COC Bases: Best TH15 War Layouts (Copy Links)
Win more wars with TH15 war bases built to stop 3-stars, punish planned attacks, and defend consistently in CWL and clan wars. Copy any base instantly with 1-tap links.
How to Choose the Best TH15 War Base
A TH15 war base is built for scouted attacks in Clan Wars
and Clan War Leagues. Unlike a regular defense layout, a war base may be studied
before battle, so attackers can choose a specific army, Battle Blimp route,
Hero entry, spell plan and cleanup path.
The best TH15 war layout for your Clan depends on the role
of the base. Some designs focus on denying the second star by protecting the
Town Hall and controlling percentage, while others accept a two-star result
and preserve enough back-end defense to make the full clear harder.
Use the layouts on this page as starting designs. Compare Town Hall access,
Monolith placement, Spell Tower coverage, Eagle Artillery value, Clan Castle
activation, Battle Blimp routes, trap distribution, Air Sweeper directions and
back-end strength before saving a TH15 war base. No layout can guarantee a
defensive result against every planned attack.
Plan for Scouted Attacks
In war, attackers can inspect the layout before choosing an entry side. A useful TH15 war base should still create difficult choices after the Town Hall, Monolith, Spell Towers and Clan Castle range are visible.
Avoid one obvious entry that gives the attacker the Town Hall, core defenses and a clean path into the back end.
Separate Major Defensive Value
The Town Hall, Monolith, Spell Towers, Eagle Artillery, Scattershots, Inferno Towers and defending Heroes should not all be removable through one Battle Blimp, Hero dive or central push.
Separating key objectives forces attackers to spend spells, Hero abilities, Siege value and cleanup time across different parts of the village.
Choose the War Objective
A TH15 war base should have a clear purpose. An anti-2-star layout protects the Town Hall and limits easy percentage. An anti-3-star layout focuses on preserving defensive strength after the Town Hall or opening section falls.
A general war base may balance both goals, but it should not mix them without a clear plan.
Use Traps with a Purpose
War traps should follow likely troop, Hero and Siege Machine routes. Place traps where attackers have a real reason to path, not only where a gap looks available.
Avoid placing every trap near the Town Hall. A strong war layout keeps pressure in the opening, middle and final sections.
What Makes a TH15 War Layout Different?
TH15 war layouts are designed for attackers who can plan carefully. They may choose a Blizzard, Super Archer Blimp, Queen Charge, Smash push, air attack, Lalo-style plan, Hybrid-style path or Hero-based entry after scouting the base.
This means the layout should not depend only on surprise. A good war base should use visible structure, compartment design, defensive ranges and trap logic to make the attack more expensive even when the attacker understands the main idea.
Town Hall 15 introduced the Monolith and Spell Towers, making value separation especially important. If the Town Hall, Monolith and both Spell Towers sit too close together, one planned entry may remove too much of the base’s main defensive power.
Different from Defense Bases
A general defense base is useful for everyday protection. A war base must survive more focused planning, including known Clan Castle range, visible traps from previous attacks and deliberate Siege Machine paths.
Different from Anti-3-Star Bases
Anti-3-star pages focus specifically on preventing the complete clear. A war page is broader because it also includes scouting, Clan Castle setup, battle-day checks and the choice between anti-2-star and anti-3-star goals.
Choose the War Goal before Saving a Base
Before copying a TH15 war layout, decide what result the base is meant to make harder. A base cannot fully maximize anti-2-star and anti-3-star structure at the same time without trade-offs.
Anti-2-Star War Structure
Anti-2-star war bases make the Town Hall and 50 percent destruction hard to secure together.
This usually means stronger Town Hall protection, controlled outside percentage and limited safe funnel buildings around the perimeter.
Anti-3-Star War Structure
Anti-3-star war bases may allow the Town Hall or a two-star result if the remaining defenses can stop the full clear.
This usually means stronger back-end damage, separated objectives and traps that remain useful after the opening section falls.
TH15 Defenses That Shape War Bases
Town Hall 15 base building is heavily shaped by the Monolith, Spell Towers, Town Hall weapon, poison effect, Eagle Artillery, Scattershots, Inferno Towers, X-Bows, Air Sweepers and defending Heroes. Each should support a war objective instead of being grouped into one easy value zone.
Monolith Placement
The Monolith is one of the most important TH15 defenses because it pressures high-hitpoint troops and Heroes.
Place it where attackers must invest real support to remove it. Avoid putting it where the same Battle Blimp or Hero entry also removes the Town Hall and both Spell Towers.
Spell Tower Coverage
Spell Towers can strongly influence the value of a push, Blimp landing, Hero entry or final compartment.
Review their mode and coverage after copying a layout. A strong placement can lose value if the setting does not match the route being defended.
Town Hall Weapon and Poison
The TH15 Town Hall can punish grouped troops near the Town Hall section and its poison effect can affect timing after destruction.
Do not rely on the Town Hall alone. A successful Town Hall takedown should not also remove the whole core and leave the back end weak.
Eagle Artillery and Scattershots
Eagle Artillery and Scattershots should create pressure in different attack phases. If they are all reachable with the same entry, attackers may remove too much damage too early.
Preserve some splash and long-range pressure away from the first expected attack side.
Planning the Town Hall Position
Town Hall position affects star value, Battle Blimp routes, poison timing, Hero pathing and the amount of defensive value attackers can remove with one commitment. Central, offset and teaser-style placements can all work when the rest of the base supports the intended war goal.
Central Town Hall
A central Town Hall can require attackers to pass through several defensive layers and spend important spells, Hero abilities or Siege support before reaching it.
Avoid building one overloaded core where a single Blimp or central push removes the Town Hall, Monolith, Spell Towers and most major splash damage.
Offset Town Hall
An offset Town Hall can pull attackers toward one side while the strongest back-end defenses remain elsewhere.
Check whether one short Hero route or direct Battle Blimp line can reach it too cheaply from the deployment edge.
Teaser-Style Town Hall
A teaser Town Hall encourages attackers to enter from a predictable side. That route should contain traps, defensive Clan Castle pressure, defending Heroes and overlapping damage.
Without a clear punishment plan, the Town Hall may simply become an inexpensive first objective.
Town Hall and Back-End Separation
Reaching the Town Hall should not remove the complete defensive plan. Preserve meaningful splash, air-targeting, single-target and trap pressure in another section.
Planning against Battle Blimp Entries
Battle Blimps are one of the most important threats to review on a TH15 war base. A successful delivery can target the Town Hall, Monolith, Spell Towers or a compact core if too much value is grouped together.
Separate Landing-Zone Value
One Blimp should not remove the Town Hall, Monolith, both Spell Towers, Clan Castle value and several major defenses together.
Even when the Town Hall is taken, the rest of the base should still create a difficult follow-up.
Review Direct and Diagonal Routes
Inspect Blimp approaches from every side. The shortest path is not always the route a prepared attacker will choose.
Air Sweepers, Seeking Air Mines, Air Bombs, Tornado Trap placement and defensive coverage should influence more than one realistic route.
Planning against Ground and Smash Attacks
TH15 ground attacks may use Heroes, Super Bowlers, Yetis, Electro Titans, Miners, Hog Riders, Siege Machines or other support to create a route through the base. War layouts should avoid one straight path through every major objective.
Break Direct Defensive Lines
Do not place the Town Hall, Monolith, Spell Towers, Scattershots, Eagle Artillery and back-end defenses along one simple ground route.
A planned ground attack should need to redirect, split or spend extra support to reach the next important section.
Use Offset Compartments
Offset compartments can separate the main army from support troops or pull the push away from the strongest back-end defenses.
Avoid random wall gaps that create easier access without a defensive reason.
Preserve Single-Target Pressure
The Monolith, single-target Inferno Towers and defending Heroes should challenge Heroes and high-hitpoint troops at different stages of the attack.
Review Miner and Hog Paths
Miners and Hog Riders move between defensive targets. Place Giant Bombs, Spring Traps and Skeleton Traps according to likely target order rather than random wall gaps.
Planning against TH15 Air Attacks
TH15 war bases should also account for Electro Dragons, Dragons, Balloons, Lava Hound-style attacks, air-supported Blimps and flying cleanup routes. Losing the entire anti-air network early can make the final phase easier.
Use Controlled Chain Spacing
Separate important buildings enough to reduce repeated Electro Dragon chain value. Avoid excessive spacing that leaves isolated defenses and simple cleanup.
Protect Air Defenses and Sweepers
One Hero entry should not remove an Air Defense, Air Sweeper, Inferno Tower and another major objective together.
Preserve Back-End Air Damage
Air Defenses, Inferno Towers, X-Bows, traps and defending Heroes should remain active after the first air section falls.
Review Balloon Target Order
Balloons move between defensive targets. Place Air Bombs and supporting damage where Balloons are likely to gather or change direction.
Defensive Clan Castle Planning
Defensive Clan Castle troops can interrupt Hero entries, delay the main army and force extra spell usage. Their value depends on activation range, troop composition and nearby defensive coverage.
Avoid an Easy Lure
Check whether one inexpensive troop or Hero can activate all reinforcements and pull them into a safe area before the main army is committed.
Support the Reinforcements
Clan Castle troops should fight while nearby defenses remain active. Reinforcements fighting alone outside the village are easier to isolate and remove.
Recommended Trap Principles for TH15 War Bases
Trap placement should follow realistic troop, Hero and Siege Machine movement. These ideas are starting principles rather than guaranteed combinations.
- Tornado Trap near active defenses: use its delay where nearby towers can continue attacking a Blimp, Hero group or main army.
- Seeking Air Mines on probable Blimp paths: cover direct and diagonal routes toward the Town Hall, Monolith or core.
- Air Bombs on grouped flight paths: place them where Balloons or other flying troops are likely to gather.
- Giant Bombs on ground routes: position them where Miners, Hog Riders or support troops are likely to move between defenses.
- Spring Traps on important crossings: current Spring Traps target one qualifying troop, so place them where that disruption can affect movement or timing.
- Skeleton Trap modes: choose ground or air according to the Hero, troop or Siege route being defended.
- Preserve back-end traps: avoid committing every trap to the Town Hall or opening section.
How to Compare TH15 War Layouts
Do not choose a TH15 war base only because it looks complex or difficult to read. Compare whether the layout supports the war result your Clan needs.
- Choose the defensive goal: decide whether the base mainly supports anti-2-star, anti-3-star or a balanced war structure.
- Inspect Town Hall access: determine whether a Hero or Siege Machine can reach it too cheaply.
- Review Monolith placement: check whether one entry removes it with the Town Hall and Spell Towers.
- Check Spell Tower coverage: confirm both placement and settings support the intended route.
- Inspect Clan Castle activation: avoid an inexpensive lure before the main army is committed.
- Review Battle Blimp routes: inspect direct and diagonal approaches toward the Town Hall and core.
- Check Air Sweeper directions: make sure they influence realistic air and Blimp approaches.
- Inspect wall access: one opening should not create a direct route through the complete village.
- Review trap distribution: traps should cover several likely routes rather than one predictable entry.
- Check the back end: meaningful defensive damage should remain after the opening and Town Hall sections fall.
How to Use TH15 War Copy Links
Select a TH15 war base copy link to open the design in the Clash of Clans Layout Editor. Confirm that every available building, defense, wall and trap has been placed before saving it in a war layout slot.
After copying, review Town Hall placement, Monolith placement, Spell Tower settings, Air Sweeper directions, Inferno Tower modes, X-Bow modes, Skeleton Trap modes, Clan Castle troops and trap positions.
Check whether newly upgraded or previously unplaced buildings remain outside the saved design. Missing buildings can change spacing, troop pathing, Blimp value and defensive coverage.
Confirm that the intended design is selected as the active war base. Saving a layout in the editor does not always mean the correct war slot and defensive setup are ready for battle day.
A working one-tap copy link makes installation easier, but it does not prove that the layout has been tested against every TH15 army or guarantee a defensive result.
Testing a TH15 War Base before Battle Day
Friendly Challenges can reveal obvious Town Hall, Clan Castle, Battle Blimp, air-entry and ground-path weaknesses before the layout is used in an important war.
- Test the obvious entry: determine whether the most attractive side provides too much value.
- Test a Battle Blimp route: check whether one delivery can remove several major objectives.
- Test Clan Castle activation: determine whether defensive troops can be lured and removed safely.
- Test ground paths: check whether one push connects the Town Hall, Monolith, Spell Towers and back end too cleanly.
- Test air plans: review Electro Dragon, Dragon, Balloon and Blimp-supported entries separately from ground attacks.
- Change one feature at a time: targeted adjustments make it easier to understand which change affected the result.
Common TH15 War Base Mistakes
- Using a regular defense base without review: everyday layouts may contain routes that planned war attackers can exploit.
- Failing to choose an objective: mixing anti-2-star and anti-3-star ideas without a clear plan can weaken both.
- Stacking Town Hall, Monolith and Spell Towers: one Battle Blimp or Hero entry may remove too much value.
- Leaving an easy Clan Castle lure: defensive troops may be removed before the main army begins.
- Ignoring diagonal Blimp routes: focusing only on the shortest path can leave another delivery angle open.
- Ignoring Air Sweeper directions: the base may look strong while leaving the main Blimp or air route unpressured.
- Leaving one direct ground route: a planned push may connect the Town Hall, core and back end without changing direction.
- Stacking every trap near the Town Hall: alternate entries and back-end sections may receive little trap pressure.
- Using outdated Spring Trap assumptions: Spring Traps now target one qualifying troop rather than launching an entire group.
- Leaving a weak back end: surviving troops may finish the village after the strongest defenses are removed early.
- Replacing the layout after one attack: one result does not necessarily reveal a repeated structural weakness.
When Should You Adjust a TH15 War Layout?
Review Friendly Challenges and war replays for repeated structural weaknesses. Examples include the same Battle Blimp path, Hero entry, Clan Castle lure, ground push, Electro Dragon chain, Sweeper bypass or weak final section.
Start with one targeted adjustment. Change an Air Sweeper direction, revise a wall opening, move an exposed defense, separate two high-value buildings, adjust a Spell Tower setting or redistribute one trap group.
Review another attack after the change. Confirm that the adjustment reduces the original weakness without opening an easier route for another strategy.
Should You Rotate TH15 War Bases?
Rotation can help when the same Clan has already studied a layout, when opponents repeatedly use the same prepared entry or when your war lineup needs a different anti-2-star or anti-3-star profile.
Do not rotate without reviewing the results. A layout that continues to require difficult plans may only need a targeted setting, wall or trap adjustment.
How These TH15 War Layouts Are Reviewed
Layouts may be community-submitted or editorially reviewed for their Town Hall level, visible structure, war-category relevance, image quality and copy-link availability. Editorial checks may include Town Hall access, Monolith placement, Spell Tower coverage, Clan Castle activation, Blimp routes, ground paths and back-end strength.
Publication does not automatically mean that a layout has undergone controlled testing against every TH15 strategy or experienced war attacker. Any layout specifically described as tested should be supported by documented defensive records and a clear testing process.
Read the layout review methodology for information about submissions, editorial checks, corrections and testing labels.
Return to the complete TH15 base layout guide to compare war layouts with anti-2-star, anti-3-star, Legend League, defense, farming, hybrid and anti-air categories.
Browse this page to compare TH15 war bases, Town Hall 15 CWL layouts and available one-tap copy links. The best layout for your Clan is the design whose Town Hall position, Monolith placement, Spell Tower coverage, Clan Castle activation, Blimp routes, trap logic and back-end defenses match the result your war lineup needs. Review Friendly Challenges and war replays before making targeted changes.