Archive editionA researched restoration of Top COC Bases as it appeared in 2020

TCB-20-031 · 2020 archive layout

TH10 Trophy Base: Shield Ladder

A defense-led trophy layout that buys time, protects the Town Hall, and stretches attacking armies.

centralizes the main objectiveforces longer travelsupports overlapping defensive fire
Historical strategy referenceTH10

Newly drawn strategy diagram; not an exact building-by-building screenshot.

01 · Defensive idea

What this layout is trying to do

Layer the Town Hall with splash damage and point defenses while preserving enough space to disrupt spell value.

Trophy protection can expose collectors and make routine farming less efficient. That tradeoff is intentional: a useful base has a clear job instead of trying to win every possible exchange.

Best reasons to try it

  • It centralizes the main objective.
  • It forces longer travel.
  • It supports overlapping defensive fire.

02 · Placement guide

Build it as a system, not a picture

Start at the center and work outward. Place the main objective, then the defenses that protect it, then the walls that force an attacker to spend time reaching them. Exterior buildings come last because their spacing determines how easily an army can create a funnel.

  1. 1
    Lock the core

    Layer the Town Hall with splash damage and point defenses while preserving enough space to disrupt spell value.

  2. 2
    Split premium defenses

    Do not let one freeze, jump, or hero route solve every high-value target at once.

  3. 3
    Shape the approach

    Offset outside buildings and wall openings so the easiest funnel does not point directly at the core.

  4. 4
    Set traps after the structure

    Set seeking air mines just beyond the first defensive ring, where healers and heavy air troops tend to commit.

03 · TH10 context

What mattered at this Town Hall in 2020

Inferno Towers define TH10 planning: their mode, separation, and surrounding support change what an attacker can safely commit.

The pressure this layout must answer

Siege-assisted entries and disciplined funneling can turn a compact core into high spell and hero value.

Placement note

Separate Infernos from one another and from the Town Hall, then use traps to punish the route between those objectives rather than the empty edge.

Replay checkpoint

Review spell placement around each Inferno. If one Freeze or Jump repeatedly solves several targets, open the spacing.

04 · Layout-specific field note

Break the siege line through the objective

A trophy base should make siege entry, Inferno removal, and Town Hall access distinct stages instead of one continuous central push.

Adjustment to test

Offset the Town Hall from the Infernos and use asymmetric outer compartments to bend the most obvious approach.

Evidence to collect

Trace the siege path from deployment to destruction. If it crosses every major target, rotate the objective structure.

05 · Replay lab

Three checks before you keep it

Entry

Which edge do attackers choose, and which outside buildings make that choice easy?

Spell value

Can one spell affect the Town Hall and more than one premium defense?

Pathing

Where does the main army change direction, split, or leave a defense standing?

Review three comparable defenses before making a large change. Move one or two traps first; change the structure only when the same route keeps succeeding.