When a Wallbreaker discovers that he/she was born to die (a second time), the Wallbreaker became desperate to find a way out of his/her crude destiny. These Wallbreakers discovered their new purpose, to not only be born to stay alive, but protect his fellow comrades in the glorious field of battle. Introducing, the Shielder. This skeleton carries a shield made of hardened Dark Elixir, rather than an explosive, which has the power to render targeted Splash damage useless.
Appearance:
Lvl 1: A common “Wallbreaker" with leather straps on its body, and carries a round, black shield with grey/iron edges.
Lv. 2: The "Wallbreaker" loses its leather “helmet”, and is replaced with a dark-grey, horn-less, Viking med-helmet. Its leather straps are now darker in brown. Its round, black shield now has studs around its iron rim.
Lv. 3: The Shielder has its Medhelmet replaced with a helmet similar to that of the Lvl 5 Barbarian, only it has no horns, and is much larger. Its leather straps have been replaced with chain mail. Its shield now has a skull symbol on its plate, and the studs are now spikes.
Preferred Target Attack Type Housing Space Movement Speed Attack Speed Dark Barracks Range Training Time Defenses Melee (Ground Only) 20 10 3.0s Level 4 1 tile 30 min
- The Shielder carries a massive shield, thus incredibly slow compared to his/her Wallbreaker brethren.
- The Shielder heads for Defenses in general, however does little damage in DPS.
- Ground-Capable Defenses are drawn to the Shielder as long as the Shielder is the closest assailant.
- Unlike damage absorbers such as the Golem, the Shielder sets itself apart because it can protect troops around it from Splash damage (2.0 tiles). When it does this, the Shield is raised up.
- The flaw to the Shielder is that when the Shield is raised up, single shot damage done by Cannons and Archer Towers will have damage x2.5 when targeting the Shielder.
- Wizard Towers have no effect on the Shielder if it is carrying its Shield.
- The Shield Breaks once the Shielder loses 92% or more of its Health. At that point, damage to the Shielder is doubled and the Shielder does the same damage as well as speed as a Witch’s skeleton.
Shield Mode
Level Base Damage Per Second Base Damage Per Attack Hitpoints Training Cost Research Cost Lab Level Research Time 1 6 18 2,700 300 DE N/A N/A N/A 2 8 24 3,000 325 DE 50,000 DE 6 5d 3 10 30 3,300 350 DE 70,000 DE 8 7d
Shieldless Mode (Same as Witch’s Skeleton)
Base Damage Per Second Base Damage Per Attack Hitpoints Movement Speed 25 25 8% of Initial HP 24
Strategy
- Since the Shielder is a damage magnet, deploy ranged troops behind it.
- Generally, make sure your troops stay behind or near the Shielder.
Updates!!!
1. The Shielder is unable to protect certain troops from any sort of damage.
These troops include: All Air Troops (obviously), and Golems.




