Skip to main content
RohitUpdated Sep 6, 20268 min readArticle

You Can Now Upgrade Walls Without a Free Builder

Wall rings no longer need a builder in Clash of Clans. Here's what that changes for your ring hoard, your gold pass, and your upgrade queue.

A tall stack of golden rings beside a wall that is half grey stone and half gold

Quick answer

> Quick answer: You can now spend wall rings on walls with every builder busy. Rings only. You still need a free builder to upgrade a wall with gold or elixir, so this changes your ring habit, not your loot habit.

This is the best comfort change in the September patch, and it's easy to underrate because it sounds small.

I read the patch rundown before writing this, and the team had said for years they would not allow builder free wall upgrades. The reason was farming. If players could dump every resource into walls before logging off, there'd be nothing left in storage for anyone to raid. Restricting it to rings solves that neatly. Supercell keeps the live details on the official Clash of Clans page.

What exactly changed

Before this patch, a wall ring still needed a builder standing free. That made rings feel like a normal upgrade with a shortcut attached.

Now the ring path is separate. If you're holding rings, you can push wall levels while all six builders are deep in a hero or a defense.

The gold and elixir path is untouched. Those still queue a builder exactly as they always did.

So there are two wall upgrade systems now, not one. That's the mental model to hold. One costs a builder and cheap resources. The other costs an expensive magic item and no builder at all.

Why the old rule existed

The old restriction wasn't laziness. It was economy design.

Walls are the perfect resource sink. They're bottomless and they don't give anything back. If you could pour every coin into them the moment before you logged off, your storages would sit empty for raiders all night.

That would quietly kill farming for everybody else. Loot has to exist somewhere for the game to work.

Rings dodge that problem because you can't farm rings directly. You earn them slowly from the pass, from clan games and from events. There's no infinite supply to dump.

What this does to your ring hoard

Most players hoard rings badly. I've done it too.

The classic pattern is sitting on forty rings, forgetting they exist, and then hitting the pass reward cap because your storage is full.

That pattern now costs more than it used to, because the rings could have been working the whole time. There's no builder cost to using them, so there's no longer a reason to wait for a quiet builder day.

The new habit is simple. Spend rings when you get them. Keep a small buffer for a war emergency and put the rest into walls immediately.

The gold pass angle

Wall rings come out of the pass reward track in bulk, and this is where the change bites hardest.

If your ring storage is full when a new reward tries to land, you lose the difference. That's been true forever. The difference now is that emptying the storage takes no builder and no planning.

So the pre reset routine changes. Before the season flips, dump every ring you're holding into walls. It costs you nothing but a few taps.

Our breakdown of the gold pass rework and its reward track covers where the rings actually come from.

Which walls to spend them on

Not all walls are equal, and rings are too precious to spread evenly.

Put them into the compartments that actually stop attacks. That usually means the core ring around your town hall, your storages and your key defenses.

Outer walls do very little. An attacker walks around them or breaks one segment and never notices the level.

I counted the segments on a Town Hall 17 layout before writing this. Roughly a third of them face traffic that matters. The other two thirds are decoration with a hit point bar.

How this interacts with the supercharges

This patch also added supercharge levels to the monolith and to every builder hut, and both of those need a builder and dark elixir.

That's exactly the situation this change was built for. Your builders are locked into defense work for weeks, and your walls used to just stop.

Now they don't. Wall progress keeps ticking in the background while every builder is busy elsewhere.

If you're deciding which defense to supercharge first, our comparison of the monolith against the builder huts has the order.

Does this speed up maxing a Town Hall

It speeds up the wall part, which is usually the last thing standing between you and a maxed base.

Walls are traditionally the tail of a Town Hall. Everything else finishes and you spend weeks grinding gold for the final rows.

This doesn't fix the gold cost. It fixes the scheduling. You never again have to hold a builder free just to spend a ring.

So it's not a shortcut. It's the removal of a queue. Over a full Town Hall cycle that's real time saved without spending anything extra.

The mistake to avoid

Don't start using rings on cheap walls because it feels free now.

Rings scale badly. A ring spent on a low level wall converts into a small amount of progress. The same ring spent near the top of your Town Hall converts into a much bigger chunk of gold you never had to farm.

Save them for the expensive tail. That's where a ring is worth the most.

The change makes rings easier to spend. It doesn't make them cheaper to earn, and that distinction is where players will waste them this month.

What it means for rushed accounts

Rushed bases benefit more than maxed ones do, which is unusual.

A rushed account has every builder busy for months and walls that are far behind. That's the exact profile this change helps.

You can now push wall levels the whole time your builders are catching up on defenses, instead of choosing between the two.

If you're rebuilding a rushed layout as well, our base browser has layouts that hide low level walls behind better compartments while you catch up.

Should you buy rings now

Buying rings with gems is a different question and the answer hasn't changed much.

Gems are still better spent on builders and on the pass than on magic items. That was true before and it's true now.

What has changed is the value of rings you already own or earn for free. Those went up, because there's no longer a scheduling cost attached to using them.

So take every free ring you can and spend it. Don't start buying them because a queue disappeared.

Where the rings actually come from

Rings arrive from four places and none of them are fast.

The season pass reward track is the biggest single source, and it's the one most players already pay for. Clan games hand out a batch each cycle. Events drop them as prizes. The trader sells them occasionally.

That's the whole supply. There's no ring mine and no way to farm them from attacks, which is exactly why the builder free change was safe to make.

So treat every ring as a small piece of a subscription you already bought. Leaving them in storage is leaving part of that purchase unused.

The habit to build this week

Here's the routine worth adopting.

Once a week, open your storage, look at your ring count, and spend down to a small reserve. Ten rings is a reasonable buffer for an emergency wall push before a war.

Do it on the same day you check your pass progress, so it becomes one task and not two.

That's the whole change in practice. Not a new strategy, just one fewer reason to leave value sitting in a storage where it does nothing at all.

Frequently Asked Questions

Can I upgrade walls with gold now if all my builders are busy?

No. The change applies to wall rings only. Gold and elixir wall upgrades still take a free builder exactly as before. That restriction is deliberate, because bottomless wall spending would empty everybody's storages and break farming for the whole game.

Why did Supercell block builder free wall upgrades for so long?

Because walls are a bottomless resource sink. If players could dump all their loot into walls before logging off, storages would sit empty and there would be nothing left for raiders to find. Rings avoid that because you can't farm them directly.

Which walls should I spend my rings on?

The compartments that actually stop attacks, which usually means the core ring around your town hall, storages and key defenses. Outer walls do almost nothing, since attackers either walk around them or break one segment and move on.

Should I still hoard wall rings?

Only a small buffer. Around ten is enough for an emergency push before a war. Beyond that, hoarding now costs you, because a full ring storage caps what new pass rewards can give you and there's no builder cost to spending them.

Does this help a rushed base more than a maxed one?

Yes. A rushed account has every builder tied up for months and walls far behind, which is exactly the profile this change helps. Our note on whether the builder's apprentice is worth it covers the other half of that catch up problem.

Want more bases?

Browse our full library of 1,200+ base layouts.

Browse Bases

Related Posts