COC Bases: TH18 All Layouts (War, Farming, Defense & More)
All TH18 layouts in one place — war, farming, defense, hybrid, anti-2 star, anti-3 star, anti-air, trophy and balanced bases designed for top-level gameplay.
Complete Guide to TH18 Base Layouts
Town Hall 18 introduces defensive mechanics that make base selection more
complicated than simply placing the Town Hall in the center. A strong
TH18 base layout must account for Guardian patrol routes,
the Revenge Tower’s changing strength, chain attacks from the Super Wizard Tower,
upgraded Spell Towers, powerful defending Heroes, and highly flexible attacking armies.
Attackers at this level can combine upgraded troops, Siege Machines, Hero Equipment,
pets, spells, and different Hero selections to create precise entry plans.
A useful Town Hall 18 layout should therefore protect important defenses without
grouping too much value, create difficult pathing decisions, and avoid giving one
entry route access to the Town Hall, key defenses, and defending Heroes at the same time.
TH18 War Layouts
TH18 war layouts are designed to make a complete three-star attack difficult. They commonly use separated defensive value, protected high-damage defenses, misleading entry routes, and trap zones that punish armies built for a planned Town Hall approach.
Choose a war layout when your main concern is Clan Wars or Clan War Leagues. The design should force attackers to make difficult decisions about the Town Hall, Guardian, Revenge Tower, defending Heroes, and the remaining back-end defenses.
TH18 Farming Layouts
TH18 farming layouts distribute Gold, Elixir, and Dark Elixir storages so that one entry does not expose every important resource building. The goal is to make profitable raids less convenient while you continue upgrading defenses, Heroes, troops, pets, walls, and equipment.
Farming layouts should still maintain useful defensive coverage. Placing every storage in one compartment may create a high-value target that is easier to reach than several separated storage areas.
TH18 Defense Layouts
Defense layouts are intended for regular multiplayer and ranked defensive use. They balance Town Hall protection, percentage denial, Hero placement, Guardian coverage, and protection for the most important defenses.
A useful defensive layout should not depend on one surprise trap or one central compartment. It should apply pressure throughout the attack and remain dangerous after the first major defense has been destroyed.
TH18 Hybrid Layouts
Hybrid layouts combine resource protection with trophy and star defense. Storages are used as part of the defensive structure, but they should not block important defenses or create an easy path through the entire base.
Choose a hybrid layout when you want one Home Village design for regular daily play rather than maintaining separate farming and trophy layouts.
TH18 Anti-2-Star Layouts
Anti-2-star layouts focus heavily on denying a safe Town Hall takedown while also making the required destruction percentage difficult to collect. They may use a deeply protected Town Hall, offset objectives, guarded access points, or dangerous compartments around likely Siege Machine entries.
This style can force attackers to commit important troops, spells, and Hero abilities to securing the Town Hall. The trade-off is that a highly centralized design may sometimes give a successful attack access to several important targets.
TH18 Anti-3-Star Layouts
Anti-3-star layouts accept that skilled attackers may secure the Town Hall but try to prevent them from finishing the complete base. Important defenses are separated, back-end damage is preserved, and pathing is designed to pull troops away from the planned route.
Choose this style for war when preventing a full clear matters more than creating the lowest possible destruction percentage.
TH18 Anti-Air Layouts
TH18 anti-air layouts protect Air Defenses, Sweepers, air-targeting traps, Firespitters, defending Heroes, and other important coverage from direct removal. They also use spacing to reduce chain value and avoid providing obvious flight paths toward the Town Hall.
Select an anti-air design when your defense log shows repeated high-destruction results from Dragons, Balloons, air Siege Machines, Dragon Duke entries, or other air-heavy combinations.
TH18 Legend and Ranked Layouts
Ranked and Legend layouts should prepare for repeated attacks from players who can inspect common base styles and adjust their armies. Strong designs use uncommon pathing, protected back-end defenses, careful Guardian selection, and trap placements based on likely high-level entry routes.
No layout remains effective forever in a changing attack environment. Review defensive summaries and replays before deciding whether a ranked base needs a small adjustment or a complete replacement.
What Makes Town Hall 18 Base Building Different?
Town Hall 18 adds a mobile defensive element through Guardians. Unlike a normal defense that remains on one tile, the selected Guardian follows a patrol route and responds to attacking troops within its area. Only one Guardian defends at a time, so Guardian selection becomes part of the layout rather than a separate upgrade choice.
TH18 also introduces the Revenge Tower and Super Wizard Tower. The Revenge Tower becomes more dangerous as additional buildings are destroyed, which means its value can increase during the later portion of an attack. The Super Wizard Tower delivers chained attacks, making troop grouping and support-unit pathing important considerations.
These mechanics reward layouts that preserve defensive power over time. A base may look strong at the start but become easy to finish if every important defense is concentrated near the attacker’s first objective.
Guardian Selection and Patrol Routes
TH18 Guardians have different ranges and battlefield roles. Smasher applies close-range splash pressure, Longshot attacks from farther away and damages nearby enemies when defeated, while Logger uses piercing attacks and knockback.
Select a Guardian according to the weakness of the layout. The Guardian’s patrol area should support important compartments without allowing attackers to remove both the Guardian and several major defenses with the same group of spells.
Revenge Tower Timing
The Revenge Tower increases its power and hitpoints as more buildings are destroyed. It can therefore become especially important during the middle and final stages of an attack.
Avoid exposing it as an easy opening target. Place it where attackers are likely to face it after committing part of their army and using some of their spells or Hero abilities.
Super Wizard Tower Chain Damage
The Super Wizard Tower can chain attacks across multiple nearby enemies. Its placement should cover routes where troops and spawned units are likely to group together, particularly behind tanks or around a central objective.
Protect it from simple long-range removal, but do not place every high-value defense beside it. Excessively compact placement can provide attackers with efficient spell, equipment, or Siege Machine value.
Spell Tower and Core Decisions
Upgraded Spell Towers add another defensive choice at TH18, including access to the Earthquake Spell option at the appropriate level. Spell Tower mode and placement should support the purpose of the surrounding compartment.
Do not copy another player’s Spell Tower settings automatically. The best option depends on your Town Hall position, Guardian route, defending Heroes, nearby defenses, and the attacks appearing in your own defense log.
Choosing the Right TH18 Guardian for Your Layout
Guardian selection can change how an attacker approaches the base. Review the patrol route in the Village Editor and check which buildings the Guardian protects before activating the layout.
Use Smasher for Close-Range Pressure
Smasher can support compartments where ground and air troops are likely to group near the Town Hall or another important objective. Its close-range splash damage can punish dense troop movement, but its patrol route should not pull it into an exposed area too early.
Use Longshot for Ranged Coverage
Longshot can pressure troops from a greater distance and can fit layouts where important defenses need support across open compartments. Consider where its final explosion is likely to occur if attackers focus it early.
Use Logger for Route Control
Logger’s piercing projectile and knockback can disrupt grouped troops moving through a planned lane. Its value depends on creating useful firing angles rather than placing it where walls and buildings limit the number of targets in its path.
Review Guardian Performance
Watch where the Guardian activates, which troops it targets, and whether it survives long enough to influence the attack. Change the Guardian or patrol relationship when multiple replays show the same weakness.
Important Defensive Zones in a TH18 Layout
A complete TH18 base contains several defenses that attackers may try to remove before deploying their main army. Your layout should avoid placing all of these targets within one spell area, one Hero route, or one Siege Machine path.
- Town Hall zone: require a meaningful commitment without placing every major defense in the same compartment.
- Guardian patrol area: support a useful route while avoiding unnecessary exposure near the deployment edge.
- Revenge Tower area: preserve it long enough to benefit from its increased power later in the attack.
- Super Wizard Tower area: cover likely troop groups without creating excessive grouped defensive value.
- Spell Tower area: select a mode that supports the surrounding defenses and intended trap plan.
- Defending Hero areas: separate Heroes when grouping them would give attackers efficient equipment, spell, or troop value.
- Back-end defenses: preserve enough damage to challenge troops that survive the Town Hall and central compartments.
Common TH18 Attack Threats
TH18 attackers have access to several ground, air, Hero-led, and mixed strategies. Balance updates can change which army is used most frequently, so layouts should not be described as permanently anti-meta or capable of stopping every strategy.
Heavy Ground Armies
Meteor Golems, Root Riders, Yetis, Electro Titans, Ruin Witch support, and other durable ground troops can create wide paths through compartments. Use walls, defensive angles, traps, and separated objectives to prevent one push from reaching the complete defensive core.
Air and Dragon-Based Armies
Dragons, Balloons, Dragon Duke, air Siege Machines, and supporting spells can punish weak air coverage or predictable Sweeper directions. Avoid placing every important anti-air defense along one easy removal route.
Hero and Equipment Entries
Heroes can remove important sections before the main army is deployed. Check whether the Archer Queen, Dragon Duke, Royal Champion, or another Hero can reach the Town Hall, Spell Tower, Guardian, and major defense from one entry.
Siege Machine Entries
Battle Blimps and other Siege Machines can bypass normal paths or deliver troops into protected compartments. Place traps and defensive coverage according to likely routes rather than scattering them without a clear purpose.
TH18 War Layout or Ranked Layout?
War and ranked defense do not always require the same design. In war, an attacker may have time to study a layout and build a specific army for it. War bases therefore benefit from misleading information, difficult planning choices, and traps placed against likely custom entries.
Ranked layouts may face a wider range of armies over several defenses. They need broad coverage and should avoid one weakness that can be repeated by many attackers. Use separate active layouts when the same design is performing differently in war and ranked play.
Choose a War Layout When
You want to prevent a planned three-star attack, create scouting uncertainty, protect specific high-value zones, and force difficult spell or Hero commitments.
Choose a Ranked Layout When
You need consistent performance against several army styles and want to reduce repeated high-destruction results across multiple defensive battles.
How to Choose a TH18 Base from This Page
Start by identifying the purpose of the base. A layout selected for farming should not be judged by the same criteria as an anti-3-star war base. After choosing the category, inspect the complete design instead of focusing only on the Town Hall position.
- Check the intended use: select war, farming, defense, hybrid, anti-2-star, anti-3-star, anti-air, or ranked according to your actual goal.
- Inspect the Guardian route: confirm that the selected Guardian supports important compartments and does not activate in an unhelpful area.
- Review important defense spacing: avoid giving one spell or Hero entry access to several major targets.
- Check Town Hall access: determine which troops, Heroes, or Siege Machines can reach it from each side.
- Inspect air coverage: review Sweeper directions, Air Defenses, traps, Firespitters, and likely Dragon or Balloon routes.
- Inspect ground routes: check wall openings, high-hitpoint buildings, splash coverage, and likely paths for durable ground troops.
- Review back-end strength: make sure enough defensive power remains after attackers secure their first major objective.
- Match your upgrade levels: a copied layout may perform differently when its key defenses, Heroes, Guardian, or walls are still being upgraded.
How to Use TH18 Copy Links
Open the copy link for the layout you want to use and review it in the Clash of Clans Layout Editor. Confirm that all buildings, walls, traps, and available defenses have been placed before saving or activating the base.
After copying a layout, review its Guardian selection, Guardian patrol route, Spell Tower settings, Inferno Tower modes, X-Bow settings, Sweeper directions, defending Heroes, and available Crafted Defense choices. These settings may not automatically match your preferred strategy or current upgrades.
A copied base should be treated as a starting design. Small adjustments based on your defense log are more useful than changing random buildings after every unsuccessful defense.
Common TH18 Base-Building Mistakes
- Ignoring the Guardian route: a strong Guardian can lose value when its patrol area pulls it away from important defenses.
- Exposing the Revenge Tower: destroying it early prevents it from becoming more influential later in the attack.
- Grouping every major defense: one successful entry may remove the Town Hall, Spell Tower, defending Heroes, and other important targets together.
- Creating excessive chain value: tightly grouped buildings and units can increase the effectiveness of chaining attacks.
- Designing only against one army: a base built entirely around one ground strategy may leave an obvious air weakness, and the reverse is also true.
- Leaving safe Hero access: attackers may remove several important defenses before committing their main army.
- Using copied settings without review: defense modes and Guardian selection should match the actual layout and your defensive results.
- Changing the whole layout after one attack: one result may reflect attacker skill or matchup rather than a permanent structural weakness.
- Keeping an outdated design unchanged: new troops, equipment, Guardians, balance adjustments, and Crafted Defense phases can change attack routes.
When Should You Change Your TH18 Layout?
Change or adjust your layout when several defensive replays show the same successful entry, Town Hall route, Hero path, Siege Machine landing area, or back-end weakness. A repeated pattern is more useful than judging the base from one unusually strong attack.
Begin with a targeted adjustment. Move an exposed defense, change a wall opening, revise the Guardian choice, alter a trap group, change a defensive mode, or improve the final section of the base. Review additional defenses before replacing the complete layout.
Why Rotating TH18 Layouts Can Help
Layout rotation is useful when opponents repeatedly recognize the same design or when one base performs poorly against the armies common in your current league or war group. Rotation should be based on defensive evidence rather than a fixed schedule.
Keep more than one TH18 layout available for different purposes, such as war, farming, ranked defense, and anti-air use. Do not describe any rotation as guaranteed to improve results; performance still depends on defensive levels, attacker skill, army composition, Hero Equipment, balance changes, and matchup.
How These TH18 Layouts Are Reviewed
Layouts may be community-submitted or editorially reviewed for their Town Hall level, image, category, visible structure, and copy-link availability. A published layout is not automatically battle-tested unless specific testing information is shown.
Visit the layout review methodology to learn how layouts, descriptions, corrections, and testing labels are handled.
Explore the layouts on this page to find a TH18 base layout suited to war, farming, ranked defense, resource protection, air defense, or star denial. No Town Hall 18 Clash of Clans base can guarantee a successful defense, so review your replays and adjust Guardian selection, defensive settings, traps, walls, and high-value compartments according to the attacks you face.