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Best Clash of Clans Bases For Every Town Hall 2026

Check out the list of the best bases for every town hall in Clash of Clans and learn how to make them yourself based on detailed breakdowns of base-building strategy from the highest-ranked players in the community.

Check Out the Best Bases in Clash of Clans

Building a base in Clash of Clans is a daunting task. There are lots of websites where you can download and use a base layout created by other players, but how are they made? In this guide, we’ll list the Clash of Clans best bases for every town hall level and explain how they’re built so that not only do you understand the strategy behind placing the buildings in a certain pattern, but you can also make your own bases that serve a specific function.

Each town hall level gives access to more buildings and troops, and as its level grows, so does the complexity of a base. Therefore, you have to know how and be able to defend your base against the most meta armies. This guide will help you with that.

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Best Base for Town Hall 1

Town Hall 1 functions purely as a tutorial stage, so base design is not a real consideration yet. You cannot meaningfully defend resources or trophies here, and progression is extremely fast.

At this level, the best “base” is simply completing upgrades efficiently and moving on. Any layout is temporary and has no long-term defensive value.

Best Base for Town Hall 2

Town Hall 2 is the first level where base design matters, even if only slightly. You can already build a Clan Castle, which gives you an early defensive advantage many players overlook.

This base works as a simple all-purpose layout for farming, trophies, and early wars. The Clan Castle should be placed centrally if unlocked, as defending troops can often decide the outcome of attacks at this level.

Key design goals at Town Hall 2

  • Centralized Clan Castle if available
  • Even spacing to avoid easy percentage
  • Simple structure that avoids exposed buildings

At this stage, attackers are inconsistent, so forcing small mistakes is often enough.

Best Base for Town Hall 3

Town Hall 3 is primarily about farming. Players upgrade quickly here, and most attacks are rushed or poorly planned.

A strong farming base focuses on protecting storages while avoiding obvious entry paths. Trophy pushing is possible, but usually not the priority.

Key design goals at Town Hall 3

  • Storages placed away from the outer ring
  • Defensive buildings covering likely entry points
  • Clan Castle positioned to activate early BLOG20

This base aims to punish sloppy attacks rather than stop optimized ones.

Best Base for Town Hall 4

Town Hall 4 introduces base copying, which makes good layouts far more accessible. However, you still only have one home layout and one war layout, so efficiency matters.

The recommended farming base protects storage units while using high-HP buildings to slow attackers. Builder huts can be placed toward the outside to increase the chance of time failures.

Key design goals at Town Hall 4

  • Storages slightly offset, not stacked
  • Builder huts used as time wasters
  • Defenses arranged to force longer paths

This concept applies to every Town Hall later in the game.

Best Base for Town Hall 5

Town Hall 5 is the first level where air attacks, especially balloons, become a real threat. Base design now needs to account for specific strategies rather than generic defense.

This Town Hall benefits from three layouts: farming, trophy pushing, and war. The farming base protect storages, while the defense best Clash of Clans base focuses on defending balloons.

Key design goals at Town Hall 5

  • Air Defense placed away from easy entry
  • Wizard Tower positioned to splash balloons
  • Traps placed along likely air paths

The war base is specifically designed to deny clean balloon value.

Best Base for Town Hall 6

Town Hall 6 introduces more defensive tools, which makes layout intent more important. This is where the difference between farming, trophy, and war bases really matters.

For farming, storages are the priority. For trophies, the Town Hall should be centralized to encourage one-star defenses. For war, the Town Hall can be used as a high-HP shield rather than a star objective.

Key design goals at Town Hall 6

  • Farming base prioritizes storage protection
  • Trophy base centralizes the Town Hall
  • War base protects core defenses first

Understanding these roles helps players choose the right layout for their goals.

Best Base for Town Hall 7

Town Hall 7 is defined by dragons. Since dragon attacks are extremely popular here, bases must be built specifically to disrupt air pathing.

Dead zones are used to force dragons to fly around key areas rather than directly through them. The best Clash of Clans base layout has air defenses and sweepers that work together to slow attacks while defenses deal damage.

Key design goals at Town Hall 7

  • Dead zones to disrupt dragon pathing
  • Air defenses protected by high-HP buildings
  • Sweepers positioned to push dragons off course

Strong Town Hall 7 bases focus on controlling movement, not stopping damage outright.

Best Base for Town Hall 8

At Town Hall 8, players unlock additional storages, which means stacking all loot in one area becomes risky. Bases now need to balance protection rather than fully commit to one resource.

Dark Elixir placement becomes strategic. If attackers commit to Dark Elixir, they often sacrifice gold and elixir instead.

Key design goals at Town Hall 8

  • Storages spread to limit total loss
  • Dark Elixir placed to bait risky attacks
  • Traps positioned for hog riders and balloons

War bases at this level heavily trap common hog rider paths.

Best Base for Town Hall 9

Town Hall 9 introduces a wide variety of attack strategies, which makes specialization important. Bases are now clearly designed for farming, trophies, or war.

Trophy bases often place the Dark Elixir Storage outside to encourage easy snipes that grant trophies. War bases focus on trap placement to counter witches, hogs, and dragons.

Key design goals for the best Clash of Clans base ever at Town Hall 9

  • Traps placed away from mortar coverage
  • Limited lightning spell value near air defenses
  • Storages used to slow dragons

Defensive success here comes from predicting common attack habits.

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Best Base for Town Hall 10

Town Hall 10 introduces Siege Machines through the Clan Castle, which fundamentally changes base design. The Town Hall is no longer a defensive weapon, so it should not be used as a core anchor.

War bases often place the Town Hall toward the outside to disrupt siege pathing and protect Inferno Towers for as long as possible.

Key design goals at Town Hall 10

  • Town Hall offset to break siege value
  • Multi-Infernos placed in separate compartments
  • Limited chain value for air attacks

From this point onward, protecting key defenses matters more than protecting the Town Hall itself.

Best Base for Town Hall 11

At Town Hall 11, most attacks aim for a safe two-star rather than a full clear. Since the Town Hall is not weaponized, attackers often risk skipping it entirely while focusing on percentage. A strong base at this level is designed to exploit that behavior rather than trying to fully shut down every attack.

This is an anti–two-star base built around a centralized Town Hall that is easy to overlook during chaotic attacks. The layout avoids clean Giant Arrow value by positioning air sweepers so they cannot be hit alongside air defenses. This alone removes one of the most common opener advantages at this Town Hall.

What really makes the base work is the separation of the Eagle Artillery from other core defenses. Each major threat sits in its own compartment, which prevents attackers from gaining large spell or blimp value. Even successful entries tend to feel inefficient, forcing players to choose between securing the Town Hall or pushing for damage.

Key defensive traits

  • Central Town Hall that can be missed
  • Air sweepers protected from Giant Arrow value
  • Isolated Eagle Artillery
  • Compartmentalized core defenses

The recommended Clan Castle focuses on hero disruption, making cleanup phases far more difficult. Small trap adjustments can further punish predictable entry paths.

Best Base for Town Hall 12

Town Hall 12 introduces a weaponized Town Hall, which shifts defensive priorities toward denying clean three-star paths. Attackers often look for value by pairing the Town Hall and Eagle Artillery in a single push, which this base deliberately prevents.

This is an anti–three-star base where the Town Hall and Eagle Artillery are placed on opposite sides of the layout. Attacking one side never feels rewarding enough on its own, forcing players into awkward mid-base transitions that are heavily trapped.

The core appears inviting for funnel setups, but this area is layered with traps that punish early confidence. Air sweepers are positioned to avoid lining up with air defenses, once again removing easy Giant Arrow value and forcing attackers to commit more resources earlier than planned.

Key defensive traits

  • Town Hall and Eagle split across the base
  • Trap-heavy core
  • No aligned sweepers or air defenses
  • High funnel punishment

The Clan Castle supports air defense pressure and helps stall attacks that rely on fast tempo.

Best Base for Town Hall 13

Town Hall 13 attacks are heavily hero-driven, with many players relying on early funnel value to snowball the rest of the attack. This base is designed to look vulnerable while quietly removing those options.

Like the Town Hall 12 layout, this base separates the Town Hall and Eagle Artillery, but adds additional pressure through inferno placement. The infernos appear approachable from the top side, encouraging funnel attempts that are heavily trapped and rarely succeed cleanly.

Air sweepers once again do not align with air defenses, denying Giant Arrow value and forcing air attacks into less comfortable paths. The base consistently drains spells and abilities early, leaving attackers underpowered during the final phase.

Key defensive traits

  • Trap-baited inferno compartments
  • Separated Town Hall and Eagle
  • Anti-Giant Arrow sweeper placement
  • Strong late-stage defense

The Clan Castle is built to slow momentum and punish hero-led entries.

Best Base for Town Hall 14

At Town Hall 14, value denial becomes more important than raw damage stacking. Attackers are extremely strong at this level, so giving away even one clean opening can decide the outcome.

This anti–three-star unbeatable best Clash of Clans base isolates every major defense into its own compartment. The Town Hall, Eagle Artillery, and both Scattershots are all separated, making it impossible to gain massive value from a single push.

The Town Hall area and nearby compartments are heavily trapped, preventing safe snipes or reliable funneling. Air sweepers are placed so that attackers cannot remove both sweepers and an air defense at the same time, again limiting Giant Arrow's effectiveness.

Key defensive traits

  • Fully separated core defenses
  • Heavy trap investment around the Town Hall
  • Limited funnel options
  • Strong air attack disruption

The Clan Castle is centrally placed and protected, reinforcing the core and slowing down any deep push.

Best Base for Town Hall 15

Town Hall 15 introduces defensive mechanics designed to actively disrupt attacks rather than just absorb damage. This base leans into that philosophy fully.

The layout splits pressure across two sides of the base. One side features the Town Hall paired with an Invisibility Tower, while the opposite side houses a Poison Tower. The Eagle Artillery sits between them, forcing attackers to choose an uncomfortable path.

Both sides of the base are designed to look funnelable but are packed with traps that break pathing and stall progress. Without a clean funnel, attackers struggle to maintain control through the middle of the base, which often leads to failed triples. BLOG20

Key defensive traits

  • Invisibility and Poison Tower pressure
  • Trapped funnel paths
  • Forced mid-base commitment
  • High disruption value

The Clan Castle supports this chaos-based design by adding more stall and punishment during key moments.

Best Base for Town Hall 16

Town Hall 16 attacks rely heavily on creating momentum early. Good Clash of Clans bases at this stage are designed to stop that momentum before it ever starts.

The most attractive entry point near the Eagle Artillery is protected by traps and air sweepers, making early funnel attempts risky. A Rage Tower compartment on the opposite side creates a deadly zone that attackers must eventually deal with, often at the worst possible time.

The central compartment is layered with high-value defenses and protected support structures, forcing attackers to push through multiple threat zones without a clear reset point.

Key defensive traits

  • Rage Tower kill zone
  • Trapped Eagle Artillery entry
  • Centralized high-value defenses
  • Strong anti-momentum design

The Clan Castle reinforces the core and adds pressure during prolonged fights.

Best Base for Town Hall 17

Town Hall 17 bases are at their strongest when they create unavoidable danger zones. This layout does exactly that.

Double rage compartments house fire spitters, scattershots, and infernos, creating sections of the base that are extremely difficult to push through cleanly. Dead space behind key defenses prevents easy snipes and keeps damage output consistent.

Funneling around the Town Hall is intentionally difficult, with heavy trap coverage discouraging clean side entries. Attackers often lose control early and never fully recover.

  • Key defensive traits
  • Double rage fire spitter compartments
  • Dead space protection
  • Heavy trap investment near funnels
  • Strong anti-pathing design

The Clan Castle complements this by adding durability and disruption to the core.

Best Base for Town Hall 18

Town Hall 18 defenses are designed to force specific outcomes rather than allow flexible attacks. This anti–two-star base embraces that concept.

The dead space around the Town Hall increases the chance that attackers miss it entirely. The best Clash of Clans base design has one side of the base heavily trapped, exploiting common right-handed attack habits and creating a brutal imbalance that catches many players off guard.

The Revenge Tower and Clan Castle are centrally placed and protected, while double poison zones turn key areas into meat grinders that drain armies quickly.

Key defensive traits

  • Dead space Town Hall design
  • Lopsided trap distribution
  • Centralized Revenge Tower
  • Forced two-star outcomes

A second proven Town Hall 18 approach uses a ring-style layout that manipulates pathing. Fire spitters encourage entry from one direction while the Town Hall sits in a trapped zone that is difficult to reach without breaking the attack entirely. Both styles are extremely effective when played correctly.

The Clan Castle choices focus on durability and stall, reinforcing the base’s goal of denial rather than full defense.

Tips for Making a Good Base in Clash of Clans

A strong base is never just about copying a layout. The best defenses come from understanding why certain designs work and applying those principles consistently across Town Hall levels. These tips are compiled from both videos and apply to every base in this guide, from early progression to endgame play.

Below are the most important principles to keep in mind when choosing or modifying a base.

  • Avoid giving easy Giant Arrow value - Air sweepers and air defenses should never line up in a way that allows both to be hit at once. This is especially important from Town Hall 7 through Town Hall 14, where Giant Arrow openers are common and can decide the attack immediately.
  • Separate high-value defenses - Key defenses like the Town Hall, Eagle Artillery, Scattershots, Infernos, and Monolith should not sit in the same compartment. Separation limits spell value and prevents attackers from gaining too much progress with a single push.
  • Accept that no base is perfect at lower Town Halls - Below Town Hall 14, hero equipment and raw offensive power are simply too strong to stop every attack. The goal is not perfection, but forcing mistakes from non-expert attackers and limiting three-star chances.
  • Do not stack buildings too tightly - Grouped buildings invite blimps, fireballs, and spell value. Spacing structures forces attackers to commit more resources and often breaks clean pathing.
  • Design bases around likely attacks - Each Town Hall has dominant strategies. Dragons at Town Hall 7 and 8, hog riders at Town Hall 8 and 9, siege machines at Town Hall 10, and hero-heavy attacks at higher levels. A good base defends what you are most likely to face, not everything equally.
  • Use dead zones to control troop pathing - Empty spaces near high-value defenses can force troops to walk around instead of directly toward them. This is especially effective against dragons, root riders, and ground smash attacks.
  • Trap placement matters more than trap choice - Traps should be placed where attackers do not expect them, not just near defenses. Lopsided trap layouts, delayed trap activation, and baited entry paths are often more effective than symmetrical designs.
  • Change traps even if you like the base - Even the best layouts become predictable. Small trap swaps can dramatically increase defensive success without changing the overall structure of the base.
    Choose Clan Castle troops with intent - Clan Castle troops should match the goal of the base. Some layouts benefit from damage-focused troops that punish early entries, while others use stall-focused troops to slow attacks in key areas.
  • Match the base to your goal - Farming bases prioritize storage protection. Trophy bases aim for one-star defenses or forced pathing. War bases focus on denying three stars. Using the wrong base type for your goal will always lead to worse results.
  • Think in terms of time, not just damage - Many defenses succeed because they slow attackers long enough for time to become an issue. High-HP buildings, awkward funnels, and delayed access to the Town Hall all contribute to time fails.

These tips should be enough to get any player into the right mindset for building a good base. First, decide on the purpose and try making something on your own.

Conclusion

Building a base is a difficult process; you have to consider several purposes for your bases, the number of buildings, their types, and all the variations of armies that you will be attacked by. That’s a huge task, but luckily, the game allows you to copy bases from other players and share yours. You can easily try out someone’s layout and see how it does. This guide is meant to explain to you some of the concepts of base-building on every town hall level, so you know how professional players approach it.

F.A.Q.

How to make the best base in Clash of Clans?

 

The best base is built around common attack strategies at your Town Hall level. Separate key defenses, avoid easy spell value, and use traps to punish predictable entry paths rather than copying layouts blindly.

Why should I have different bases in Clash of Clans?

 

Each base type serves a different goal. Farming bases protect loot, trophy bases aim to secure one-star defenses, and war bases are designed to deny three stars in planned attacks.

What can I do to protect my base from raids in Clash of Clans?

 

Protect your most valuable buildings with layered defenses and unpredictable trap placement. Regularly rotate traps and layouts to prevent attackers from memorizing your base.

Where should I place my storage in Clash of Clans?

 

Storage placement depends on your goal. Centralize storage for farming, spread them out to reduce total losses, or bait specific storages if trophies matter more than loot.

Where should I place my town hall in Clash of Clans?

 

Town Hall placement changes by base type and Town Hall level. Central placement works for trophy pushing at lower levels, while offset or protected placement is better for war and higher Town Halls.

What is the difference between the trophies and defensive bases in Clash of Clans?

 

Trophy bases are designed to force one-star results and protect trophies. Defensive or war bases focus on denying three stars by protecting key defenses and disrupting attack pathing.

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