
Feel free to copy this base design into your game.
Base Details
This Town Hall 15 Ranked Base is built around extreme compartmentalization, separated high-value targets, and deliberate pathing disruption. The Eagle Artillery sits in a northern compartment while the Town Hall is buried in the central compartment, with a large dead zone between them. The Town Hall compartment contains a tight Tesla farm, Clan Castle, Hero Hunter Crafted Defense, and two Spell Towers set to Invisibility and Poison. Air Sweepers face south beside the Town Hall, while Seeking Air Mines cover the other likely Blimp angles. The layout is intended for Ranked play and to drain attack resources early.
Why This Base Works
The core idea is to prevent one attack path from collecting multiple high-value targets. Separating the Eagle Artillery from the Town Hall means an attacker cannot naturally take both with one push. The large dead zone between them further extends troop movement, forcing additional spell use and causing hero abilities to be spent earlier. Inside the Town Hall compartment, the Tesla farm, Clan Castle, Hero Hunter, and dual Spell Towers make the final approach especially demanding. Invisibility temporarily removes the Town Hall and nearby defenses from troop targeting, while Poison slows and damages incoming troops. The two Air Sweepers cover the southern Blimp route, while Seeking Air Mines occupy the intentionally unswept east, west, and north approaches. Main defenses are also scattered to reduce Giant Arrow and Fireball value, with two-tile spacing limiting Electro Dragon chains.
Strengths
- Strong against Giant Arrow value: Main defenses are deliberately scattered without straight alignment lines, making it harder to line up several important defenses with one Giant Arrow.
- Difficult Town Hall entry: The Tesla farm, Hero Hunter, Clan Castle, and two different Spell Towers create overlapping pressure inside the central compartment.
- Strong against Blimp approaches: Southern Air Sweepers push Blimps away, while Seeking Air Mines cover the other angles that appear open.
- Good pathing disruption: The large dead zone between the Eagle and Town Hall makes troops loop around the area instead of moving directly into the core.
- Reduced chain and splash value: Two-tile defensive spacing limits Electro Dragon chain damage, while separating major defenses reduces Fireball value.
Weaknesses
- The Town Hall remains the obvious high-value target: Because the Town Hall is intentionally placed deep in the central compartment, concentrated hero attacks are the matchup the layout spends the most defensive resources addressing. A well-executed Queen Walk or Royal Champion charge is therefore still the most direct test of the core.
- Air-entry routes are asymmetric: The southern Blimp approach is actively controlled by Air Sweepers, while the other angles rely primarily on Seeking Air Mines. An attacker who avoids the obvious Blimp line can therefore interact with a different set of defenses. This is a reasonable design inference, not an explicitly stated weakness.
Recommended Defending CC Troops
- Option 1: 1 Ice Golems + 2 Super Minions + remaining space with support troops
- Option 2: Lava Hound + air support
- Option 3: Super Minion-heavy defensive mix
Summary
This base is aimed at Ranked players who want to make direct Town Hall access expensive and disrupt high-value hero equipment plays. Its defining concept is separation: the Eagle and Town Hall are split apart, while the dead zone, trap coverage, Spell Towers, and scattered defenses make clean value attacks harder to execute. Feel free to copy this base design into your game.