TH18 War Base with Offset Town Hall & Invis Core (Copy Link)
Legend-style TH18 war base with an offset Town Hall, invis-backed core and stacked trap lanes. Awkward pathing for Queen Charges, E-Drags and spam. Built for Anti 3 Stars. Copy link available.
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Strategy Explanation
This TH18 war layout uses a tilted diamond with two inner rings to force troops to walk and split. The Town Hall sits low at 6 o’clock, while the damage core (Monolith plus Spell Towers set to Invisibility) is centralized behind layers of dead space and traps. Attackers that try to dive heroes from the Town Hall side get the star but lose key troops before reaching the core. Coming from the top drags them away from the Town Hall and into crossfire, creating time pressure and awkward back-end pathing.
Strengths
- Off-center Town Hall baits early investment and sets up difficult back-end cleanup.
- Layered diamond rings with dead zones and traps disrupt pathing for both ground and air.
- Monolith protected by Invisibility keeps the core alive through blimps and hero dives.
- Wide Scattershot coverage and crossfire from multiple angles punishes spam entries.
- Air Sweepers push across the long diagonals, splitting Electro Dragons and stopping straight-line blimps.
- Eagle and heavy storages at the top add time pressure for any top-side start.
Core Denial and Invisibility Timing
The central Monolith pairs with Spell Towers on Invisibility to stall high-value pushes. When a blimp lands in the middle, the Invis flips key targets off the board, forcing the attacker to waste Freeze or lose the push. The inner tiles are deliberately spaced to pull Yetis and Super Wizards out of sync, so even a good blimp struggles to secure multiple core defenses.
Ring Pathing and Trap Lanes
Both inner rings are lined with dead space that hides bombs, seeking air mines, and springs. Troops tend to step around corners instead of cutting in, which splits hybrids and pushes Electro Dragons into side compartments. Place red air mines on the long diagonals to snipe Loons behind E-Drags; keep giant bombs between the Scatter approaches to punish Riders and Hogs.
Town Hall Side Punish
The 6 o’clock approach is bait. Ground entries here meet layered splash and point fire before reaching the core turn. Air starts into the Town Hall eat Sweeper pushes and black mines. Mortars and ranged defenses nearby limit easy Flame Flinger value, so committing for the Town Hall costs spells or a hero ability early.
Air Coverage and Sweeper Arcs
Sweepers are aimed along the diagonals to break straight flight paths. Pair them with seeking mines staggered two tiles behind. Scatters and multi-target coverage overlap the mid-lanes so spam air cannot chain the core in one shot. This setup specifically slows Electro Dragons and Hydra and buys time for the Monolith to work.
War Setup Tips
- Clan Castle: Ice Golem + Super Minions + Archers is reliable. Swap in Headhunters if your opponents rely on hero dives from the Town Hall side.
- Spell Towers: Keep at least one on Invisibility; test Rage/Poison variants based on your matchup.
- Scout replays and rotate trap lanes if a team repeatedly targets the same funnel.
How to Use the Copy Link
Use the copy layout option, then mirror the trap lanes shown: black mines on the long diagonals, red mines staggered behind Sweepers, and giant bombs in ring corners. Small tweaks per war (Tower settings, a couple of traps) keep it fresh while preserving the core pathing that makes this TH18 base hard to triple.