TH18 Anti 3 Star War Base For Anti Everything Base 2026 new
Castle-style TH18 war base with an offset Town Hall and layered ring core. Split damage and awkward funneling push heroes off-path and make late TH takedowns risky. Copy link included.
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Strategy Explanation
This TH18 war layout uses a rotated Castle style with layered channels to break pathing and stall hero pushes. The Town Hall sits offset on the lower-left side, while core damage (Monolith, X-Bows and a Scatter) sits deeper in the middle ring. The opposite Scatter and key air defenses are split on the far side to punish lopsided entries. Attackers are pulled into long lanes, so heroes and Root Riders drift while the back-end Town Hall remains under heavy crossfire. It’s built to force early investment for the TH or a late risky dive that often runs out of time.
Strengths
- Anti 3 Star shape: Ringed compartments create pathing errors and make full clears hard, especially on hybrid and Queen Charge Lalo.
- Offset Town Hall: Baits blimp/warden sends; if it fails, the back-end TH is hard to finish through core fire.
- Split splash: Scatters are separated, reducing value from Rage/Freeze chains and limiting bat or spam value.
- Core stopper: Monolith and X-Bows cover the inner ring, shredding heroes that step into the channel.
- Air control: Air Sweepers are angled across the TH approach and center lanes to push blimps and E-Drags off line.
- Anti-flinger corners: Perimeter defenses and coverage deny long Flame Flinger value from safe angles.
Anti-Funneling Ring Channels
The inner and outer rings create natural drift. When troops enter a side pocket, they follow the channel instead of jumping inward. This is especially punishing to Rider/hero combinations and Electro Dragon spam—loons and E-Drags slide along walls while your core beams them down. Do not close the small gaps; they’re there to mislead pathing without granting free wall breaks.
Town Hall Side Bait and Trap Plan
Plan for blimp pressure from the Town Hall side. Place Seeking Air Mines staggered along that flight path and a couple of Red Air Bombs deeper, not at the edge. Spring Traps near the first two hero entry tiles punish Riders and Hogs. Recommended war CC: Ice Golem + 2 Headhunters + Archers or Super Minions—both slow Queen walks and stress Warden abilities.
Air Coverage and Sweeper Angles
Sweepers are aimed to push straight lines toward the ring, forcing extra Freezes on blimps and delaying E-Drag chains. Air Defenses are spread toward each corner; this denies early value from a single Rage and spreads the damage profile so Lalo has to keep spells for multiple zones instead of the core.
Builder Huts and Repair Pockets
Builder Huts cluster around the Monolith and one Scatter to extend fights in the middle. If the attacker invests to snipe a Hut, they usually give up tempo elsewhere, which is what leads to the late-time scrambles this base aims for.
Setup Notes and Copy Tips
Tap the copy link, then mirror trap placements to match your war rotation or scout data. If your clan faces more air spam, slide one Seeking Air Mine from the far side toward the TH approach. Against ground-heavy clans, move a Giant Bomb into the first channel pocket and add a Skeleton Trap near the Monolith to stall heroes.