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.
- 1Lock the core
Layer the Town Hall with splash damage and point defenses while preserving enough space to disrupt spell value.
- 2Split premium defenses
Do not let one freeze, jump, or hero route solve every high-value target at once.
- 3Shape the approach
Offset outside buildings and wall openings so the easiest funnel does not point directly at the core.
- 4Set 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.
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.
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.
Offset the Town Hall from the Infernos and use asymmetric outer compartments to bend the most obvious approach.
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
Which edge do attackers choose, and which outside buildings make that choice easy?
Can one spell affect the Town Hall and more than one premium defense?
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.