Winning TH10 Farming Coc Layout | Anti Everything Baselink farm
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Strategy Explanation
This TH10 war/farming hybrid runs a tight diamond layout with a thick multi-compartment shell around a stacked core. The Town Hall sits dead center with the two Inferno Towers flanking it, while the Clan Castle and X-Bows form a triangle just outside the very core. Four Air Defenses are spaced in a square around the middle, and two Bomb Towers sit in mirrored side compartments. Storages are split through the inner ring instead of all in the middle, so sniping one side never empties you. Archer Towers and Cannons alternate around the outer ring, with Mortars pushed to the diagonal points to punish mass troops on the edges. Heroes are tucked one layer in on opposite sides to disrupt Queen walks and force ability burns early.
The base plays “anti-everything” by forcing attackers into layered walls and crossfire. Pathing pulls Hogs and Miners through Bomb Tower zones, while Sweepers (aimed in opposite directions) push air troops off the core line, making it expensive to reach both Infernos and the Town Hall in one push. Outer collectors and utility buildings build a light trash ring to slow time, especially on ground-heavy hits.
Strengths
- Centralized Town Hall with split Infernos denies easy Freeze value and pushes attackers to commit two phases.
- Air defenses and X-Bows create overlapping air/ground coverage over the middle, LaLoon must burn extra spells to pierce.
- Many small compartments; Jump is needed twice to get through, which limits Rage/Heal availability.
- Bomb Towers placed mid-side punish Miner/Hog paths after the first Heal wears off.
- Storages distributed across the inner ring protect loot and add tankiness during wars and farming.
- Heroes on opposite sides disrupt Queen Charges that try to sweep the entire edge.
Base Layout Notes (what you see)
- Diamond walling with a compact core and a second inner ring of storages/defenses.
- Mortars at the diamond tips; Wizard Towers spread on four sides for splash balance.
- Outer buildings spaced to slow and split troops rather than feed chain value.
Clan Castle & Trap Suggestions
- CC: Baby Dragon + Witch + Archers, or Ice Golem + Archers for anti-charge slowdown.
- Giant Bombs: Between side compartments leading into Bomb Towers to delete Hogs/Miners post-Heal.
- Springs: In the narrow lanes between Cannons/Archer Towers on the entry sides.
- Seeking Air Mines: Near the Air Defenses opposite your expected entry; Red Air Mines deeper for pathing balloons.
War and Farming Tweaks
- Set one Inferno single, one multi for mixed threat, or both multi versus Hogs/Miners-heavy clans.
- Rotate Sweepers to face the most popular entry side in your war bracket.
- For pure farming, push a couple of storages one layer deeper and park drills to opposite edges to split snipes.
Author Remarks
One of my most compact design for the all type of attacks I got, so try it and tell me in reviews how it performed for you.