


- Best Clash of Clans Base Layouts for TH18 and Below
Best Clash of Clans Base Layouts for TH18 and Below

Clash of Clans base layouts decide whether a raid ends at one star or three. The same buildings can defend well or fold in seconds depending on where they sit, so a good war base or farming base is free defense that costs you zero builder time.
How old is the layout you're using right now? A copy from a year ago was built for older armies. We'll break down the main layout types, what changes from early Town Halls to the top, and how to build a TH18 base that stands up to today's war armies in Clash of Clans.
Clash of Clans Base Layouts Summary
Farming bases guard storages, war bases guard stars, and Ranked bases guard trophies. Give each layout one job.
Early Town Halls hold up best with tight compartments and a central Clan Castle.
At TH18, Guardians belong to the Town Hall, so Town Hall placement decides where they defend.
A TH18 base has to answer Dragon Duke air armies, Thrower pushes, and Super Bowler smashes.
Supercell's October 2026 changes let Spring Traps launch Ruin Knights.
Town Hall 19 lands mid-November 2026, so expect a layout refresh soon.
Clash of Clans Base Layout Types and When to Use Each
A farming base keeps Gold, Elixir, and Dark Elixir storages deep inside walls and spreads them out, so no single push reaches all of them. It suits regular Battles, where loot is the goal.
War bases care only about stars. Clan War attacks don't take loot from your storages, so the Town Hall moves into the core and storages become padding. The best war layouts are anti-3-star bases that give up two stars and make the third very hard.
Layout type | What it protects | Core idea |
|---|---|---|
Farming base | Gold, Elixir, Dark Elixir | Storages spread through the core |
War base | Stars | Key defenses spread so no single push reaches 100% |
Ranked base | Trophies | Deny stars on your limited weekly Ranked defenses |
Builder Base layout | Builder Base trophies | Walls and defenses split for the two-stage battle |
Trophies now only exist in Ranked Battles, which cap how many battles you play each week by league, so a Ranked base plays more like a war base. Set your home layout for your main goal and assign a separate layout as your war base.
How Base Layouts Change by Town Hall
Every Town Hall adds new defenses, and each one changes what belongs in the core. Here's what to plan around at each level, from early villages up to TH18.
TH3 to TH8

From TH3 to TH8, tight wall compartments and a central Clan Castle do most of the work. Attackers at this level rarely break several compartments in one go.
The core defenses arrive one by one: the Mortar at TH3, Air Defense at TH4, the Wizard Tower at TH5, the Air Sweeper at TH6, the Hidden Tesla at TH7, and the Bomb Tower at TH8. Keep splash defenses like Mortars and Wizard Towers inside walls, where they can cover the troops that break in.
TH9

TH9 adds the X-Bow, and air armies start to get dangerous. Against mass Dragons and LavaLoon, place Air Defenses apart from each other and away from the edge. Keep the Clan Castle hard to lure, and aim Air Sweepers at the likely Lava Hound path.
TH10

TH10 brings the Inferno Tower. Put Infernos in separate compartments near the core, so a single push or one Freeze can't shut both down at once.
TH11

TH11 adds the Eagle Artillery, along with the Grand Warden on offense. Keep the Eagle deep in the base, where attackers can't reach it before it starts firing.
TH12

TH12 adds no new defensive building, but the Town Hall itself fights back with the Giga Tesla. That turns the Town Hall into a core defense, so war bases move it to the center and surround it with layers of walls.
TH13

TH13 adds the Scattershot, the Town Hall upgrades to the Giga Inferno, and the Royal Champion joins on offense. Attacks from here on usually open with a hero charge or a Grand Warden Fireball before the main army enters. Spread single-target damage so one opening can't wipe out the core, and give Scattershots and Inferno Towers separate compartments.
TH14

TH14 adds a short-range turret to each Builder’s Hut, and its builder repairs damaged buildings nearby during an attack. Most other changes land on offense with Hero Pets, so a solid TH13 layout carries over with higher defense levels and a few adjustments for stronger hero charges.
TH15

TH15 adds the Spell Tower and the Monolith. The Monolith hits hardest against high-HP targets such as heroes, so place it where hero charges tend to end up.
TH16

TH16 introduces merged defenses, the Multi-Archer Tower and the Ricochet Cannon. For war, spread them so each Fireball or hero opening only removes one. For farming, use them to cover storage compartments. A Ranked base can follow the war layout, since trophies now work like stars.
TH17

TH17 adds the Firespitter and the Multi-Gear Tower, the Eagle Artillery merges with the Town Hall into the Inferno Artillery, and armies reach 340 housing space. War and Ranked bases need to hold against bigger hero openers, so keep the Town Hall and the strongest defenses off the edge. Farming bases at this level still put storages first.
TH18

TH18 armies reach 352 housing space, and the Town Hall adds Guardians. Smasher, Longshot, and Logger are the options, only one patrols at a time, and none of them ever joins an attack. They belong to the Town Hall at this level, so where you put the Town Hall decides which part of the base they cover.
TH18 also adds the Revenge Tower and the merged Super Wizard Tower. In war and Ranked bases, build around the Town Hall and its Guardian. In farming bases, keep the Guardian's patrol over the storages.
Building a TH18 Base That Holds Up
A good TH18 base starts with the meta armies. Dragon Duke charges with Dragon Riders, Throwers behind Healers, and Super Bowler smashes all show up often in war, and a layout tuned against one tends to fall to the others.
Supercell announced balance changes on October 17, 2026 that matter for defense. Ruin Knights went from 20 to 18 housing space, so Spring Traps can launch them. Hog Riders gained HP too, so one Giant Bomb on a Hog path may no longer finish the pack.
I'd put Spring Traps on the lanes Ruin Witches walk after a Fireball and spread Seeking Air Mines along Dragon Rider paths. Keep the Town Hall away from the edge so an opening charge can't take it and its Guardian out early.
Test two versions in Friendly Challenges before war day. Obstacles moved with a Shovel of Obstacles can't go into a war base. If you want a maxed village to build on right away, GameBoost lists Clash of Clans accounts at every Town Hall. If you'd rather lead a high-level clan than build one from scratch, GameBoost also sells Clash of Clans clans.
FAQs About Clash of Clans Base Layouts
Final Words
Layouts age with every balance pass. October 2026 turned Spring Traps into a real answer to Ruin Witches, and the next pass could do the same for a trap you've ignored for a year.
Supercell's Clash of Titans season post puts Town Hall 19 in mid-November 2026, without a fixed day or any new defenses named. Developer talks so far point to Guardians leaving the Town Hall, which would change how TH19 layouts get built.
Until then, watch war replays of your own base and move one or two buildings at a time. Small, tested changes beat a full rebuild on the night before war.
Clash of Clans & GameBoost Products
CoC Clans For Sale
Clash of Clans Top Up
Clash of Clans Accounts For Sale
View all GameBoost Accounts
View all GameBoost Boosting Services
View all GameBoost Currencies
View all GameBoost Game Keys
View all GameBoost Gift Cards
View all GameBoost Top Ups
View all GameBoost Items
“ A former sports journalist and editor, Patrik joined Gameboost SEO team in 2026. He has spent most of his life playing Football Manager, but his sphere of interests spreads through whole gaming universe.”
.webp?v=1793541357)









