TH16 Hybrid Farming Base – Diamond Rings, Offset TH, Anti 3 Star
Layered diamond rings with an offset TH force awkward pathing. Storages are split across compartments to protect loot while the core punishes charges. Copy the layout and adjust traps for your clan meta.
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Strategy Explanation
This TH16 layout is a rotated-diamond, multi-ring war base built to be safe for farming and stubborn in wars. The Town Hall is offset low at 6 o’clock in its own diamond compartment, guarded by layered walls and stacked defenses. The core ring carries the heavy hitters: Clan Castle and Monolith sit central, with Scattershots on the left and right inner compartments and X-Bows posted on the four diagonals. Eagle Artillery is pushed high around 12 o’clock, so early dives rarely reach it. Air Defenses are quartered around the inner ring, while Wizard Towers and Bomb Towers are staggered to punish clumped troops.
Outside the main shell, storages and builders are spaced around the edges to drain time and protect loot. The compartmenting is tight: small boxes and diagonal channels break pathing so that Queen Charges and Warden walks are forced to keep switching targets instead of gliding straight to the core. It’s an anti-3 approach that invites a safe two-star from the south but makes closing the back end painfully slow.
Strengths
- Offset Town Hall trap: The 6 o’clock TH sits behind multiple compartments with high DPS behind it, punishing early Funnel + Blimp or Smash entries.
- Core ring density: Monolith, CC, and diagonally placed X-Bows create overlapping kill zones that shred heroes and Root/Recall value plays.
- Anti-Lalo layering: Scattershots on the flanks plus quartered Air Defenses and well-placed Wizard Towers make hound pops and back-end loons melt.
- Eagle depth: Eagle at the top forces attackers to invest a second phase to finish, often running into traps and time fail territory.
- Hybrid/Farm friendly: Storages spread across the ring and edges protect loot while still serving as time sinks in war.
Setup Notes
- Mix Infernos: one single near the core ring and two multis on opposite diagonals works well against hero dives and spam.
- Spell Towers: Poison covering the Town Hall box and Rage uplifting the Monolith/CC zone are strong default settings.
- Set two X-Bows to air/ground and two to ground-only to slow Queen Charges while still pressuring blimps.
Clan Castle Troops
- War: Ice Golem + Super Minions + Archers for anti-charge pressure.
- Farming/Hybrid: Double Ice + Archers for slow and stall.
Trap Suggestions
- Tornado just behind the Town Hall tile to hold blimps and Yetis under Poison/Monolith.
- Giant Bombs in the inner diamond corners for Hybrid/Hog paths; Springs at the tight connectors between 5–7 and 10–11 o’clock.
- Seeking Air Mines tucked between each AD and the Town Hall path; Red Air Bombs layered behind Wizard Towers.
How to Defend With It
- Scout mortars and move one to contest any easy Flame Flinger lane.
- Rotate heroes so King anchors the heavier side (often 3 or 9) and Royal Champion floats opposite the Scatter you expect them to zap.
- In war, swap one storage with a defense on the attacked side after a scout to throw off planned pathing.