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 · TH5 context
What mattered at this Town Hall in 2020
The Wizard Tower gives TH5 a stronger answer to grouped troops, so its coverage should complement the Mortar rather than duplicate it.
The pressure this layout must answer
Giants can hold defenses while Archers or Wizards clear a predictable funnel, making straight corridors risky.
Create crossed splash coverage and keep the Air Defense from sharing the same easy approach as the Wizard Tower.
Review whether splash defenses are distracted by tanks while support troops stay safe. Adjust exterior spacing when that pattern repeats.
04 · Layout-specific field note
Cross the two forms of splash pressure
Mortar and Wizard Tower coverage should overlap enough to support one another without sitting close enough to become one easy objective.
Place them in separate compartments and make the Town Hall a third decision, creating a route that bends instead of running straight.
Look for support troops surviving behind tanks. If they remain untouched, change the splash angle that covers the entry.
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.