COC Bases: TH10 All Layouts (War, Farming, Defense & More)
All TH10 layouts in one place — war, farming, defense, hybrid, anti-2 star, anti-3 star, anti-air, trophy, and balanced designs for every play style.
Complete Guide to TH10 Base Layouts
Town Hall 10 introduces Inferno Towers, giving base builders a powerful defense
that can be configured for either single-target or multi-target damage.
This creates an important layout decision because the best setting depends on
whether the base needs more protection against Heroes and high-hitpoint troops
or against large groups of smaller units.
TH10 players can also receive donated Siege Machines through the Clan Castle.
A TH10 base layout should therefore account for direct
Wall Wrecker paths, Battle Blimp routes, reinforcement drop zones and attacks
that can bypass normal wall compartments.
Unlike Town Hall 12 and higher weaponized Town Halls, the TH10 Town Hall does
not attack or release a defensive explosion. Its protection comes entirely from
walls, traps, defensive Heroes, Clan Castle troops and nearby defenses.
Use this hub to choose a war, farming, defense, hybrid, anti-air,
anti-2-star or anti-3-star layout according to your current goal.
TH10 War Layouts
TH10 war layouts are designed to make a planned three-star attack difficult. They separate Inferno Towers, create uncertain entry choices, protect the Clan Castle and preserve dangerous defenses for the final part of an attack.
Choose a war layout when Clan Wars or Clan War Leagues are your priority. The design should force attackers to divide Heroes, spells, Siege Machine support and the main army between several defensive objectives.
TH10 Farming Layouts
TH10 farming layouts distribute Gold, Elixir and Dark Elixir storages across defended sections of the village. The goal is to prevent one raid from reaching every valuable storage while you continue upgrading Heroes, troops, defenses, equipment and walls.
Avoid placing every storage in one compact group. Separated resource zones can make attackers choose between collecting loot, securing the Town Hall and completing the rest of the village.
TH10 Defense Layouts
Defense layouts are intended for regular multiplayer and trophy protection. They balance Town Hall access, percentage denial, air and ground coverage, defensive Hero placement and the survival of important back-end defenses.
Choose this category when you want broad protection against several attack styles rather than a layout prepared for one specific war opponent.
TH10 Hybrid Layouts
Hybrid layouts combine resource protection with trophy and star defense. Storages can act as high-hitpoint buffers, but they should not create an easy route toward the Town Hall, Inferno Towers or Dark Elixir Storage.
This style is suitable when you want one active Home Village design for daily progression rather than switching frequently between separate farming and defensive layouts.
TH10 Anti-2-Star Layouts
Anti-2-star layouts focus on making the Town Hall and the required destruction percentage difficult to secure together. They may use a central Town Hall, protected percentage buildings, difficult core access or separate defensive zones.
Because the TH10 Town Hall is not armed, the surrounding Inferno Towers, X-Bows, traps, Clan Castle troops and defending Heroes must provide the pressure needed to protect it.
TH10 Anti-3-Star Layouts
Anti-3-star layouts may allow a determined attacker to secure the Town Hall but try to prevent the complete clear. Major defenses are separated, troop paths are less predictable and strong back-end damage remains after the first objective has been removed.
This style is useful in war when denying the third star matters more than producing the lowest possible destruction percentage.
TH10 Anti-Air Layouts
TH10 anti-air layouts use Air Defenses, Sweepers, air-targeting X-Bows, Inferno Towers, Wizard Towers, traps and defensive Heroes to disrupt Dragons, Balloons, LavaLoon armies and donated air Siege Machine routes.
Use an anti-air layout when defensive replays show exposed Air Defenses, weak Sweeper coverage or predictable flight paths through the village.
TH10 Trophy and Legend-Style Layouts
Trophy and Legend-style layouts should prepare for several army combinations rather than one planned war attack. They need broad defensive coverage, difficult percentage collection and enough back-end damage to challenge troops near the end of an attack.
Review several defensive battles before judging a layout. One unusually effective attack does not necessarily reveal a permanent structural weakness.
What Makes Town Hall 10 Base Building Different?
Inferno Towers are the defining TH10 defenses. Each Inferno Tower can be set to single-target or multi-target mode, allowing the same building to perform different defensive roles.
Single-target mode builds increasing damage against one unit and is useful against Heroes, P.E.K.K.As, Golems and other high-hitpoint troops. Multi-target mode attacks several units at once and can pressure Witches, Bowlers, Miners, Balloons, Bats and grouped support troops.
TH10 is also the first Town Hall level that can receive donated Siege Machines. Although TH10 players cannot construct a Siege Workshop, eligible machines can be received through the Clan Castle. Layouts must therefore prepare for attacks that open walls or deliver reinforcements deep inside the village.
Miner and Bowler armies add further pathing challenges. Miners move underground between targets and are not controlled by walls in the same way as normal ground troops, while Bowler attacks can damage buildings behind their initial target.
Inferno Tower Configuration
Inferno settings should match the layout’s weakness and the attacks shown in your defense log. Two single-target Infernos may create strong Hero and tank pressure, while two multi-target Infernos may provide better control against large troop groups.
A mixed setup can provide broader coverage when the base regularly faces both heavy ground armies and attacks containing many lower-hitpoint units.
Siege Machine Access
Donated Siege Machines reduce the value of layouts that depend entirely on walls. Wall Wreckers can create direct ground routes, while Battle Blimps and other eligible machines can deliver Clan Castle troops into protected areas.
Review likely paths from every side and consider both the machine’s route and the location where reinforcement troops may appear.
Choosing TH10 Inferno Tower Modes
Inferno Tower settings are not permanent parts of a copied layout. After activating a base, check both towers and select the modes that support the building placement and defensive purpose.
Single-Target Inferno Towers
Single-target mode is useful against attacking Heroes, P.E.K.K.As, Golems and other durable troops. Its damage increases while it remains locked onto the same target.
Place a single-target Inferno where attackers cannot remove it cheaply before deploying their tanks. Support it with splash damage and traps that handle smaller units used to distract or reset its beam.
Multi-Target Inferno Towers
Multi-target mode can damage several troops at the same time. It is useful against Witches, Bowlers, Miners, Balloons, Bats and other attacks that place multiple units within one defensive area.
Position multi-target Infernos where troop groups are likely to remain inside their range instead of destroying the tower immediately.
Mixed Inferno Settings
One single-target and one multi-target Inferno can create two different defensive problems. The single-target tower pressures Heroes and tanks, while the multi-target tower pressures support troops and large groups.
Separate the two towers so one Freeze-supported entry cannot remove both defensive roles together.
Matching Modes to Replays
Use repeated defensive results rather than one attack to choose your settings. Consider more single-target coverage when high-hitpoint troops survive too long, and more multi-target coverage when grouped armies repeatedly overwhelm the village.
How to Place Inferno Towers at TH10
Inferno Towers should create separate high-pressure areas rather than one compact zone that can be disabled or destroyed by the same attack group.
Separate Both Inferno Towers
Separation forces attackers to handle Inferno damage in more than one part of the base. This can preserve one tower for the back end after the first has been removed.
Avoid placing both within one Freeze Spell area, one Queen Charge route or one Siege Machine entry.
Protect Them from Early Heroes
Check whether the Archer Queen can remove an Inferno Tower from the edge while remaining under Healer or equipment support. Use overlapping defensive ranges to make the entry more expensive.
Support Infernos with Splash Damage
Wizard Towers, Bomb Towers, Mortars and traps can handle smaller units surrounding a tank or Hero. This is particularly important when using single-target Inferno mode.
Avoid an Overloaded Core
Do not automatically place both Inferno Towers beside the Town Hall, Clan Castle, X-Bows, Dark Elixir Storage and defending Heroes. One successful central entry should not remove most of the base’s value.
Common Inferno Tower Placement Mistakes
- Grouping both towers: one Freeze-supported attack may disable or remove both Inferno Towers together.
- Exposing them near the edge: a Queen Charge or ranged troop group may remove the defense before the main army is deployed.
- Using two single-target towers without splash support: Witches, Bats or groups of smaller troops may overwhelm the surrounding area.
- Using two multi-target towers without tank pressure: Heroes and high-hitpoint troops may survive for too long.
- Leaving them unsupported: attackers may approach an Inferno Tower without entering enough nearby defensive ranges.
- Never reviewing the settings: attack patterns can change, so one permanent mode combination may not address repeated weaknesses.
Protecting an Unarmed TH10 Town Hall
The TH10 Town Hall does not contain a defensive weapon. It does not attack approaching troops or release a damaging explosion when destroyed. Its defensive value comes from its hitpoints, placement and the defenses surrounding it.
This distinction is important when choosing between anti-2-star and anti-3-star layouts. A deeply centralized Town Hall can make the second star more difficult, but it can also pull several important defenses into one central area.
Central Town Hall
A central Town Hall can require attackers to pass through multiple defensive layers. This is useful for anti-2-star designs when percentage buildings are also protected carefully.
Avoid placing every Inferno Tower, X-Bow, defensive Hero and the Clan Castle in the same small core merely to protect the Town Hall.
Offset Town Hall
An offset Town Hall can pull attackers away from an Inferno Tower, X-Bow group, defensive Hero or difficult back-end section. Its placement should create a trade-off rather than provide an inexpensive star.
Teaser Town Hall
A teaser-style Town Hall encourages attackers to enter from a predictable side. The nearby traps, Clan Castle troops and defensive coverage must punish that choice, or the Town Hall simply becomes an easy objective.
Protected Percentage Buildings
An anti-2-star layout must protect more than the Town Hall. If attackers can collect half of the village safely from the perimeter, a central Town Hall alone may not prevent a comfortable two-star result.
Planning for Donated Siege Machines
TH10 players can receive eligible Siege Machines through a level 6 Clan Castle. This means TH10 layouts should be designed for more than conventional troop movement through walls.
Wall Wrecker Routes
A Wall Wrecker travels toward the Town Hall and breaks walls along its path. Avoid creating one straight line through an Inferno Tower, X-Bow, Clan Castle, defensive Hero and Town Hall.
Offset compartments and valuable defenses so the shortest Town Hall route does not also provide access to the complete defensive core.
Battle Blimp Routes
A Battle Blimp can bypass walls and carry reinforcement troops toward the Town Hall or another protected compartment. Review direct flight lines from each side and protect likely landing areas.
Do not place every Seeking Air Mine on one route. Attackers may select another angle after inspecting the village.
Reinforcement Drop Zones
Consider where Clan Castle troops will appear when the Siege Machine reaches its destination or is destroyed. The drop area should remain under defensive pressure rather than becoming a safe deployment zone inside the base.
Do Not Depend Entirely on Walls
Walls still influence normal troop movement, but Siege Machines, Jump Spells, Earthquake Spells and wall-targeting troops can open compartments. Important defenses need overlapping coverage as well as wall protection.
Planning against Miner Attacks
Miners move underground between targets, allowing them to pass beneath walls. This makes conventional compartment shapes less effective when they are not supported by defensive coverage and correctly placed traps.
Use Splash Damage across the Route
Wizard Towers, Bomb Towers and multi-target Infernos can pressure groups of Miners after they surface. Spread this coverage across the village rather than placing all splash defenses in the opening section.
Place Giant Bombs on Real Paths
Position Giant Bombs where Miners are likely to group after attacking a building or crossing into another defensive area. Trap placement should follow expected movement rather than fill random empty spaces.
Disrupt Healing Value
Avoid one broad route where the complete Miner army can remain together inside the same Heal Spell. Separated damage zones can force additional spells or divide the attacking group.
Preserve Back-End Defenses
Miners can survive through several compartments when all major damage appears early. Keep splash defenses, traps and defensive Heroes available for the final section of the attack.
Planning against Bowler and Witch Attacks
Bowlers throw boulders that can damage a second building behind the first target. Witches create groups of Skeletons that can distract single-target defenses and absorb defensive attacks.
Avoid Straight Building Lines
Do not align several important defenses directly behind one another. Bowler attacks can gain additional value when the first building creates a clear bounce toward a second valuable target.
Preserve Multi-Target Damage
Multi-target Infernos, Wizard Towers and Bomb Towers can pressure Witches, Skeletons and supporting Bowlers. Keep some splash damage away from the initial entry so it remains active later.
Break the Central Push
Avoid creating one direct route through both Inferno Towers, the Clan Castle, X-Bows and Town Hall. Offset compartments can split tanks from support troops or pull part of the army away from the intended core.
Protect Back-End Splash
If all splash defenses are destroyed during the entry, surviving Witches and Skeletons may become difficult to stop. Preserve at least one useful splash zone for the final section.
Important Defensive Zones at TH10
TH10 contains several valuable defenses that attackers may try to remove before deploying the main army. Avoid placing all of them within one Queen path, spell area or Siege Machine route.
- Inferno Tower zones: separate both towers and select modes according to the purpose of each defensive section.
- Town Hall zone: protect the unarmed Town Hall with meaningful defensive coverage rather than relying on the building itself.
- X-Bow zones: choose ground-only or air-and-ground settings according to the routes the layout needs to cover.
- Air Defense zones: separate Air Defenses and Sweepers so one Queen entry cannot remove the complete anti-air network.
- Clan Castle zone: avoid a route that allows defending troops to be activated and removed safely before the main attack.
- Defending Hero zones: create more than one Hero encounter rather than grouping the Barbarian King and Archer Queen in the same core.
- Dark Elixir zone: protect the storage without placing it beside every other high-value target.
- Siege Machine routes: avoid straight approaches through several important defensive objectives.
- Back-end zone: preserve enough defensive damage to challenge troops that survive the first Inferno Tower and core section.
Common TH10 Ground Attack Threats
TH10 attackers can combine two Heroes, Hero Equipment, donated Siege Machines, Clan Castle reinforcements and several powerful ground armies. No layout should be described as capable of stopping every possible strategy.
Miner Armies
Miners travel underground between targets and can move beneath walls. Use distributed splash damage, defensive Heroes, Giant Bombs and separate damage zones instead of depending only on compartment walls.
Bowler and Witch Armies
Bowlers can damage buildings behind their initial target, while Witches create Skeletons that distract defenses. Avoid straight defensive lines and preserve multi-target damage for support troops.
P.E.K.K.A and Smash Armies
P.E.K.K.As, Bowlers, Witches and Heroes may move through one protected central route. Single-target Infernos can pressure high-hitpoint units, but the layout should also include splash coverage for support troops.
Hog Rider Attacks
Hog Riders move directly between defenses and can remain grouped under Heal Spells. Place Giant Bombs, Bomb Towers, Wizard Towers and defensive Heroes along realistic defense-to-defense paths.
Queen Charge Entries
A Queen Charge may remove an Inferno Tower, Clan Castle troops, defensive Hero and several other buildings before the main army begins. Separate these targets so one Queen route cannot collect all of the value.
Wall Wrecker Entries
A donated Wall Wrecker can create a direct route through several walls. Offset Inferno Towers, X-Bows and defensive Heroes so the shortest Town Hall path does not solve the complete base.
Common TH10 Air Attack Threats
Dragon Attacks
Dragons can punish exposed Air Defenses, weak Sweeper directions and predictable flight paths. Spread air coverage so one entry cannot remove the complete anti-air network.
LavaLoon Attacks
Lava Hounds absorb Air Defense fire while Balloons move between defensive buildings. Distribute Seeking Air Mines, Air Bombs and splash damage across likely paths rather than placing every trap near the first Air Defense.
Zap Dragon Attacks
Lightning and Earthquake Spells may remove selected Air Defenses before Dragons are deployed. Avoid placing Air Defenses close enough to other valuable buildings that the same spells gain unnecessary additional value.
Battle Blimp Entries
A donated Battle Blimp can carry reinforcement troops over walls toward the Town Hall or an Inferno Tower. Protect realistic flight paths and landing zones with traps and overlapping coverage.
Ground Defense at TH10
TH10 ground defense depends on the relationship between walls, Inferno Towers, ground-targeting X-Bows, Bomb Towers, Giant Bombs, Teslas and defensive Heroes. Walls should influence movement, but they should not be the only feature protecting important defensive buildings.
Create Multiple Ground Routes
Use compartments and building offsets to make troops choose between objectives. One Wall Wrecker line or opening should not connect every major defense in a straight route.
Protect Single-Target Damage
Single-target Inferno Towers can pressure Heroes, P.E.K.K.As and Golems. Protect them from inexpensive removal and support them with defenses that handle groups of smaller troops.
Build Useful Trap Zones
Place Giant Bombs and Skeleton Traps where Miners, Hog Riders, Heroes or smash troops are likely to group after crossing a compartment or changing targets.
Preserve Back-End Damage
Keep enough ground-targeting defenses active after the first Inferno Tower or central section has fallen. A base that uses all of its damage in the opening may become easier to finish.
Air Defense at TH10
Anti-air strength depends on the relationship between Air Defenses, Sweepers, air-targeting X-Bows, Inferno Towers, Archer Towers, Wizard Towers, air traps and defensive Heroes.
Separate Air Defenses
Do not allow one Queen Charge or spell group to remove several Air Defenses before the main air army is deployed. Separated positions force attackers to commit resources in more than one area.
Review Air Sweeper Directions
Air Sweepers should protect likely Dragon, Balloon and Battle Blimp routes. Their directions should support the placement of Air Defenses and important central compartments.
Distribute Air Traps
Preserve some Seeking Air Mines and Air Bombs for the middle and back end. Placing every air trap on the opening side may leave surviving air troops unchallenged later.
Protect Back-End Air Coverage
Keep enough air-targeting defenses active after attackers reach the first major objective. A strong final air-defense section can force additional spells or stop surviving Balloons and Dragons.
Hero Equipment and TH10 Pathing
Hero Equipment allows attackers to change how the Barbarian King and Archer Queen are used. A layout should not assume that every Hero entry will use the same ability, range or wall-access plan.
Avoid Straight-Line Value
Do not align several important defenses along one direct route from the edge. Long-range or wall-opening equipment may allow a Hero to affect multiple targets from the same entry.
Create Separate Hero Objectives
One Hero route should not remove an Air Defense, Inferno Tower, defensive Hero, Clan Castle and Town Hall without changing direction or entering another defensive zone.
Protect Edge Defenses
Check whether important buildings can be removed from outside the village while an attacking Hero remains under healing or equipment support. Use overlapping defensive ranges to make edge entries more expensive.
Separate Defending Heroes
Placing the Barbarian King and Archer Queen in different defensive areas creates more than one Hero encounter. This reduces the value of one spell or troop group controlling both together.
TH10 War Layout or Trophy Layout?
A war attacker can study the base and prepare a specific army, donated Siege Machine, reinforcement combination, Hero Equipment setup and entry plan. War layouts therefore benefit from uncertain pathing, separated defensive objectives and traps placed for likely custom attacks.
Trophy and regular defensive layouts may face a broader mixture of armies over several battles. They need balanced ground and air coverage and should avoid one weakness that can be repeated by many attackers.
Choose a War Layout When
Your priority is preventing a planned three-star attack, preserving difficult back-end defenses and forcing attackers to divide Heroes, spells, Siege Machine support and troops between several objectives.
Choose a Trophy Layout When
Your priority is broad performance against several army combinations and reducing repeated high-destruction results across multiple defensive battles.
How to Choose a TH10 Layout from This Page
Begin with the intended purpose of the layout rather than selecting the most compact or unusual-looking design. Farming, anti-2-star and anti-3-star layouts should be evaluated according to different objectives.
- Choose the correct category: decide whether your main goal is war, farming, trophy defense, resource protection, air defense or star denial.
- Review both Inferno Towers: confirm their placement and select single-target, multi-target or mixed settings according to your needs.
- Inspect Town Hall access: make sure the unarmed Town Hall cannot be taken too cheaply.
- Check Siege Machine routes: avoid one Wall Wrecker or Battle Blimp path through several important objectives.
- Inspect Queen Charge value: one Queen route should not remove an Inferno Tower, Clan Castle, Hero and several air defenses together.
- Review X-Bow settings: use ground-only or air-and-ground coverage according to the layout’s weak routes.
- Inspect air coverage: review Air Defenses, Sweepers, Wizard Towers, traps and likely Dragon or Balloon paths.
- Inspect ground routes: check walls, Inferno coverage, Giant Bomb areas and likely Miner, Hog Rider or Bowler movement.
- Check the back end: enough defensive power should remain after the first major objective has been destroyed.
- Match your upgrade levels: a copied base may perform differently while its Inferno Towers, Heroes, defenses or walls are still upgrading.
How to Use TH10 Copy Links
Open the copy link for the layout you want and review the complete design in the Clash of Clans Layout Editor. Confirm that every building, wall, trap, defense and Hero position has been placed before saving or activating the layout.
After copying, inspect both Inferno Tower modes, X-Bow settings, Air Sweeper directions, defensive Hero positions, Clan Castle placement, Town Hall protection, Siege Machine routes and trap groups.
Treat the copied layout as a starting design. Make targeted adjustments according to your defensive upgrade levels and the attack routes shown in your replays.
Common TH10 Base-Building Mistakes
- Grouping both Inferno Towers: one Freeze-supported entry may disable or remove both defenses.
- Using the wrong Inferno modes: two single-target towers may struggle with troop groups, while two multi-target towers may provide less pressure against Heroes and tanks.
- Building one overloaded core: grouping the Town Hall, Inferno Towers, Clan Castle, X-Bows and defensive Heroes can provide excessive value.
- Depending only on walls: donated Siege Machines and wall-opening troops can bypass simple compartment plans.
- Leaving a direct Wall Wrecker line: one route should not connect several major defenses and the Town Hall.
- Ignoring Battle Blimp routes: reinforcement troops may be delivered directly into an important compartment.
- Exposing Inferno Towers: a Queen Charge may remove one before the main army is deployed.
- Using random Miner traps: Giant Bombs and Skeleton Traps should follow realistic underground troop routes.
- Aligning buildings for Bowlers: straight building lines can provide additional bounce value.
- Placing every air trap at the entry: surviving Dragons and Balloons may face little pressure near the back end.
- Designing only against one army: a ground-focused layout may leave an obvious air route, and the reverse is also true.
- Copying defensive settings without review: Inferno modes, X-Bow settings and Sweeper directions should support the actual design.
- Replacing a layout after one replay: evaluate repeated attack patterns before deciding that the complete base has failed.
When Should You Change Your TH10 Layout?
Adjust the layout when several defensive replays show the same successful Queen Charge, Wall Wrecker line, Battle Blimp route, Miner path, Bowler bounce line, air funnel or unprotected back-end compartment.
Begin with a targeted adjustment instead of replacing the complete layout. Change a wall opening, move an exposed Inferno Tower, revise an Inferno mode, separate aligned buildings, alter a trap group, reposition a defensive Hero or strengthen the final section of the village.
Review additional defensive battles after each meaningful change. Changing too many parts at once makes it difficult to determine which adjustment improved or weakened the layout.
Why Rotating TH10 Layouts Can Help
Layout rotation can be useful when opponents recognize the same design or when one base repeatedly performs poorly against the armies common in your current league or Clan War environment.
Rotation should be based on defensive evidence rather than a fixed schedule. Keep separate layouts for war, farming, trophy defense and anti-air use when those goals require different Town Hall positions and defensive structures.
How These TH10 Layouts Are Reviewed
Layouts may be community-submitted or editorially reviewed for their Town Hall level, image, category, visible structure and copy-link availability. Publication does not automatically mean that a layout has undergone controlled defensive testing.
Visit the layout review methodology to learn how submissions, descriptions, corrections, review labels and testing information are handled.
Explore this page to choose a TH10 base layout for war, farming, trophy defense, resource protection, air defense or star denial. No Town Hall 10 Clash of Clans base can guarantee a successful defense. Review your replays and adjust Inferno Tower modes, Siege Machine routes, Town Hall protection, defensive Heroes, traps, walls and back-end compartments according to the attacks you actually face.