints
1 100Gold.png 500
2 500Gold.png 1,500
3 1,000Gold.png 3,000
4 3,000Gold.png 5,000
5 5,000Gold.png 8,000
6 10,000Gold.png 12,000
7 20,000Gold.png 20,000
8 30,000Gold.png 30,000
9 50,000Gold.png 40,000
10 100,000Gold.png 50,000
Tower Basics:
Up to 5 Watchtowers become available as your Town hall level increases, they are buildings that attack any enemies in range. Once the towers reach level 10 they are available to be upgraded.   upgrade

Level Hitpoints Damage Range Level Up CostGold.png Level Up Time Might
1 2,700 60 13 200Gold.png 10s 5
2 3,400 80 13 1,000Gold.png 1m 10
3 4,100 100 14 2,000Gold.png 5m 15
4 4,800 120 14 3,000Gold.png 15m 20
5 5,500 140 15 7,000Gold.png 30m 25
6 6,200 160 15 12,000Gold.png 1h 30
7 6,900 180 16 20,000Gold.png 2h 35
8 7,600 200 16 40,000Gold.png 4h 40
9 8,300 220 17 60,000Gold.png 8h 45
10 9,000 240 17 80,000Gold.png 12h 50

Towers can be re-upgraded at any time to change the type of Tower you have in your base. Once upgraded towers level is displayed as level 1 and can be increased up to level 10. In addition they gain the Garrison function:

  • Up to 3 heroes can be garrisoned in each tower.
  • Garrisoned heroes provide points toward garrison levels according to the garrisoned heroes level and their skill level:
Hero Level 1 2 3 20 79 80 81 179 180
Points gained 1 2 3 20 79 80 81 179 180

 

Hero Skill Level 1 2 3 4 5 6 7 8 9
Points gained 1 36 90 183 356 629 1,060 2,095 3,728

 

Tower Effect Level 1 2 3 4 5 6 7
Points required 50 140 300 650 1,200 2,200 3,800
  • Garrisoned heroes receive a share of experience earned in Here be monsters.
  • Ordinary, Elite and Legendary heroes each provide points for a different affect.
  • The affects of each hero type are different in each of the different tower types.

All types of tower have the same upgrade costs but different stats. The 3 types of Tower available are:
Arrow Tower:

The Arrow tower is designed to efficiently kill of heroes. it has the highest damage, the fastest attack speed and the highest base HP of the 3 types. It only hits 1 target at a time however. This tower is most players preferred tower for Here be Monsters until HBM-S.

Statistics:

Level Hitpoints Damage Range Level Up CostGold.png Level Up Time Might
1 14,000 320 17 140,000Gold.png 10
2 17,000 385 17 190,000Gold.png 14h 20
3 20,000 450 18 260,000Gold.png 16h 30
4 23,000 515 18 350,000Gold.png 20h 40
5 26,000 580 19 450,000Gold.png 1d 50
6 29,000 645 19 650,000Gold.png 2d 60
7 32,000 710 20 900,000Gold.png 4d 70
8 35,000 775 20 1,200,000Gold.png 8d 80
9 38,000 840 21 1,500,000Gold.png 12d 90
10 41,000 905 21 1,800,000Gold.png 16d 100

 

Type Level Effect
 green 1 Priority Target: Heroes, Increases range by 3
2 Priority Target: Heroes, Increases range by 6
3 Priority Target: Heroes, Increases range by 9
4 Priority Target: Heroes, Increases range by 12
5 Priority Target: Heroes, Increases range by 15
6 Priority Target: Heroes, Increases range by 18
7 Priority Target: Heroes, Increases range by 21
 blue 1 Increases damage dealt by 2%, Increases Tower hitpoints by 10%
2 Increases damage dealt by 4%, Increases Tower hitpoints by 20%
3 Increases damage dealt by 6%, Increases Tower hitpoints by 30%
4 Increases damage dealt by 8%, Increases Tower hitpoints by 40%
5 Increases damage dealt by 10%, Increases Tower hitpoints by 50%
6 Increases damage dealt by 12%, Increases Tower hitpoints by 60%
7 Increases damage dealt by 14%, Increases Tower hitpoints by 70%
 purple 1 Does 1.5x damage to Heroes
2 Does 2.0x damage to Heroes
3 Does 2.5x damage to Heroes
4 Does 3.0x damage to Heroes
5 Does 3.5x damage to Heroes
6 Does 4.0x damage to Heroes
7 Does 4.5x damage to Heroes

 

Magic Tower:

The magic tower hits multiple targets at once and does full damage to each. It is quite effective in the early levels of HBM but due to low HP it is a liability once you get to HBM-H where ornithopters make short work of it. Due to the stunning effect of the blue garrison this is the tower of choice for high level Hero Trials. Once you get to HBM-S, magic towers become best again as long as you have enough heroes for blue and green garrisons.

Statistics:

Level Hitpoints Damage Range Level Up CostGold.png Level Up Time Might
1 9,000 210 17 140,000Gold.png 10
2 11,000 255 17 190,000Gold.png 14h 20
3 13,000 300 18 260,000Gold.png 16h 30
4 15,000 345 18 350,000Gold.png 20h 40
5 17,000 390 19 450,000Gold.png 1d 50
6 19,000 435 19 650,000Gold.png 2d 60
7 21,000 480 20 900,000Gold.png 4d 70
8 23,000 525 20 1,200,000Gold.png 8d 80
9 25,000 570 21 1,500,000Gold.png 12d 90
10 27,000 615 21 1,800,000Gold.png 16d 100

 

Type Level Effect
 green2 1 Increases attack rate by 10%
2 Increases attack rate by 20%
3 Increases attack rate by 30%
4 Increases attack rate by 40%
5 Increases attack rate by 50%
6 Increases attack rate by 60%
7 Increases attack rate by 70%
 blue2 1 10% chance to induce coma for 2s
2 15% chance to induce coma for 2s
3 20% chance to induce coma for 2s
4 25% chance to induce coma for 2s
5 30% chance to induce coma for 2s
6 35% chance to induce coma for 2s
7 40% chance to induce coma for 2s
 purple2 1 Increases targets by 1, does 5% more damage
2 Increases targets by 2, does 10% more damage
3 Increases targets by 3, does 15% more damage
4 Increases targets by 4, does 20% more damage
5 Increases targets by 5, does 25% more damage
6 Increases targets by 6, does 30% more damage
7 Increases targets by 7, does 35% more damage

 

Cannon Tower:

The Cannon Tower has an Area of Effect (AOE) attack that hits ground units only and can not hit units that are within 1 space of itself. It is the tower of choice for HBM A-C but has limited effectiveness after this point. Statistics:

Level Hitpoints Damage Range Level Up CostGold.png Level Up Time Might
1 9,000 210 23 140,000Gold.png 10
2 11,000 255 23 190,000Gold.png 14h 20
3 13,000 300 24 260,000Gold.png 16h 30
4 15,000 345 24 350,000Gold.png 20h 40
5 17,000 390 25 450,000Gold.png 1d 50
6 19,000 435 25 650,000Gold.png 2d 60
7 21,000 480 26 900,000Gold.png 4d 70
8 23,000 525 26 1,200,000Gold.png 8d 80
9 25,000 570 27 1,500,000Gold.png 12d 90
10 27,000 615 27 1,800,000Gold.png 16d 100

 

Type Level Effect
 green3 1 Increase splash area by 1
2 Increase splash area by 2
3 Increase splash area by 3
4 Increase splash area by 4
5 Increase splash area by 5
6 Increase splash area by 6
7 Increase splash area by 7
 blue3 1 Increase damage by 20%
2 Increase damage by 40%
3 Increase damage by 60%
4 Increase damage by 80%
5 Increase damage by 100%
6 Increase damage by 120%
7 Increase damage by 140%
 purple3 1 25% chance to fire 2 consecutive shots
2 27% chance to fire 3 consecutive shots
3 29% chance to fire 4 consecutive shots
4 31% chance to fire 5 consecutive shots
5 33% chance to fire 6 consecutive shots
6 35% chance to fire 7 consecutive shots
7 37% chance to fire 8 consecutive shots