Cloud Wall
The Wind’s defense. It stops enemy Gust and Mirror shots. Put it between their towers and your buildings.
How to use it
The Cloud Wall costs 20 and has 170 health, the highest among the buildings you place. An enemy direct shot that passes over its cell stops there. Put it between the enemy towers and what you want to protect, not next to it. Enemy towers treat it as their last target: they’ll shoot at everything else first.
Strengths and weaknesses
Strong
- It completely shuts down a Gust Tower or a Burning Mirror that has no other line.
- Cheap and sturdy.
Weak
- It doesn’t stop the arcing shots of the Hail Mortar.
- It doesn’t stop the discharges of the Lightning Pylon or the specials.
- It covers a single cell: a tower moved to one side gets around it.
Counter
Against an enemy wall use arcing shots, the Pylon up close or a special. Don’t waste direct shots on it.
Relations
Generated from the game’s tables and from how the computer plays.
- Stops: Gust Tower, Burning Mirror, Twin Mirror.
With the weather
See also
- Protects from
- Burning Mirror · Gust Tower
- Acts on
- Burning Mirror · Gust Tower · Twin Mirror
- Element
- Wind (element)
- Takes light from
- Stele of Wind
- Mentioned here or mentioning this page
- Against every element · Arch of High Winds · Defending the Veiled · Hail Mortar · Lightning Pylon · The opponent · Towers and targets
What’s new
- v23.1 When a terrace or a building is in the way, the Burning Mirror’s beam hits the target higher up instead of going through the wall.
- v22.5 The Keeper waits in the temple yard, at the foot of the temple steps, not inside the wall. Anyone going to the temple climbs the steps.
- v22.3 The “New in this sky” cards and some Bestiary cards say things more simply. The Cloud Wall, for example, now says: “It stops shots from enemy Gust Towers and Burning Mirrors. Put it between their towers and your buildings.”
- v17.3 The Route of the Winds has fifteen worlds in six chapters, and each world gives you just one new thing. You start with bridges, Collectors, Gusts and Steles; then, one world at a time, come the Wall, the four elements, the specials, faith and miracles, the crews, the nests and the truce.