You should find your answer easily here : http://forum.supercell.net/search.php
You should find your answer easily here : http://forum.supercell.net/search.php
IGN: Steph - TH 13 - LVL 263 - 2B+ GG/EE - Max cups: 5694 - BK 75 AQ 75 GW 50 RC 20
300/300 LVL 14 Walls
I've used 3 before. Severely weakens the base and gives you an extra elixir spell. However, it does leave you open to AI variables.
People questioning the value of a wall need to realize a few things
We already head jump
We already have hogs, dragons, loons, lava hounds - all ignore walls.
So getting 2 stars and getting at that Th - yes walls won't do much.
However, do not underestimate how much stronger walls can make a base when it comes time to wrap up that 3 star with the time remaining.
As a th10, zap walls are a huge annoyance. Sure I can plow right into the core of the base these days no problem (I could before as well) but once the brunt of my attack hits and I am out of spells and my troops are painfully working their way through that maxed wall....
well my attack quickly fizzles.
So the real question becomes, are you getting hit by units that care about walls, no weather or not the jump/EQ spell make them pointless
(also upgrading your walls means they NEED those spells to have a good crack at your base. If you but butter walls, just pack in more rage or whatever)
This is how I like to use it!