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Clash of Clans Layout – The Ultimate Player’s Guide to Building Unbreakable Bases

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What’s up, fellow Chiefs! If you’ve spent any time in Clash of Clans, you know the base layout is everything. A well-designed base can defend your hard-earned loot, protect your Town Hall, stop trophy dives, and even tilt your opponents before they finish their attack. In this guide, I’ll share from my experience as a player: how to think about layouts, what matters, what works, and how to stop getting wrecked by those one-star raids. We’ll go deep—from beginner base design to high-level Town Hall 15 war bases.

clash of clans layout

I.Introduction to Clash of Clans Layout

A. Overview of base layout system

Your base layout is the spatial arrangement of all your buildings (Town Hall, storages, defenses, walls, traps) inside your village grid. How you place walls, how you segment defenses, where you put high-value targets—it all influences how attackers will hit you. The layout system (in the game) lets you have multiple “Village” templates, so you can switch between, say, a farming base vs war base. Take advantage of that.

B. Importance of base design

Why does base design matter?

  • It slows down attackers → gives your defenses time to do work.

  • It funnels troops into trap zones or kill zones.

  • It protects your key assets (Town Hall, storages, heroes).

  • It frustrates attackers, which sometimes leads to mistakes from them—good for you.
    In short: A strong layout = fewer headaches, more victories, fewer loot losses.

C. Layout strategy explanation

It’s not just “walls & defenses”. Strategy includes:

  • Prioritizing what you protect most (Town Hall, loot, trophies) depending on your goal (farming vs pushing).

  • Creating compartments so troops can’t move freely.

  • Placing splash damage defenses (Wizard Towers, Mortars) where they’ll hit the most.

  • Ensuring air defence covers the whole base when you have air-attacks incoming.

  • Anticipating meta attack strategies and planning counters (Queen-walk, Electro-drag, etc).
    Each base design you build should have a purpose.

D. Design principles

Here are some core principles I stick to:

  1. More compartments are better. Segmentation slows down attackers.

  2. High-value targets centralized. Your Town Hall/major storages should be deep inside.

  3. Defences layered. Think: outer ring (initial defense), second ring (mid defenses), inner core (strongest stuff).

  4. Trap placement counts. Hidden Teslas, bombs, air mines—these should surprise attackers.

  5. Avoid predictable layouts. Don’t copy the obvious too closely—attackers know standard bases. This advice is echoed heavily in community guides.

  6. Plan for your meta and town-hall level. What works at TH9 may not at TH14.

E. Community best practices

The Clash community is full of seasoned base builders. Here are some practices they recommend:

  • Don’t rush to the next Town Hall until your defenses/walls are decent.

  • Use base-copy sites or share links for proven layouts.

  • Regularly change your base when you start losing the same way repeatedly.

  • Watch replays to see where attackers always break you. Fix that.

  • Participate in your clan, ask for feedback on “Why did I lose that raid?”
    By following these, you’ll keep your base evolving and staying relevant.

II.Base Layout Guide and Strategy

Let’s get hands-on. How do you build a good layout from scratch, or refine your existing one?

A. Base layout guide overview

This guide covers the mechanics (walls, traps, defence placement), strategies specific to your goal (farming vs pushing), and an optimisation framework to evaluate and update your base.

B. Layout mechanics

Key mechanics every player needs to know:

  • Walls & compartments: A base with many small compartments forces attackers to break multiple barriers. The Clash wiki emphasises this.

  • Splash vs Single Target: Splash (Wizard Tower, Mortar) should cover areas where many troops gather. Single target (Archer Tower, Cannon) cover isolated threats.

  • Air vs Ground balance: If attackers frequently go air, ensure your Air Defenses/Air Sweeper are well placed. The PocketGamer guide emphasises placing air defences in inner layers.

  • Trap layering: Use outer bait zones (e.g., funneling troops into a spot where a Giant Bomb + Spring Trap await).

  • Building roles & positioning: The Wiki suggests putting the Clan Castle near high-value targets so attackers have trouble luring troops.

C. Design strategy explanation

Your strategy depends on what you’re trying to protect:

  • Farming strategy: Focus on protecting storages and collectors. Keep them deep, put decoy buildings out front.

  • Trophy pushing strategy: Protect Town Hall and maintain high defence ratings; you might sacrifice some loot for trophy wins.

  • War strategy: You want to prevent 3-stars from attackers; shifting your base layout between war days can help.

  • Hybrid strategy: Balance between loot protection and trophy defence.

D. Strategic approach

Here’s how I approach a layout upgrade or redesign:

  1. Review my recent attack losses/replays—note where I got broken.

  2. Decide my goal (farming vs push).

  3. Choose a core defence structure/hero placement as anchor (e.g., Air Defenses, Eagle Art).

  4. Build compartments/outward layers accordingly: inner ring hard target, outer ring buffer.

  5. Place traps and decoys.

  6. Test it in friendly challenges or watch replays. Tweak accordingly.

  7. After a meta or update changes, revisit the base—meta shifts matter.

E. Optimization framework

To optimise your base, track:

  • Percentage of attacks successful against you.

  • Avg loot lost per attack.

  • How often 2-stars or 3-stars occur.

  • Replays of superior attacks (see how they broke you)—adjust accordingly.

  • Upgrades: When you upgrade to Town Hall X, ensure your base design reflects new defence strength & new troops meta.

If your base is losing too much, change it. If you’re winning consistently, you still might tweak to get better.

III.Best Layout and Base Design

Now let’s look at what good layouts look like and compare design choices.

A. Best layout guide overview

When we say “best layout”, we mean proven layouts used by high-level players, war clans, trophy pushers. These layouts balance aesthetics with functionality, but most importantly—defend well.

B. Top-performing designs

Some features that top designs share:

  • Centralized Town Hall (especially when you’re still in war pushing) so attackers must get deep.

  • Defence clusters: key defences grouped but not too tightly (so splash damage doesn’t wipe them).

  • Double-wall rings: two layers of walls in high-value zones to slow troops.

  • Symmetry (or controlled asymmetry): Symmetry often helps prevent “weak side” attacks; asymmetry can confuse attackers.

  • Corner-buildings as distractions: Some bases put builder huts in corners so attack time drains.
    Web sources show updated layouts for 2025 for each Town Hall level.

C. Base design overview

A great base also considers:

  • Hero placement (King, Queen, Warden)—they should be inside or just inside the walls for maximum value.

  • Clan Castle placement—closer to core, so more defended, but still lureable maybe.

  • Scatter-defences (Air Def, X-Bow, Inferno) placed in layers so any direction of attack meets mid-resistance.

  • Traps on predicted funnel paths.

  • Storages and high-value targets placed behind the biggest defence payoff.
    The PocketGamer article outlines “Innermost layer of defence should be just outside the bullseye” guideline.

D. Design effectiveness

Effectiveness means: when a top attacker hits you, can you force them to use more troops/heroes or lose time, so they drop to 2-stars or fail? Good base = high cost to attacker.
When you see a base that's routinely defended well (via replays/clan war results), you know the design is working. Use those patterns.

E. Design comparison

Consider two sample bases: one built for farming, one for war.

  • Farming Base: prioritises resource storages, maybe Town Hall slightly off centre to avoid “TH snipes”.

  • War Base: Town Hall in dead centre, high value buildings tightly defended, time drain traps.
    By comparing these, you understand the why behind each design choice—so you can pick the right base for your goal.

IV.Base Copy Links and Layout Resources

You don’t always have to build from scratch. Let’s talk about using base-copy links and resource libraries.

A. Base copy guide overview

Many players save time using base-copy links: pre-designed base layouts you can import. This helps you avoid “re-inventing” the wheel and go straight to a proven layout.
Websites such as COCBases list thousands of layouts with filters by Town Hall and type.

B. Copy link system

How it works:

  • Find a layout link matching your Town Hall level + base type (farm/trophy/war).

  • In Clash of Clans, go to your “Layout Editor” (Village → Layouts) and “Import Layout” or use the link.

  • The buildings reset their positions, but you’ll still need to re-upgrade walls/traps etc.
    This system is efficient, especially when you want to focus on upgrading instead of designing.

C. Layout link guide

Tips for using copy links:

  • Ensure layout is recent and meta-tested (older ones may be broken by new troops/updates).

  • Choose layout type matching your goal.

  • Once imported, modify minor bits (e.g., trap placements) to suit your logic or clan preferences.

  • Monitor the layout—after a few attacks, see how it performs. Be ready to change if weaknesses appear.

D. Resource sharing

Besides copy links, you’ll find:

  • Base design galleries by TH level.

  • YouTube critique videos of layouts (why they work/why they don’t).

  • Community forums (Reddit, Discord) discussing new meta bases. One Reddit tip: “Don’t design your own bases. Copy bases from the internet. Find a base that’s similar to your play style.”
    Using these resources saves you time and gives you defensible layouts quickly.

E. Copy mechanics

When you use a copy layout:

  • Make sure your building levels match the layout’s expectation. If the layout assumes high upgrading, but your defense levels are low, attackers still win.

  • After switching layouts, loot may drop initially—expect some disruption.

  • Regularly switch between layouts (especially between war/farm) so you’re always optimised.

  • Stay up to date: After a major update (troop rework or builder update) come back to layout resources and verify they still hold up.

V.Farming Base and Trophy Base

Depending on your goal—farming resources or pushing trophies—you’ll want different base designs. Let’s compare.

A. Farming base guide overview

When you’re in farming mode (collecting gold/elixir/DE, upgrading troops/buildings) your base goal: protect resources, minimise losses. You might care less about losing trophies.

B. Resource protection focus

What a good farming base does:

  • Place storages away from outer ring, protected by layers of walls and splash defences.

  • Make the Town Hall slightly less central (if you don’t care about losing trophies) so attackers may snipe the TH and leave early, preserving your loot.

  • Use decoy buildings outside to waste attacker time.

  • Use traps and storages combos (storages act as walls since they have high HP) to stall troops.

C. Trophy base guide

When you’re pushing trophies, goal changes: protecting Town Hall and win-points. Losing trophies slows your progress.

D. Defense prioritization

In trophy base design:

  • Town Hall is central, max protected.

  • Heroes, defend heavy, scatter defences placed for maximum threat.

  • Storages are less important (you might give up loot to protect TH).

  • Trap placement optimised to stop high-level attackers trying to 3-star you.

E. Base type comparison

FeatureFarming BaseTrophy Base
Town Hall placementSlightly off-centre/shallowDead centre or highly protected
Storage positioningDeep inner ringsLess priority (may be sacrificed)
Wall segmentationModerateHigh: many compartments
Defences focusProtect resource zonesProtect TH & delay attacks
Trap useDecoy & baiting resourcesAnti-3 star/trap heavy

Knowing the difference lets you pick which mode you’re in, and choose or tweak layout accordingly.

VI.Hybrid Base and War Base

Now let’s talk about designs that straddle between farming and defence or focus purely on war.

A. Hybrid base guide overview

Hybrid bases aim to protect both loot and trophies, making them great for players who do both across seasons. These layouts balance resource and TH protection.

B. Balanced design approach

In a hybrid layout you’ll likely see:

  • Town Hall well protected but not so central that storages are neglected.

  • Storages spread across compartments so attacker can’t hit all at once.

  • Heroes and high-value defences placed to respond to either resource steal or trophy push attempts.

  • Trap designs that work for both air and ground meta attacks.

C. War base guide

War bases are built for Clan Wars, Clan War Leagues (CWL), where attackers bring their best. Objective: prevent 3 stars. Your shield and resources don’t matter as much—defence counts.

D. War-focused design

Key aspects:

  • Town Hall in centre, heavily layered.

  • Heroes + Clan Castle troops positioned for high threat.

  • Multi-angle defence: It should be difficult for attackers to decide the best entry point.

  • Time-drain design: delaying the attacker matters more than protecting loot.

  • Consider anti-watched base designs (attackers often watch multiple replays before pick).

E. Specialization strategy

If you’re in a war-heavy clan, dedicate a base exclusively for war; don’t use your trophy/farming base for that. The layout requirements are different.
If your clan does both war and ladder push, you might keep a war-base layout on standby and switch between seasons.

VII.Anti-3-Star Base and Town Hall Layouts

When you’ve got a mid/late game clan and players use high-level attack strategies, you’ll want an “anti-3 star” base. Let’s break that down and cover TH-level specific designs.

A. Anti-3-star guide overview

As you move up Town Hall levels, attackers bring stronger troops and more refined strategies. You want a base that makes three-star extremely hard. That means: time drains, hero disruption, unpredictable trap placement, multi-entry manipulation.

B. Defensive mechanics

Some key mechanics:

  • Delay slogans: Use multiple wall rings, very long pathing for key troops.

  • Hero pulls: Put your Clan Castle in a way that attackers must lure or risk hero engagement early.

  • Trap chaining: Set up trap sequences (e.g., wall break → jump troops → funnel → giant bomb)

  • Air vs ground flexibility: At higher THs both air and ground attacks are meta; layout must handle both.

  • Hero ability prevention: Time-based traps or hero hit-blocks timed to prevent enemy hero avalanche.

C. Town Hall layout guide

Important for each TH level: the layout must reflect unlocks (e.g., at TH12 you get Scattershot, at TH13 Giga Tesla) and meta shifts. Keep the layout updated.
For example: PocketGamer’s guide says at higher THs inner rings should house high-damage defenses like X-Bow/Inferno.

D. Level-specific design

  • Town Hall 9 & 10: Good time to start anti-3 star thinking, but still many attackers use “two-star farming”.

  • Town Hall 11 & 12: Heroes strong; expect Queen P.E.K.K.A attacks, Electro-drag, hybrid.

  • Town Hall 13 & 14: Giga Tesla, Siege Machine, new hero tiers. Layouts must counter hyper-meta army comps.

  • Town Hall 15: Endgame base; everything built around preventing time stars, ultra-high skill attackers.
    We’ll go through them in detail later.

E. Defense focus

Ultimately, anti-3 star bases prioritise: delaying the attacker, forcing mistakes, complicating the path. If your base causes them to use more troops/time than expected, you win.

VIII.Town Hall 9 and 10 Layouts

Let’s dive into mid-game base levels: TH9 & TH10. These are crucial stages where base design upgrades matter a lot.

A. Town Hall 9 layout guide

At TH9 you unlock: X-Bows, higher walls, more traps. Attackers start getting serious with GoHo, LavaLoon and other combos.
Design pointers:

  • Place your X-Bows semi-central, preferably set to ground + air.

  • Spread your Air Defenses to avoid them being hit all together.

  • Use multiple compartments; walls of level 9/10.

  • Two‐star defence becomes more common; aim to force the three-star attempt to be hard.

B. TH9 base design

Specific design ideas:

  • Centralize Clan Castle troops + Heroes so they engage early.

  • Storages around core to act as damage buffers (they have high HP).

  • Use corner buildings to time-drain attacker (builder huts in corners).

  • Funnel paths that make attacker go around traps and walls.

C. Town Hall 10 overview

At TH10 you get Inferno Towers, higher hero levels, more powerful troops from attackers (like LavaLoon, Witch combos). Your base must adapt.
Key points:

  • Inferno Towers should target core approaches; mixing single-target & multi-target as needed.

  • Heroes (King/Queen) need to be placed to defend from funnel/hero dive.

  • Storages still matter, but TH now is big target for three stars.

D. TH10 design guide

Practical steps:

  • Build a central spine: Town Hall, Infernos, Clan Castle, Heroes.

  • Spread wizard towers and air defences to intercept both air and ground.

  • Be prepared for mass-miner / hybrid attacks—partition your base to force miners to tunnel lots of walls.

  • Use double-ring walls around core to delay troops.

E. Mid-game bases

As you progress through TH9–10:

  • Don’t abandon earlier design principles (compartments, trap usage).

  • Test and iterate: if you’re losing to the same attack repeatedly, change that part of your base.

  • Use base copy resources for TH9/TH10 proven layouts. Sites like clashofclans-layouts.com list top layouts.
    With good design, you can hold your own till TH11 and beyond.

IX.Town Hall 11 and 12 Layouts

Moving into higher di­vi­sions: TH11 and TH12. Attack strategies get more complex; base design must respond.

A. Town Hall 11 layout guide

At TH11 you unlock: Eagle Artillery, Grand Warden hero, more powerful siege machines. Attackers have more tools, so your base has to counter more.
Key design elements:

  • Eagle Artillery in a deep core, well protected.

  • Placement of Warden/King/Queen should be such that attacker cannot activate them early without cost.

  • Giant bombs/traps in miner/mass-hog pathing spots.

  • Create bait compartments to mislead attackers.

B. TH11 base design

Good practices:

  • Multi-layer defences: Core (Town Hall/Eagle), middle ring (Innos, Splash), outer ring (Cannons, Archer Towers).

  • Place Air Defences and Sweepers considering LavaLoon meta.

  • Ensure your base defends well against hybrid attacks (queen charge + miners/hogs).

  • Storages used as “HP buffers” inside walls.

C. Town Hall 12 overview

At TH12 you get Giga Tesla (in TH), additional upgrades, and meta shift toward mass-Electro/Drag and “TH diving”. Base must adapt.
Design suggestions:

  • Giga Tesla placement matters: central or semi-central; protect it.

  • Plan for “Town Hall dive” attacks: e.g., attackers skip everything else and go straight for TH. Your layout must make that either risky or low reward.

  • Include trap tunnels and trap rings to slow elite attackers.

D. TH12 design guide

Implementation:

  • Utilize symmetrical layouts to avoid “weak corner”.

  • For push players, confuse air/ground by mixing defence types so attacker cannot pick “easy path”.

  • Vault your Town Hall in a compartment with multiple escape paths for defence (so your heroes can react).

  • Watch meta for new units; ensure your base still defends those strat.

E. Advanced bases

At TH11/TH12 you’re well into “serious” base building. Test your layout in war league, watch replay spam, adapt. Good base builders even switch layouts every war. At this level, base layout becomes art and science.

X.Town Hall 13 and 14 Layouts

Welcome to the high-stakes zone. TH13 and TH14 bring big upgrades—and base design must match.

A. Town Hall 13 layout guide

TH13 unlocks: Town Hall with weapons, higher hero levels, new defence levels. Attackers use Helium/Molten (dragons + balloons), Electro-Golem combos, etc. Your base must resist these.
Focus:

  • Place Town Hall/weapon in core, well protected.

  • LavaLoon/Helium paths must be disrupted via Air Sweeper angles & trap placement.

  • Eagle Artillery (if still present) replaced by higher defences or TH weapon; adapt accordingly.

B. TH13 base design

Check:

  • Core ring: Town Hall, Clan Castle, Heroes, highest defences.

  • Secondary ring: X-Bow, Scattershot, Inferno, Air Defences.

  • Outer ring: Archer Towers, Cannons, resource buildings as buffer.

  • Trap setups: Multiple layers of bombs & spring traps for hogs/miners.
    At this level, even small layout flaws get exploited by high skill attackers—so test/review often.

C. Town Hall 14 overview

TH14 escalates everything: stronger defence levels, upgrades, more meta units. Base designs here often come from pro base builders.
Design must cover: Electro-drag 2.0, Meta siege machines, hero sneak attacks.

D. TH14 design guide

Best practices:

  • Use “anti-meta corridors”: trap heavy paths where typical attack troops go.

  • Avoid placing storages as trivial traps—they act as HP buffers but also potential loot loss. Protect them.

  • Centralise Warden, Scattershots, Giga Inferno (if available)—make them cause damage early.

  • Use layout variations: have a “push version” (trophy) and “farm version” of your base. Switch as needed.

E. Endgame bases

At TH13/14 you’re almost at endgame. Layout changes less frequently but must adapt to patch changes. Watch top-level clan war leagues to see which designs succeed and adopt their patterns.

XI.Town Hall 15 and Builder Hall Layouts

Now we’re in the final frontier: TH15 (if available) and Builder Base (alternative mode). Let’s cover both.

A. Town Hall 15 layout guide

TH15 is the most advanced Village base. Expect max defences, max walls, very skilled attackers.
Your design needs to:

  • Protect the TH & major heroes/defences from first minute.

  • Time-drain paths should be long.

  • Use corner buildings, trap zones, hero pits effectively.

  • Account for whatever the latest troop meta is (dragons, siege, elixir heavy).

B. TH15 design guide

You should:

  • Create alternate layouts: one for legend pushing, one for war.

  • Keep your base updated: after each major patch check if your layout holds up.

  • Work with your clan: at TH15 you might even coordinate base building (sharing what’s successful).

  • Consider “decoy” compartments: parts of the base meant to be sacrificed to delay attacker.

C. Builder Hall layout overview

The Builder Base is a separate game mode with its own layout logic (somewhat simpler but still deep). At Builder Hall levels you’ll want:

  • Balanced push vs defence.

  • Unique logic like Archers hiding behind walls, Smashers in trap zones.

  • Layouts for Builder vs Versus battles (you’ll be attacked and you attack).

D. BH design guide

Focus on:

  • Multi-entry disruption: Builder attacks often come from two fronts.

  • Defensive building placement so your Crusher, Roaster, Mega Tesla hit major units.

  • Using wall separations and traps to disrupt pathing.

  • Keeping the BH’s “core” defended while letting less important buildings take hits.

E. Alternative modes

Don’t forget: events, Clan Capital, etc often have layout implications. Learning builder base and village base both keeps you versatile.

XII.Farming Strategy and Resource Protection

Beyond layout, strategy matters. How you farm, protect resources, upgrade—these tie into layout.

A. Farming strategy guide overview

When farming: you want to minimise losses, maximise gains. Layout protects, but your strategy drives success.

B. Farming mechanics

Key points:

  • Attack often when you have full collectors or hero upgrades off.

  • Use the most efficient troop comps for your TH level (e.g., barch, miners, super-giants).

  • Upgrade storages/collectors: More resources in storage = more potential loot losses if attacked.

  • Shield timing: After you get attacked, use your shield wisely—start a big upgrade!

C. Resource protection guide

Layout parts:

  • Storages deep inside, ideally behind heavy defences/traps.

  • Decoy buildings outer ring to delay attacker.

  • Walls sealed; avoid wide open gaps or funnel paths straight into your core.

  • Don’t let walls be low-level: attackers know weak walls = easy access. The wiki emphasises not rushing walls too poorly.

D. Protection strategy

Your strategy:

  • Upgrade your defences steadily.

  • If you can’t afford all upgrades, prioritise key defences (Air Defences, Infernos, X-Bows).

  • When going offline for hours, maybe switch to “farming layout” to protect loot.

  • Monitor your replay log. If you keep losing loot due to same weak spot, adjust layout.

E. Efficiency optimization

Resource efficiency means:

  • Build/upgrade when you have resource sprees to prevent them lying idle.

  • Keep builders busy, especially when shielded.

  • Balance offence & defence—good attackers gain resources, good defence keeps them.

  • Adopt layouts that support your resource goals (e.g., farming layout with stronger protection around storages).

XIII.Loot Defense and Trophy Pushing

If you’re focused either on defending your loot or climbing trophies, you’ll need slightly different tweaks.

A. Loot defense guide

When protecting loot:

  • Storages are your value. Protect them more than everything else.

  • Town Hall may be used as bait—let them take the TH but lose loot.

  • Keep open ring of lower value buildings outside main defence to waste attacker time.

  • Use trap zones near storages where attackers must go.

B. Defense mechanics

Some mechanics to know:

  • Hero placement to defend storages—don’t leave them outside.

  • Multi-target defences near storages so attackers cannot dump many troops quickly.

  • Use of Air Defences if attackers often use air for looting.

  • Prevent “one funnel” attacks that lead straight to storages. Good wall design prevents this.

C. Trophy pushing guide overview

When pushing trophies:

  • Town Hall is now a trophy target; protect it fiercely.

  • Defensive value (stars given for your base) matters more than just loot.

  • Sacrifice of loot is acceptable if you can defend stars.

  • The psychology of attacker matters – if your base looks scary you might discourage loot hunts and bring higher trophy hits.

D. Ranking protection

Protecting ranking means:

  • Avoid star losses (0 star defenses) as these drop you a lot.

  • Use layout changes when you go into high trophy leagues; attackers change tactics.

  • Keep your hero levels, defence levels, walls matching what opponents expect at your trophy range.

E. Progression strategy

Whether farming or pushing, layout is part of your strategy:

  • Early game: focus on resource building, easy defences, gather loot.

  • Mid game: build stronger defence, choose layout type (farm vs push) consciously.

  • Late game: switch flexibility between layouts depending on event, war, push seasons.

XIV.Clan War Layout and CWL Base

For serious players in clans, war bases and CWL matter. Let’s cover that.

A. Clan war guide overview

In clan wars and Clan War Leagues (CWL), your base is under serious scrutiny. Opponents will check your replays and try to pick the weakest side. You need a layout that withstands top attackers.

B. War-focused design

War base essentials:

  • Town Hall in deep core.

  • Heroes and Clan Castle defensively positioned so attacker must go deep at high cost.

  • Use multi-angle protection (don’t have one weak side).

  • Time-drain pathing (make it take time to get stars).

  • Knowledge of meta attack paths (e.g., Queen walk into hybrid, Lavaloon) and disrupt them.

C. Clan War League (CWL) guide

In CWL, you’ll face multiple attacks per week; consistency matters. War base designs get widely shared among clans; consider slightly customizing (trap tweaks, bait changes) every week so attackers can’t copy perfect route through you.

D. CWL specific design

  • Use dual-layout options: one for mid-week, one for final day maybe with tweaks.

  • Use builder huts/traps/towers to delay and confuse attackers.

  • Keep walls upgraded and high level. Weak walls are first target.

  • Communicate with clan: if your base is consistently losing in war, consider switching layout or requesting help from clan base-builders.

E. War strategy

Your role as defender in war:

  • Make attackers work to get stars rather than just win fast.

  • Your base should not be easiest in the war; you want it to be “bad place to attack”.

  • Simultaneously, your attacking squad should capitalise on enemy bases. Offence + defence balanced wins wars.

XV.Defense Strategy and Defensive Buildings

No base will hold without strong defence strategy + well-placed defensive buildings.

A. Defense strategy guide overview

This covers how you place, upgrade and maintain defensive buildings so your layout can succeed. It’s not just layout—it’s about building strength, upgrade order, and placement logic.

B. Tactical approach

  • Upgrade high-impact defences first: Air Defences, Inferno, X-Bow. These give big ROI.

  • Walls matter: Strong walls funnel troops. Upgrade them consistently.

  • Heroes: Their levels matter as defence. Don’t ignore them.

  • Trap upgrades/trap placements: They cost fewer resources but often cause big impact in defence.

  • Matching defence strategy to base goal (farm vs push). If pushing, use more balanced defence. If farming, maybe focus more on storages.

C. Defensive building guide

Important building types:

  • Cannons/Archer Towers: basic defence; used in outer rings.

  • Mortars & Wizard Towers: splash damage; place where they cover many buildings/traps.

  • Air Defence & Sweeper: protect against air rushes; place so they cover overlapping zones.

  • Inferno, X-Bow, Eagle: high-level defences; deep inside base.

  • Walls: create compartments; upgrade high.

  • Traps: hide behind walls, near likely entry points.
    PocketGamer lists layering of defence as one of the key building strategies.

D. Building effectiveness

Effectiveness is measured in how often your base is defended successfully versus being broken. If you notice many break-ins via one path, maybe your building placement is predictable. Rework that side.
Also check building synergy: e.g., Archer Towers + Air Sweepers + Air Defences working together to defend against air troops.

E. Placement strategy

Some placement rules I follow:

  • No “free corridors” for attackers; always think where they’ll enter.

  • Change up your layout every few weeks so attackers can’t practise on your base from lots of replays.

  • “Decoy” buildings: some low-value buildings placed outside to soak time.

  • Heroes close to core but able to swing out and defend side attacks.

  • Avoid “clumping” too many defences so they can be wiped by splash or spells.

That covers the big wide world of base layout in Clash of Clans. From beginner design to Town Hall 15 war base, from farming to trophy pushing, from layout mechanics to trap strategies—if you follow these guidances, you’ll be placing bases that stand a long time and challenge attackers.

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