TH18 War Base – Diamond Ring Core Anti 2 Star (Copy Link)

Diamond TH18 war layout with a ringed Town Hall core, awkward funnels, and split splash damage. Built to force low‑percent 2‑stars and punish blimps. Copy link available.

TH18 War Base – Diamond Ring Core Anti 2 Star (Copy Link)
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Built by: Alejandro Santin
layouts uploaded: 11
focus: th18 war bases
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Strategy Explanation

This TH18 war layout uses a diamond orientation with two wall rings around a centralized Town Hall. The large empty tiles between rings create dead zones that break funnels and drag troops into long paths. Outer compartments are stacked along the four sides to pull armies off-line while the core stays protected. The off-center Clan Castle and spread splash make Queen Charges commit early and often fail to reach the center in time.

Strengths

  • Anti 2 Star pathing: Ringed core forces troops to walk around the Town Hall unless the attacker invests multiple Wall Breakers or a precise siege.
  • Anti blimp pressure: Angled air coverage from Sweepers and core damage discourages straight-line blimps; long flight paths invite Seeking Air Mine hits.
  • Spam deterrent: Split splash and multi-target coverage punish E-Drags, Bowlers, and mass Warriors/Lalo when the funnel slips.
  • Offset CC: Awkward to lure without overcommitting, which often burns an early Rage or Freeze from Queen Charge starts.

Ring Core and Anti‑Funneling Deadzones

The double wall ring is the heart of this design. The inner box holds the Town Hall with high DPS around it; the gap between rings intentionally invites troops to walk. If attackers jump the first layer, they still have to cross another wall to reach the core. Keep key point defenses staggered on the diagonals so heroes can’t grab two at once with ability.

Anti‑Blimp and Air Pathing

Diamond bases tempt straight-line blimps. Here the long diagonals force extra tiles of flight, which is perfect for Seeking Air Mines. Place your black mines on the most obvious blimp lanes toward the Town Hall and keep one near the center. A Tornado Trap just off the Town Hall tile is a strong option to stall sneaky Goblins or a late blimp. Sweepers should angle across the core to push blimps sideways rather than straight back.

Spell Tower and Inferno Pairing

This layout thrives with a Rage + Invisibility pair near the inner ring, or Poison + Rage if your clan faces Super Archer blimps often. Two Multi Infernos covering opposite diagonals help melt masses that path around the ring, while a Single aimed at a likely hero entry can punish forced charges. Adjust placements week to week based on what’s tripling your clan.

Hero and Siege Interaction Notes

Position King on a heavy side to shred Warden Walks and funnel troops back into the ring. Queen and Royal Champion work best opposite each other to maintain crossfire as pathing wraps. If you expect Log Launcher smash, move a Giant Bomb pair and a Ground X‑Bow to that lane to thin the push before the core.

Setup Tips and Copy Link

Use the copy layout link to import the walls and compartments exactly—this design’s spacing is what creates the 2‑star pressure. After copying, tune traps for your matchup: black mines on blimp lines, spring traps on common Yeti/Root Rider entries, and a Tornado near the Town Hall. Rotate one or two high-value defenses weekly to avoid zap or flinger scouts learning the base.

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