01 · Defensive idea
What this layout is trying to do
Keep the Town Hall and Clan Castle inside separate layers so a single push cannot claim both at once.
War layouts care more about denying stars than saving every collector or storage. 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 separates high-value defenses.
- It creates awkward funnel choices.
- It keeps the core difficult to reach.
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
Keep the Town Hall and Clan Castle inside separate layers so a single push cannot claim both at once.
- 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
Move spring traps and giant bombs after replays reveal the most common entry lane.
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
Make each Inferno a separate spell decision
Inferno Towers define the war route. When both Infernos, the Town Hall, and Clan Castle occupy one corridor, siege and spell value become predictable.
Separate the Infernos across compartments and place the Town Hall so a direct siege route cannot solve all three objectives.
Map every Freeze and Jump. Repeated multi-target spell value identifies the exact spacing to change.
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.