Ultimate BH6 Coc Layout | night sky | **New 2026**

Ultimate BH6 Coc Layout | night sky | **New 2026**
Built by: Sheraz Ahmed
layouts uploaded: 184
focus: th18 legend league bases
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Strategy Explanation

This BH6 war layout uses a tilted-square (diamond) core with the Builder Hall dead center and a second ring of walls creating a tight kill box. Crushers sit on the lower-left and lower-right corners of the inner diamond, while the Roaster and Multi Mortar anchor the top and right of the core. Firecrackers are split on opposite diagonals, and the Guard Post sits just inside the left compartment to pull troops off-path. Outside buildings are spaced to the edges, especially on the north side, to stretch pathing and delay the Battle Machine.

The base baits entries from the south where camps and easy percent sit. Push Traps at the southern point fling ground troops across the gap toward the Crushers, with Spring Traps stacked just behind. A Mega Mine is tucked in the same approach to punish Boxer Barb spam. Air Mines are set on the north and northwest to catch Baby Dragons and minion waves that try to snipe the Multi Mortar or pick corners.

Because the defenses are stacked on diagonal lines, Cannon Carts struggle to find clean angles without the Battle Machine tanking deep. If the BM jumps the southern point, it meets dual Crushers, Guard Post troops, and overlapping fire from Double Cannons and Archer Towers, often stalling before it reaches the Builder Hall.

Strengths

  • Anti-ground funnel: Push Traps and Springs feed directly into the two Crushers at 5 and 7 o’clock.
  • Solid air layering: Roaster + central Air Bombs (in the core) with split Firecrackers force Baby Dragons to fly through stacked coverage.
  • Multi Mortar is protected and shoots down the long lanes, deleting archers and cart backlines.
  • Diamond compartments make the Battle Machine walk the edges if walls aren’t opened properly.
  • Outside building spread buys time and reduces easy chain value from Sneaky Archers.

Trap and Pathing Notes

  • Southern point: 2 Push Traps aimed inward, followed by Springs and a Mega Mine. Keep the arrows pointing toward the Crushers.
  • Air Mines: one north, one northwest—stagger heights to split vs. Baby Dragons.
  • Small Mines: set to ground near the Guard Post to punish Sneaky Archer stacks under cloak.

How It Defends Common Armies

  • BM + Cannon Carts: Walls and diagonal angles force awkward cart pathing; Crushers and Guard Post stall the BM.
  • Baby Dragons: Split air defenses and Roaster core melt grouped flights; air mines up top punish snipes.
  • Barb Rush: Push + Springs at the south delete waves before they touch the core.

Builder Tips

  • Keep Crushers equal level; this base relies on both surviving the first minute.
  • Swap a Firecracker with an Archer Tower if your log shows consistent northern air entries.
  • Nudge outside buildings a tile to maintain no-free-archer spots along the walls.
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