As a Clan Leader I feel that it is my duty to help my clan succeed as much as humanly possible. I have been asked for base advice on multiple occasions from fellow clan members and while I don't claim to be an expert, I give what knowledge I can. I created this guide because I felt I could explain things better here than several back and forth conversations in the Clan chat. Also, it was starting to get very repetitive. Now I can refer someone to this page when needed.
As a primer I would suggest you check out Flammy’s Strategy Guides on the wiki:
As a primer I would suggest you check out Flammy’s Strategy Guides on the wiki:
Here is another good guide:
There is a ton of good
information there that I will not go through in this guide. I may touch on a few things they mention but
only to the extent of explaining some of my design decisions. I will assume you understand the basic
principles outlined throughout those guides.
DISCLAIMER: This guide is
purely my opinion. These design
considerations are by no means the absolute best defense strategy. My conclusions are based my own personal
experiences and research I’ve done on the net.
This guide is also only going to contain advice up to Town Hall 7 as I
have had no experience beyond that and don’t feel comfortable giving advice
based on possible ignorance.
Design Decisions:
Defensive Grids! – Don’t just put one big wall around everything, place
walls around each of your defensive buildings.
The more walls your attacker has
to go through the longer they aren’t attacking your defenses. If there is one massive wall around
everything all they need is a few Wall Breakers and they’re in. From there they just need to release the
appropriate troops to take what they need.
This is bad design.
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Figure 1 - Bad Base Design |
Too many times I’ve seen a base
like in Figure 1. Let’s break down
what’s wrong here:
1) Obviously, there is only one
wall between the attacker and the resources he desperately wants. Also, the wall isn’t even completed! This allows the attacker a cheaper victory because there is no need to
use wall breakers, or at least very little.
2) Each building you own (wall,
mine, etc.) has one space area around it where attacking troops cannot be
placed. By combining buildings together
this area becomes very large (note the light blue in Figure 1). I’m sure
you’ve seen the faint box when you move one of your buildings in the game. If you’re not careful you end up with the
situation above where two buildings are too far apart and create a gap inside
the walls where troops can be placed.
3) Mines, Pumps, and Storages are
gathered together in groups. This means
goblins will travel less to attack and steal each resource. It’s best to have goblins running around
while your defenses slowly lower their health.
4) There isn’t any equal coverage
going on in this base. Defenses are strewn
about the base in a completely unorganized manner. The Archer Towers and Cannons should be
circling the base and the Mortar should be near the center.
Try using compartmental sections
of your base to delay buildings from being destroyed. Some people will often put everything in
single boxes. This isn’t always the best
design as it uses up walls fast. I try
to put two to three things inside one compartment. You can also use funneling channels to save
walls. This will be talked about more in
depth later in this guide.
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What to Protect? – So what is important to put inside the walls and what isn't?Let's start with what you should never put inside you walls. The Builder's Huts, Laboratory, Barracks, Army Camps and Spell Factory don't matter if they get destroyed. No resources or game progression is lost.
Gold Mines and Elixer Collectors are up for a little more debate. These have some consequence if they are attacked as any uncollected resources could be stolen. However, when you have limited walls you have to make a decision as what is most important to protect. If you are active enough these should be fairly empty most of the time and left outside the walls next to Cannons and Archer Towers. If you aren't active enough I would try to put your highest level mines and collectors inside the walls.
So that leaves your Town Hall, defenses, Elixir Storage, and Gold Storage. These should all be within your walls. If you're not as concerned about trophies the Town Hall could be placed outside for a cheap shield but defenses and storages definitely need to be inside.
Traps are a little less definitive. I like to make Funneling Channels (see below) and other surprises inside the base. Some people like to put Traps outside the base in front of key entry points. Hidden Telsas are good at killing Wall Breakers and protecting resources. They are also good at protecting a Town Hall that's placed outside the walls. So, in the end it's really up to you. I'll add some more of my input on some of these later in this guide.
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Design Against Wall Breakers – Avoid “X” sections and double layered walls.
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Figure 2 - "X" Section |
Instead you should design your
walls such that you create “T” sections that are two spaces away from each
other. See Figure 3.
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Figure 3 - "T" Sections |
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Figure 4 - Double Thick Walls |
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Figure 5 - Double Wall Separation |
Mine & Pump Placement – Maximize your collector protection by
paying attention to defense ranges.
In Flammy’s Advanced Base Defense
Guide there is a section on Turret Range Considerations. There he tells you the best spot to place
your collectors outside your walls. I
want to take that a step further and show you why he suggests this.
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Figure 6 - Archer Tower Range |
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Figure 7 - Cannon Range |
In Figure 6 you’ll see that an
Archer trying to attack an Elixer Pump from the corner is still within the
Archer Tower range but if you replace the Archer Tower with a Cannon, the
Cannon misses by just one space.
With this in mind I’ve tried to
design all my bases so that buildings on outside corners are defended by
Archer Towers. If a Cannon is on a
corner I either leave the corner open so that the Archer can run into range of the
cannon or place something small like a Builder’s Hut or a single wall so that
the Archer will still be in range. This
is actually a type of funneling technique, more on that later.
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Storage Separation – Make it tougher for those pesky goblins to get
your resources, put walls in between them.
Let’s take our defensive grid and
now apply it to our resources. By
putting walls in between resources you have halted an attacking army while
they break through. Meanwhile, your
defenses continue to attack said troops.
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Figure 8 - Group Storages |
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Figure 9 - Separated Storages |
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Gold and Elixir Alternation – Distribute your Gold and Elixer Storages/Pumps evenly around your base.
Gold and Elixir Alternation – Distribute your Gold and Elixer Storages/Pumps evenly around your base.
This protects a single resource
from being completely wiped out. If all
your Gold Mines are on one side of your base someone who is farming for
gold just needs to attack the one side to maximize their loot. By alternating gold and elixir it forces them
to attack the whole base weakening their army or take half the loot with a full
strength army.
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Circulation – The best way to spread your defenses is to put them
in a circle. Or more appropriately:
triangles, squares, and pentagons.
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Figure 10 -Tri Mortars |
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Figure 11 - Quad Archer Towers |
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Figure 12 - Penta Cannons |
What I wanted to point out using these examples is
that you can use defensive buildings of the same type to cover each other. Here you see double coverage on every
structure. Of course you can do this
with mixed defensive buildings as well but I tend to try to first cover with
the same type before covering with other types. Covering with more than one type is even better.
At early Town Hall levels it’s
important to have the Mortar near the middle of the base and surround it with
your Archer Towers and Cannons.
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Funneling – Force units to take the path you want, keeping them away
from your valued resources.
Let’s take our separated storages
example in Figure 9 and modify it to funnel some Giants:
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Figure 13 - Funneling Channels |
By adding a few Spring Traps
between each of the four compartments you have effectively created a funneling
channel. Because Giants want to take the
least resistant path to defensive buildings they will always travel through an
opening rather than take down a wall. In
this case you are protecting your Mortar while they walk in circles around
it. This is good because not only are
you springing Giants into the stratosphere but because you are continually dealing all
the giants splash damage with the Mortar.
The drawback here is that Goblins now have free access to all the resources. I would typically do this around the outer edges of the base where my Archer Towers and Cannons are.
The drawback here is that Goblins now have free access to all the resources. I would typically do this around the outer edges of the base where my Archer Towers and Cannons are.
The same concept can be done to
funnel troops into a Giant Bomb.
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Figure 14 - GIANT BOMB! |
If you haven’t noticed by now,
troops can go through two corner walls pointing towards each other. You can use this strategy and the previous
hole-in-the-wall one to funnel a ton of troops into a small area for the Giant
Bomb to take out.
A few notes about the Giant Bomb.
ALWAYS place it inside the walls; otherwise it’s just a waste of gold
as most troops running by it will just set it off destroying only a handful of
troops. The best placement of a Giant
Bomb is where you know a group of troops are going to all gather up together,
such as right next to a Storage. If you
can funnel Goblins to attack a specific side of a Storage unit then the Giant Bomb
could take them out easily.
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Other Design Considerations – These are my quick bullet point
placement criteria. I’ll go ahead and recap previous considerations in this as
well for a clean reference.
- Use
compartmental grids in your base.
Don’t put everything inside one wall.
- Buildings to put inside walls:
- Town Hall, Gold Storages, Elixer Storages, Cannons, Archer Towers, Mortars, Air Defenses, X-Bows, Inferno Towers, high level Gold Mines & Elixer Collectors, Traps*
- Buildings to put outside walls:
- Builder's Huts, Laboratory, Barracks, Army Camps, Spell Factory, Gold Mines, Elixer Collectors, Town Hall (farming), Traps*
- Offset “T”
sections in Walls to prevent openings in multiple compartments at once.
- Don’t
double up on your Walls, Wall Breakers can still break second layer.
- Circulation.
Place defenses geometrically around the base.
- Archer
Towers have long range. Place them
near the corners.
- Mortars
cannot protect themselves. Place
them near center of the base.
- Separate
your Storages!
- Alternate
Gold Mines and Elixer Collectors.
- Mortars
and Wizard Towers are complimentary.
Place them close to each other.
- Wizard Towers
are great at wiping out Goblins.
Place them near Storages and/or Collectors.
- Air
Defenses destroy flying units quickly.
Keep them behind walls, near center if possible.
- Clan
Castle troops can be an essential defense.
Place them near valuable buildings.
- Funneling channels distract troops from the middle of the base. Place Spring Traps in these.
- Giant
Bombs can be expensive to re-arm.
Place strategically inside walls.
Brilliant guide mate, some very very helpful information in there that helped me. Thanks :D
ReplyDeleteThanks! It got so repetitive helping clan members that I thought it would be better to consolidate all the info into one area. I can refer someone here first if they have any questions. Hopefully it helps them be successful. That's the goal at least...to make a successful clan!
ReplyDelete