TH15 War Diamond Base – Anti 2-Star, Anti Electro Dragon (Copy)

Diamond TH15 war layout with a boxed core and ringed pathing. Crossed Sweepers and spread ADs make E-Drags awkward, while the core stays hard to reach. Use the copy link and set traps as noted.

TH15 War Diamond Base – Anti 2-Star, Anti Electro Dragon (Copy)
Previous Base
Built by: Sheraz Ahmed
layouts uploaded: 184
focus: th18 legend league bases
Next Base
(5.0) ratings
309   |   35
Latest Reviews ()

Strategy Explanation

This TH15 war base is a symmetrical diamond with stacked inner rings that force troops into narrow channels. The Town Hall sits deep in the central box with layered walls around it. Two Spell Towers flank the core and the Monolith and Clan Castle are tucked inside as well, so anything that reaches center fights under heavy spell pressure. The Eagle Artillery is placed high at the 12 o’clock diamond tip, protected by multiple compartments and a visible Tesla farm in front of it. Scattershots anchor the left and right mid-compartments (around 9 and 3 o’clock), while X-Bows are spread through the second layer to keep continuous fire on both ground and air. Air Defenses are offset on the diagonals, creating overlapping zones that pull Dragons and E-Drags across the base instead of straight through it.

The layout’s goal is to punish standard funneling and make blimps/stone slammers miss the core. Open corners and zig-zag wall channels redirect heroes and Siege Machines, so a simple line charge rarely reaches the Town Hall. You’ll usually want to defend with a late-core tornado and stacked air traps around the Town Hall box to deny safe 2-stars from blimps or Dragon pushes.

Strengths

  • Anti-2 star core: deep Town Hall with Monolith, Spell Towers, and Builder Hut support makes it hard to secure the star without committing Warden ability.
  • Anti-air focus: Sweepers point across the middle and the left/right Scattershots plus spaced Air Defenses shred Dragons and E-Drags as they rotate around the diamond.
  • Eagle at 12 o’clock behind Teslas forces attackers to start high or invest a long Warden walk; either way it burns time and spells.
  • Pathing tax for Lalo: ringed compartments and offset ADs cause Loons to split, leaving the core defenses (especially the Monolith) alive late.
  • Hero split: each side has heavy point damage so single-hero snipes don’t get key value without Siege support.

Recommended Clan Castle

  • Ice Golem + 2 Headhunters + Archers (or Minions): stalls hero dives and shreds a Queen charge under Scatter/Monolith fire.
  • Alt: Triple Ice for maximum stall if your clan runs heavy anti-air traps.

Trap and Tweak Notes

  • Place Tornado inside the Town Hall box or just in front of it to catch blimps and spin Loons into Giga Poison.
  • Stack 2–3 Seeking Air Mines on the most likely blimp lane (often from 2–3 o’clock or 8–9 o’clock toward the core).
  • Keep a small Tesla farm at 12 o’clock (as shown) to protect the Eagle and ruin Warden walk timings.
  • Ground Skellies on the Scattershot sides slow down Hog/Rider follow-ups after a Smash entry.

How to Use in War

  • Scout for Zaps. If enemies favor Zap Smash, swap a Spell Tower to Poison and move a Builder Hut to the zapped side before war.
  • Don’t mirror the sweepers; keep them crossing the middle so air pushes are never straight lines.
  • Rotate X-Bows to mixed Ground/Air depending on your opponent’s tendencies. Two ground, two air is a safe default here.
Check out more bases for Town Hall 15
Global Chat