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Best Bases for Every Town Hall in Clash Of Clans!

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 A War, Farming and Trophy Base for Every Town Hall level and a ton of information on Base Building. This is a gaint Post.
So let's get into it.

Welcome back to TutorGaming guys. It's great to have you. 

The true value in this Post is what i am going to tell you throughout it about Base Building.

Town Hall 1

Town Hall 1 is the tutorial can't build a base there.

Town Hall 2

You can't copy Base Links but the bases really aren't too bad at this level. You can use the same one for War, Farm or Trophy pushing and it's really about trying to protect against the attacks you are likely to be attacked by.

Town Hall 3

So at lower level the Splash Damage Defenses such as the Mortar are hugely important and this is a theme that you will see going throughout the Post defending the attacks that you're likely to be attacked with.

Town Hall 4

At Town Hall 4, you can now copy Base links but you can only store one base so i've merged the Farming and Trophy bases together.

Best TH 4 Farm and Trophy Base
This base provides good coverage of your storages and it's also difficult to take down
from a trophy pushing perspective.

Best TH 4 War Base
But in war you are trying to defend the 3  Star so a centralized air defense is pretty important to defend against Clan castle balloons, which are common at this level. Corner builder huts are also pretty good at low level because you're more likely to trip people up and make them time fail.

Town Hall 5

Best TH 5 Farm Base
From Town Hall 5 is where i will provide you with a Farm, Trophy and War base because now you can store two bases. To be honest you could interchangeably use the Farming and Trophy bases.

Best TH 5 Trophy Base
They all protect your storages pretty well but the main difference in a Trophy base is you're more heavily trying to defend the 3 Star. Such as the centralized air defense here
whilst also baiting your town hall so notice we have a few traps around it the main difference in a War base. It is all about protecting the 3 Star. You're not worried about Town Hall placement until you get higher up.

In this space we have good spring trap placement for Clan Castle Hog Riders whilst also difficult to get to air defenses for those Clan Castle balloons.

Town Hall 6

From Town Hall 6 you can really start to distinguish between a Farming and Trophy base. For a Farming base you need to protect your storages with splash defenses because you're going to be attacked with barbarian, archer and goblins.

However for a Trophy base, it's kind of the opposite because you need the splash to protect the Town Hall.
So you use the storages on the other side of the splash to the outside of the base because your opponent is going to have to get through these high HP buildings. Since you're not worried about losing loot.

For a War base I like compartments, at this level. It protects your main defences. It's hard for a general player to plan against, if they're not too technical in the game and although you can't make your Clan Castle non-lurable at this level. You can certainly try and keep it centralized so if your opponent doesn't lure it, they're still battling the Clan Castle troops in the center of the base.

Town Hall 7

Best TH 7 Farm Base
Town Hall 7, the game starts to get a bit more interesting. You have the premium resource of dark elixir. I'm sure you want to protect this to get your King to level 5 as soon as possible. You also need to start spreading out your storages now that you're getting more. So we have some to the north and some to the south because if you had them all together and someone cracked into that area they get everything.

For a Trophy base, you need to defend from dragons and hog riders. I really like this ring style base because now we have three air defense at Town Hall 7 we never used to. A few years back dragons are difficult to get to the center where we have one air defense. We also have coverage from the sweeper and hog riders that will run around the base if the opponent does not break the defensive ring.

For a War base, you're also defending 'these two strategies' so air defense are placed well in this base and also we have a double giant bomb covered with splash damage and a group of small bombs in the same principle meaning hog riders might still go down in this area even if a heal is used.

Town Hall 8

Town Hall 8, you might be asking is this a Farming base. Yes think about what i said in the previous Town Hall levels. I'm also going to expand as we move along but all of the storages are spread out. It's difficult for someone to get everything. We have good splash damage coverage of them all and the centralized Clan Castlestle means no matter what angle someone attacks from, when they get to the storages, the Clan Castle troops engage.

Now for a Trophy base you're starting to spread your base out so it's not weak from any one direction. Pathing is difficult and we also have good air defense coverage, splash coverage.

This also translates to a War base. You need to make sure, you're not weak to one area so when we look at a Town Hall 8 base we only
have three air defense. We have one in each quadrant with an air sweeper pointing down to the south, where we have tesla to help in that area but we also have the good splash coverage whilst also thinking about the giant
bombs and spring traps following on from the principles of keeping your storages spread out.

Town Hall 9

For a Town Hall 9 Farm base, Remember the higher Town Hall level you go, the stronger troops your opponent has. They're more likely to get to the center so you don't want all of your storages there whilst some of your storages might be exposed on the outside of the base. It's very easy to switch them to better protect the resource you have the most of. 

For Town Hall 9 Trophy base, I really like that it's difficult to get into the Town Hall from the near side and even harder from the opposite side.

For the War base, we have wizard tower and air defense to one half of the base meaning a lavaloon can't necessarily deal with all of that whilst taking out the Queen which is at the other side of the base with a tesla farm and red air bombs. It also means sending a kill squad to the Town Hall is incredibly difficult. And by the way if you are looking at improving your Town Hall 9 attack strategies, then Checkout our posts.

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Town Hall 10

At Town Hall 10 , the inferno towers change
everything in protecting your loot. I would recommend multi-mode in order to defend the quick cheap farming armies. If you're looking for a Farming base, you're more than likely lower down in the leagues. So that's what you will be attacked with this base protects them very well has all storages spread out and the de-centralized.

When we start looking at Trophy bases, they start to become similar to War bases at this level but you're trying to protect your Town Hall a little bit better. Maybe even bait people into the Town Hall because it's a storage. People are more than likely attacking via the Town Hall area so you can bait people in.

But when it comes to War it is all about defending the 3 Start, so you will see bases with the Town Hall at the corner of the map.
People ask why this is?
It's because, it is an anti-3 Star base.
An anti 2 Star base aims to defend the Town Hall and the 2 star, but an anti 3 Star base which is recommended for War.

Town Hall 11

The Town Halls on the outside, the reason for this at Town Hall 11 and 10 is to mess with siege machine pathing. It means the wall wrecker or battle blimp or log launcher is difficult to pass to a certain area of the base. It's not until Town Hall 12 when it becomes a defense. 

I have hinted towards this in the previous Town Hall levels. The higher Town Hall you go, the more your Farming base will start to look like a Trophy base because you do need to defend in order to help protect your spread out storages. However the main difference in a Trophy base is you don't really care about the loot so you use the storages to sometimes even just gain free Trophies. The dark elixir storage right at the top or you can also use them to protect the defenses. 

When it comes to War though the eagle artillery is your major defense, so in this base it is right in the center difficult to get to lavaloon. Pathing is a nightmare on this base
and again Town Hall to the side because of siege machine pathing but we've also got tesla there as well just in case anyone wanted to snipe it off.

Town Hall 12

We are getting there my friends, your Town Hall 12 Farming base. What i like about this one is that particularly at higher level. Players tend to attack in towards the Town Hall so it's not easy to path in there. It's very trapped and to the other side of the base, we therefore have a lot of storages protected there's also the eagle and inferno towers.
So it's more difficult for people to get all of the way through the base and that in turn protects your loot. 

At Town Hall 12 you'll get a lot of spam GoBoWi style attacks. This base is incredible to defend that it's very difficult to funnel and path to the center.

However for War you're trying to defend a lot of other strategies lavaloon being one of the keys. So notice how the air defense are pushed out and we have the tornado trap as well as red air bombs in the center. There's no way that a lava hound could pass over that area to set off the traps. So it means when balloons hit the middle, they are going to get shredded. And remember a lot of the principles i am talking about throughout this post are applied to any Town Hall level so you can do the same principle as this to defend lavaloon at different Town Hall levels. 

Town Hall 13

I love using this Town Hall 13 base to Farm particularly when i'm trying to save dark elixir. The storage in the center is very well
protected and the other storages are spread out but also somewhat centralized however this base defends really well. The Town Hall is protected by tesla and you would think the tesla are spread around the base meanwhile the eagle is protected by a single and two exposed so this base actually defends pretty
good for me.

However in Trophy pushing base, it follows the principles of the Town Hall 9 base. The Town Hall a little bit baited. You'd think the tesla farm is in front of the Town Hall but actually it's somewhat to the side. In order to
try and mess with pathing and you also have centralized inferno tower to try and shred through a lot of the troops. Notice the air bombs as well following the principles we discussed at Town Hall 12.

For War, it has a somewhat baited Town Hall with the tornado trap, Clan Castle troops and scatter within range but also we have the single inferno for a hero dive. Tesla farm to the west to make funneling a bit difficult into the Town Hall perhaps with a grand warden walk but what i like about this base is the thin channel with the scatter shot because it's hard to path troops in there but also people will naturally use the heal and grand warden through this area but elsewhere on the base. We have double giant bombs so that could very easily catch people out.

Town Hall 14

Town Hall 14 is the highest Town Hall level you can get in Clash of Clans right now.

It requires the most advanced defensive techniques to build a base that works well and defends properly as you need to defend against the most experienced players.

That's it for today guys.

---- Clash On!

About the Author

Hey there! My name is Saurabh Kumar aka 100, a Tech-savvy Blogger and Content Creator from Bihar, India. I enjoy teaching and creating interesting content on gaming, including videos, guides, and articles. Join me on this journey of discovery, as we…

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