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67
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1232
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350
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COC Bases: BH10 All Layouts (Builder Hall 10 Base Designs)

All Builder Hall 10 layouts in one place — defense, trophy pushing, farming, and balanced Builder Base designs built for top-level Builder Base play.

Builder Hall 10 Base Layout Guide

Builder Hall 10 is an advanced stage of Builder Base progression where attackers have highly upgraded troops, two Hero Machine options, flexible reinforcements, and the ability to change their plan between Stage 1 and Stage 2. A strong BH10 base layout must defend against several attack styles without relying on one predictable trap, route, or defensive building.

BH10 introduces the X-Bow, which can be configured to target either ground or air troops. This creates an important layout decision because its mode and stage placement should match the attacks shown in your defense log. A successful design should weaken the starting army in Stage 1 and leave enough protected defensive power to prevent easy additional stars in Stage 2.

BH10 Defense Layouts

BH10 defense layouts combine protected high-impact defenses, mixed ground and air coverage, controlled Hero Machine routes, and difficult access to both central objectives. They aim to limit the attacker’s total stars and destruction rather than depending entirely on stopping the first stage.

BH10 Trophy Layouts

BH10 trophy layouts are designed to make six-star attacks difficult. Stage 1 should force troop losses and early ability usage, while Stage 2 should challenge the surviving army, reinforcement troops, and any Hero Machine selected for the final part of the attack.

BH10 Progression Layouts

Builder Base attackers do not steal the resources stored in your buildings. Builder Gold is earned through attacks, while Builder Elixir is earned from defensive results. A progression layout therefore focuses on limiting enemy stars and destruction while your defenses, troops, walls, and Hero Machines continue reaching their BH10 upgrade levels.

BH10 Balanced Layouts

Balanced BH10 layouts prepare for ground armies, air armies, Hero Machine switching, reinforcement choices, and attacks that use different strategies on each stage. They distribute defensive strength carefully so neither stage becomes an obvious source of easy stars.

What Makes Builder Hall 10 Different?

BH10 adds another layer of decision-making for both attackers and defenders. Defenders unlock the X-Bow, while attackers gain access to the Electrofire Wizard. Troops can also reach higher upgrade levels, and Hero Machines can become stronger, making weak routes and exposed defenses easier for experienced attackers to punish.

At this level, a layout should not be judged only by its appearance. You must consider X-Bow mode, stage placement, Hero Machine access, reinforcement choices, long-range attacks, defensive chains, and the amount of army strength that attackers carry from Stage 1 into Stage 2.

X-Bow Unlocks

The BH10 X-Bow is a long-range, single-target defense that can be configured to attack either ground or air troops. Its mode should be selected according to the attack types your layout faces most frequently rather than being left unchanged for every defensive situation.

Electrofire Wizard Unlocks

The Electrofire Wizard can switch between two attack modes. Inferno Mode increases its single-target damage over time, while Electro Mode sends attacks that can chain between multiple targets. BH10 layouts should avoid giving either mode a safe and efficient route through important buildings.

Higher Troop Levels

Builder Base troops can be upgraded further at BH10, increasing the damage and durability available to attackers. Defensive strength must come from useful building placement and pathing as well as upgrade levels.

Stronger Hero Machines

The Battle Machine and Battle Copter can receive additional upgrades at BH10. Both stages should remain difficult for high-level Hero Machines and should avoid providing several protected targets along one simple route.

How to Use the BH10 X-Bow

The X-Bow’s selectable targeting mode makes it one of the most adaptable BH10 defenses. Ground Mode can strengthen an area against the Battle Machine and powerful ground armies, while Air Mode can pressure the Battle Copter and flying troop combinations. The correct setting depends on your layout and defense history.

Do not select the mode only according to the defense’s position. Review which armies repeatedly earn high destruction, whether the same Hero Machine is selected most often, and which stage needs additional coverage. Change the setting when your recent defensive results show a consistent weakness.

Use Ground Mode When

Ground Mode is useful when Battle Machine attacks, Hog Gliders, Power P.E.K.K.As, or other ground combinations regularly survive too long. Position the X-Bow so its range covers a likely ground route without allowing attackers to reach it safely from the deployment edge.

Use Air Mode When

Air Mode is useful when the Battle Copter, Drop Ships, Beta Minions, or other flying troops repeatedly avoid your main defensive coverage. Protect the X-Bow so it can continue attacking while air units move between important targets.

Place It in Stage 1 When

Consider Stage 1 when attackers regularly reach the second stage with a large army, a healthy Hero Machine, and unused abilities. A protected X-Bow can apply consistent pressure to the full starting army and reduce what survives.

Place It in Stage 2 When

Consider Stage 2 when attackers barely complete the first area but still earn easy additional stars. The X-Bow can provide long-range pressure against reinforcements, surviving troops, or a newly selected Hero Machine.

Protect It from Early Removal

Avoid placing the X-Bow where ranged troops or a Hero Machine can target it immediately. Use surrounding buildings and defensive overlap to ensure that attackers must accept meaningful damage before removing it.

Cover a Valuable Route

The X-Bow should protect an objective, important defense, or common attack route. A long range provides little value when the defense covers an area attackers rarely enter or when buildings block its intended purpose.

How to Defend Against Electrofire Wizards

Electrofire Wizards can change attack modes depending on the buildings in front of them. Inferno Mode is effective when the troop can remain focused on a durable target, while Electro Mode becomes valuable when several buildings can be reached through chained attacks.

Your layout should prevent Electrofire Wizards from standing safely behind other troops while attacking important defenses. Use protected routes, defensive overlap, traps, and controlled spacing so the attacker cannot move through the stage using only one Wizard mode.

Against Inferno Mode

Avoid leaving a high-value defense isolated where an Electrofire Wizard can attack it without receiving return damage. Protect durable buildings with nearby defenses and use pathing to prevent the Wizard from remaining focused on one target for an extended period.

Against Electro Mode

Avoid arranging several important buildings in a tight and predictable chain. Additional spacing between high-value targets can reduce the number of useful buildings reached by one bouncing Electro attack.

Remove Safe Firing Positions

Inspect whether an Electrofire Wizard can stand behind a tanking Hero Machine or heavy troop while attacking important buildings. Adjust outside structures and defensive ranges so support troops must move into danger.

Separate Support Troops

Use walls, traps, and target placement to separate front-line troops from Electrofire Wizards. When the supporting Wizard loses protection, your defenses have a better opportunity to remove it before it gains full value.

Protecting High-Impact Defenses at BH10

BH10 contains several defenses capable of changing the outcome of an attack, including the X-Bow, Mega Tesla, Lava Launcher, Giant Cannon, and important anti-air buildings. These defenses should not all be reachable from one entry route or placed so close together that one attack plan can neutralize the complete defensive core.

Separate Defensive Roles

Avoid placing every ground-control defense in one area and every anti-air defense in another. Mixed coverage makes it harder for attackers to choose one deployment side that avoids the defenses most dangerous to their army.

Protect Likely First Targets

Identify the defense that Hog Gliders, Hero Machines, or ranged troops are most likely to target first. That building should receive support from nearby defenses instead of being exposed as a safe opening target.

Avoid Excessive Grouped Value

Do not place the X-Bow, Mega Tesla, Lava Launcher, and objective within one small area. One successful funnel should not provide access to most of the stage’s strongest defensive buildings.

Create More Than One Defensive Layer

Attackers should need to pass through multiple defended areas before reaching the Builder Hall or O.T.T.O’s Outpost. A single wall line or one defensive cluster is rarely enough against fully developed BH10 armies.

Balancing Stage 1 and Stage 2 at BH10

BH10 attackers can use highly upgraded troops, two reinforcement slots, and either Hero Machine. They may also change undeployed troops or switch Hero Machines before Stage 2. This makes a weak second stage especially vulnerable, even when Stage 1 causes significant damage.

The two stages should perform different but connected jobs. Stage 1 should damage the starting army, disrupt the original plan, and force abilities. Stage 2 should apply immediate pressure and prevent the attacker from solving the final layout with reinforcements or a fresh Hero Machine.

Stage 1: Weaken the Full Army

Stage 1 faces the attacker’s full starting force. Protect the Builder Hall, cover likely entry routes, and make the attacker spend troop and Hero abilities. Avoid giving one approach access to the objective and several major defenses.

Stage 2: Deny the Final Stars

Stage 2 should challenge surviving troops, reinforcement slots, and a possible fresh Hero Machine. Protect O.T.T.O’s Outpost and apply defensive pressure before attackers establish a safe funnel.

BH10 Stage 1 Layout Priorities

The first stage should be difficult to clear without consuming a meaningful part of the attacker’s army. However, it should not contain every high-impact defense, because attackers who complete it would then receive a much easier second stage.

Protect the Builder Hall Route

Avoid a direct route from the deployment edge to the Builder Hall. Attackers should need to pass through useful defensive coverage and make choices between the objective and other dangerous buildings.

Force Early Hero Ability Usage

Apply pressure before the attacker reaches the central area. A Battle Machine or Battle Copter that must use its ability early will have fewer options available during the remainder of Stage 1.

Disrupt Support Troop Positioning

Use outer buildings and defensive ranges to prevent Electrofire Wizards or other support troops from remaining safely behind the main attacking force.

Limit Easy Percentage

Outside buildings should affect pathing or attack time while remaining close enough to defensive coverage. Avoid offering several free structures that can be destroyed without exposing the attacking army.

BH10 Stage 2 Layout Priorities

The second stage may face a different troop selection and Hero Machine from the first stage. It should not repeat the same defensive pattern or weakness because the attacker can adapt after seeing how Stage 1 performed.

Protect O.T.T.O’s Outpost

Place the Outpost where attackers must enter defensive coverage to reach it. Avoid aligning it with an open route, the X-Bow, and several other important buildings that can all be reached through one approach.

Pressure the Opening Deployment

Do not give surviving troops and reinforcements several safe targets when Stage 2 begins. Apply damage early so the attacker cannot create a perfect funnel before approaching the protected objective.

Prepare for a Fresh Hero Machine

Stage 2 may face a full-health Hero Machine selected specifically to counter its design. Include both useful ground control and protected anti-air coverage so neither Hero receives a completely safe opening.

Prepare for Flexible Reinforcements

Reinforcement troops can replace missing roles in the surviving army. Use mixed defensive coverage so one reinforcement choice cannot remove the main defense and unlock a direct route to the Outpost.

Choosing the Right BH10 Layout

Select a BH10 layout by reviewing complete defensive replays rather than choosing only according to appearance or popularity. Track the selected Hero Machine, troop composition, reinforcement choices, X-Bow matchup, first defense targeted, and the amount of army strength that survives Stage 1.

A layout that performs well against ground attacks may still provide the Battle Copter with safe long-range positions. A strong anti-air design may still allow the Battle Machine and Electrofire Wizards to move through a direct ground route. Choose the layout that addresses the repeated weaknesses in your own defense log.

Choose Stronger Ground Control When

Improve wall routes, Giant Cannon coverage, Lava Launcher protection, and ground-mode X-Bow placement when ground armies repeatedly clear both stages with too much strength remaining.

Choose Stronger Air Coverage When

Improve protected anti-air coverage and consider air-mode X-Bow support when the Battle Copter or flying troops repeatedly find a safe deployment side.

Choose Better Building Spacing When

Adjust spacing when Electro Mode repeatedly chains through several important buildings or when one successful entry reaches too much defensive value.

Choose a Stronger Stage 2 When

Strengthen Stage 2 when attackers reach it with limited troops but still gain several easy stars. Improve opening pressure, Outpost protection, X-Bow mode, and reinforcement matchups.

How to Use BH10 Copy Links

Tap an available copy link to open the selected BH10 layout directly in Clash of Clans. Review both stages in the Layout Editor before saving or activating the design. Confirm that all required buildings, defenses, traps, walls, and Stage 2 structures are placed correctly.

After copying the layout, check the X-Bow’s targeting mode and compare the defensive distribution with your own upgrade levels. You can move eligible defenses between stages, reposition traps, adjust wall openings, and change outside buildings according to your recent defensive results.

BH10 Two-Stage Layout Checklist

  • Check the X-Bow mode: select ground or air targeting according to the attack type that creates the greatest repeated weakness.
  • Review X-Bow placement: make sure it covers a useful route and cannot be removed safely from the deployment edge.
  • Check Electrofire Wizard value: avoid safe firing positions, isolated high-value targets, and tight chains of important buildings.
  • Protect both objectives: neither the Builder Hall nor O.T.T.O’s Outpost should have an easy direct route.
  • Prepare for both Hero Machines: include useful pressure against the Battle Machine and Battle Copter on both stages.
  • Balance defensive strength: avoid placing nearly every high-impact defense in one stage.
  • Protect likely first targets: opening defenses should receive support instead of being exposed to Hog Gliders or Hero Machines.
  • Review reinforcement matchups: Stage 2 should remain useful against different supporting troop choices.
  • Inspect building spacing: avoid giving chain attacks or one successful funnel access to several important targets.
  • Place traps on predicted routes: trap positions should match the paths created by your buildings and walls.

Common BH10 Base-Building Mistakes

  • Using the wrong X-Bow mode: a ground-only setting provides no pressure against air troops, while an air-only setting does not target ground armies.
  • Exposing the X-Bow: attackers may remove it before its long range provides meaningful defensive value.
  • Never changing the X-Bow mode: repeated defensive results may show that a different setting is needed.
  • Grouping important buildings: Electro attacks or one successful entry may gain too much value from tightly placed targets.
  • Leaving safe ranged positions: Electrofire Wizards and the Battle Copter may attack important buildings without entering enough defensive ranges.
  • Designing for only one Hero Machine: attackers can choose or switch between ground and air Hero options.
  • Overloading Stage 1: a difficult first stage does not solve the problem when Stage 2 offers easy additional stars.
  • Repeating the same weakness: both stages should not provide the same direct route, grouped targets, or weak air approach.
  • Using unsupported claims: do not describe a BH10 layout as unbeatable or proven unless you have published defensive testing data.

Tips for Builder Hall 10 Success

  • Review X-Bow performance: note whether its selected mode targets the troops causing the greatest defensive problems.
  • Track Electrofire Wizard routes: identify where the troop stands, which mode the attacker uses, and which buildings it reaches safely.
  • Watch complete replays: record the troops, abilities, reinforcements, and Hero Machine health that continue into Stage 2.
  • Test one adjustment at a time: changing one route, trap, or defensive position makes it easier to measure the result.
  • Change X-Bow mode when needed: use recent defensive patterns instead of selecting one permanent setting for every layout.
  • Upgrade both Hero Machines: stronger Hero options improve your ability to adapt your own attacks between Stage 1 and Stage 2.
  • Improve troops strategically: higher troop levels help you earn Builder Gold and compete against developed BH10 defenses.
  • Upgrade both stages: good pathing is more effective when important defenses on both layouts can deal meaningful damage.

When Should You Change Your BH10 Layout?

Consider adjusting your BH10 layout when several attackers use the same Hero Machine, Electrofire Wizard position, reinforcement combination, or entry route to gain repeated high-star results. A repeated pattern provides stronger evidence of a structural weakness than one unusually effective attack.

Begin by changing the affected area instead of immediately replacing both stages. Switch the X-Bow mode, move an exposed defense, increase spacing between important targets, adjust a wall opening, or strengthen the Stage 2 deployment area. Review several new defenses before deciding whether the complete layout should be replaced.

Explore the layouts on this page to choose a BH10 base layout suited to advanced two-stage defense, trophy pushing, or continued progression. After activating a new Builder Hall 10 Clash of Clans base, review its X-Bow performance, Electrofire Wizard matchups, Hero Machine routes, and Stage 2 results before making targeted adjustments.