COC Bases: TH3 Layouts Hub (All Base Types + Copy Links)
Browse all TH3 layouts in one place: war, farming, defense, hybrid, anti-2 star, anti-3 star, anti-everything and more — with 1-tap copy links.
Complete Guide to TH3 Base Layouts
Town Hall 3 is where basic base-building decisions begin to influence defensive
results more clearly. Attackers can combine Barbarians, Archers, Giants,
Goblins, Wall Breakers and Clan Castle reinforcements to create more focused
entries than they could at the earliest Town Hall levels.
A useful TH3 base layout should protect its Mortar, make direct
Giant routes less efficient, separate Gold and Elixir storages and place the
Clan Castle where defending troops cannot be activated too easily. Walls should
create meaningful compartments instead of forming one large enclosure that a
single Wall Breaker entry can open.
Use this hub to choose a Town Hall 3 layout according to your current goal.
War, farming, defense, hybrid, anti-air, anti-2-star and anti-3-star layouts
use different Town Hall positions, storage arrangements, defensive priorities
and troop-pathing plans.
TH3 War Layouts
TH3 war layouts are designed to make a planned three-star attack more difficult. They protect the Mortar, complicate Giant and Wall Breaker entries and preserve defensive coverage for the final buildings.
Choose a war layout when Clan Wars are your priority. The design should force attackers to divide their Giants, support troops and Clan Castle reinforcements between more than one defended section.
TH3 Farming Layouts
TH3 farming layouts distribute Gold and Elixir storages across protected areas of the village. Their purpose is to prevent one quick raid from reaching every important storage while you continue upgrading troops, defenses, army buildings and walls.
Avoid placing all storages in one small compartment. Separate resource sections can make attackers choose between collecting loot, taking the Town Hall and clearing the rest of the village.
TH3 Defense Layouts
Defense layouts are intended for everyday multiplayer. They balance Town Hall protection, percentage denial, Mortar coverage, Archer Tower placement, Clan Castle influence and protection for the final buildings.
Choose this category when you want broad protection against common TH3 armies rather than a layout designed for one specific war opponent.
TH3 Hybrid Layouts
Hybrid layouts combine resource protection with trophy and star defense. Storages can slow attacking troops, but they should not create one direct route toward the Town Hall, Mortar and Clan Castle.
This style is suitable when you prefer one active village layout for regular progression instead of switching frequently between farming and defensive designs.
TH3 Anti-2-Star Layouts
Anti-2-star layouts try to make the Town Hall and the required destruction percentage difficult to secure together. They may use a protected Town Hall, defended perimeter buildings and compartments that require an early troop commitment.
The TH3 Town Hall does not defend itself. Its protection must come from walls, Cannons, the Archer Tower, the Mortar, traps and defending Clan Castle troops.
TH3 Anti-3-Star Layouts
Anti-3-star layouts may allow a determined attacker to reach the Town Hall but try to prevent the complete clear. Important defenses are separated, troop routes are less direct and defensive damage remains near the back end.
Choose this layout type for war when preventing a full clear matters more than producing the lowest possible destruction percentage.
TH3 Anti-Air Layouts
TH3 does not yet have the dedicated anti-air network available at later Town Hall levels. Air defense mainly depends on the Archer Tower and any defending Clan Castle troops that can target flying units.
Use this category when donated flying troops repeatedly cause problems. Protect the Archer Tower from an inexpensive ground entry and avoid placing it where the attacker can remove it before deploying air reinforcements.
TH3 All-Rounder Layouts
All-rounder layouts balance protection against common ground attacks, resource raids and Clan Castle reinforcements. They do not claim to stop every possible strategy.
Choose this style for general multiplayer when you want distributed defenses, separated storages and no deliberate focus on only one type of attack.
TH3 Trophy Layouts
Trophy layouts make the Town Hall and easy percentage buildings more difficult to collect together. Defensive coverage should extend across several areas rather than being concentrated entirely in one small core.
Review several defensive battles before judging the design. One result may reflect troop levels, Clan Castle reinforcements or attacker execution rather than a permanent weakness in the complete layout.
TH3 Troll and Fun Layouts
Troll and fun layouts use unusual wall shapes, decorative patterns or unexpected building arrangements. Their main purpose is entertainment rather than competitive war, trophy or resource defense.
Review the actual compartments and defensive coverage before using a creative layout in an important battle. An unusual appearance does not automatically create difficult troop movement.
What Makes Town Hall 3 Base Building Different?
The Mortar is the defining TH3 defensive building. Its long-range splash attacks can damage groups of Barbarians, Archers, Goblins and support troops moving behind Giants.
TH3 is also an important stage for Clan Castle use. Once the abandoned Clan Castle has been rebuilt, players can join a Clan and receive reinforcements. Defending Clan Castle troops can significantly change an attack when they are difficult to activate and remove safely.
Wall Breakers make compartment planning more important. One successful opening should not expose the Mortar, Clan Castle, Town Hall and every storage together. Separate wall sections can require attackers to use additional troops and time.
TH3 has no Hero, Spell Factory, Air Defense, Wizard Tower or Siege Machine. Effective layouts therefore depend on fundamental decisions involving Mortar protection, Archer Tower coverage, Cannon placement, wall access, storage separation and Clan Castle positioning.
Mortar Protection
The Mortar should remain active long enough to attack grouped support troops. Avoid placing it where Giants or Archers can reach it immediately from the deployment boundary.
Cannons, the Archer Tower, walls and traps should protect troops that enter the Mortar compartment or move inside its close-range blind area.
Clan Castle Influence
Defensive reinforcements can slow an attack, divide the attacking army or force additional troop commitments. Their value is reduced when the Clan Castle can be activated safely from the edge.
Place it where nearby defenses continue attacking while the defending troops engage the invading army.
How to Position the Mortar at TH3
The Mortar is one of the most important TH3 defenses because it applies splash damage over a large area. Its placement should cover likely troop groups while making direct access more difficult.
Central placement often provides broad coverage, but the Mortar should not automatically share one compartment with the Town Hall, Clan Castle and every resource storage. One successful entry should not remove all important value.
Cover Support Troop Routes
Giants may absorb Cannon and Archer Tower fire while Barbarians or Archers attack from behind. Position the Mortar where its splash damage can reach the support group rather than focusing only on the Giants.
Cover Resource Areas
Mortar coverage near separated storage compartments can pressure groups of Barbarians, Archers or Goblins used during farming raids.
Storages can delay those troops while the Mortar and other defenses continue attacking.
Protect It from Giants
Giants target defensive buildings and may move directly toward the Mortar after a wall has been opened. Use defensive spacing so one Giant route does not connect every major defense.
Protect Its Blind Area
The Mortar cannot control troops effectively after they move too close. Cannons, the Archer Tower, traps and defending Clan Castle troops should protect the surrounding compartment.
Preserve It beyond the Opening
Avoid exposing the Mortar as the first defense destroyed. It should remain active long enough to affect the main group of support troops rather than only a small opening deployment.
Avoid an Overloaded Core
Do not place the Mortar, Town Hall, Clan Castle and every storage in one small compartment. A single Wall Breaker entry may then expose the complete center of the village.
Common Mortar Placement Mistakes
- Exposing it near the edge: Giants or ranged troops may remove the main splash defense before the full attack begins.
- Leaving it unsupported: attackers may enter its compartment without facing enough additional defensive damage.
- Ignoring its blind area: Cannons and the Archer Tower should protect troops that move too close for effective Mortar fire.
- Using it only to protect the Town Hall: its range should also influence storage and support-troop routes.
- Grouping it with every important building: one opening may expose the Mortar, Clan Castle, Town Hall and storages together.
- Leaving the perimeter outside its range: large groups may collect excessive percentage before entering meaningful splash coverage.
Clan Castle Placement at TH3
Once rebuilt, the Clan Castle allows TH3 players to join Clan activities and receive reinforcement troops. Defensive reinforcements can have a large effect at this level because early armies have limited space and fewer tools for controlling defending troops.
A useful Clan Castle position makes its troops difficult to activate and defeat safely before the main attack. The Castle should also remain close enough to defensive coverage that reinforcements do not fight alone.
Avoid an Easy Clan Castle Lure
Check whether one inexpensive troop can enter the activation area and pull every defending unit toward an empty corner. Important approaches should require a larger commitment.
Support Defensive Reinforcements
Place the Clan Castle where Cannons, the Archer Tower and the Mortar can continue attacking while reinforcement troops engage the invading army.
Separate the Castle from the Mortar
The Clan Castle and Mortar can support one another without occupying the same small compartment. Separation reduces the value of one successful Giant and Wall Breaker entry.
Protect against Ground and Air Reinforcements
Attacking Clan Castle troops may include units that behave differently from the normal TH3 army. Avoid depending on one defense to handle every possible reinforcement combination.
Review the Activation Area
Open the layout in the editor and inspect how close attackers can deploy to the Clan Castle. Outside buildings and wall positions can change how easily its troops are activated.
Keep the Castle Filled when Appropriate
A strategically placed but empty Clan Castle provides no reinforcement pressure. For war or important defensive use, make sure the defending troops match the purpose of the layout.
Planning TH3 Wall Compartments
Walls are most useful when they create separate defensive areas and force attackers to make more than one entry decision. One large square may look protected, but a single opening can expose every building inside it.
TH3 wall design should separate the Mortar, Town Hall, Clan Castle and resource storages where possible while keeping defensive buildings close enough to support one another.
Use More Than One Compartment
Separate compartments require additional Wall Breakers or force ground troops to attack walls again. This consumes time while nearby defenses continue firing.
Offset Wall Openings
Avoid lining up wall sections so one opening leads directly through several compartments. Offset walls can make Giants and support troops change direction.
Protect Likely Entry Walls
Cannons, the Archer Tower and Mortar coverage should influence wall sections attackers are likely to open. The most valuable entry should not be outside meaningful defensive range.
Avoid Unnecessary Wall Decorations
Decorative wall shapes may use pieces without protecting a meaningful building or controlling troop movement. Prioritize functional compartments before visual patterns.
Planning against Wall Breaker Entries
Wall Breakers allow attackers to select a specific compartment instead of waiting for Barbarians or Giants to break through walls. Important defensive areas should not depend on one wall layer for protection.
Avoid One Complete Core Opening
One successful Wall Breaker deployment should not expose the Town Hall, Mortar, Clan Castle and every storage together.
Use Separate Inner Sections
After the first wall is opened, another compartment can force the attacker to use additional Wall Breakers or spend time attacking walls normally.
Cover Predictable Wall Targets
Watch which wall section gives the shortest path to the Mortar or Town Hall. Position defensive fire and traps around that likely entry.
Review Wall Breaker Replays
Note which wall section attackers choose repeatedly. Adjust nearby buildings, traps or compartments when one opening consistently provides too much value.
Planning against Giant Attacks
Giants target defensive buildings and absorb damage for Barbarians, Archers or Goblins following behind. They become most effective when one wall opening creates a direct sequence of defensive targets.
A useful TH3 layout should make Giants change direction, divide into smaller groups or spend additional time moving between separate defensive sections.
Break Direct Giant Routes
One entry should not connect the Cannon, Archer Tower, Mortar, Clan Castle and Town Hall in a simple line. Offset defensive targets to create choices.
Separate Giants from Support Troops
Outside buildings can cause Barbarians or Archers to stop while Giants continue toward defenses. This separation gives the Mortar and other defenses more opportunities to target the support group.
Use Bombs on Expected Routes
Place bombs where Giants or support troops are likely to gather after entering a compartment or changing targets. Random placement may leave the most common route unprotected.
Preserve Back-End Ground Damage
Keep at least one Cannon, the Archer Tower or other defensive pressure active beyond the opening. Surviving Giants should continue facing damage after the first section falls.
Planning against Giant and Archer Attacks
Giant-and-Archer attacks use Giants to absorb defensive fire while Archers remove buildings from range. The support group becomes vulnerable when pathing separates it from the Giants or keeps it inside Mortar coverage.
Protect the Mortar
The Mortar can damage grouped Archers while Giants attack other defenses. Place it where it cannot be reached through the first wall opening.
Use Building Offsets
Offset outside buildings so Archers stop at different targets rather than following one perfect route toward the center.
Create Multiple Defensive Sections
One Giant group should not be able to tank every defense while the same Archer group clears the complete village from behind.
Protect Final Buildings
Preserve defenses in separate parts of the village so surviving Archers cannot complete the attack after all early defensive fire has been removed.
Planning against Barbarian and Archer Raids
Large groups of Barbarians and Archers can quickly remove unprotected outside structures and collect destruction percentage. Their low individual hitpoints make Mortar splash damage and defensive range important.
Protect Perimeter Buildings
Do not leave long rows of collectors, mines, Barracks and army buildings completely outside defensive range. Some exterior structures waste time, but excessive exposure provides easy percentage.
Use Mortar Range Deliberately
Position the Mortar so troops clearing perimeter buildings eventually enter its range. Avoid a placement that leaves the entire outside ring without splash pressure.
Use Storages as Buffers
Storages can delay groups of low-hitpoint troops while Cannons, the Archer Tower and Mortar continue attacking.
Avoid Excessive Safe Percentage
Anti-2-star and trophy layouts should not allow half of the village to be collected without entering meaningful defensive coverage.
Planning against Goblin Farming Raids
Goblins prioritize resource buildings and can quickly collect exposed mines, collectors and storages. Farming layouts should make the most valuable resources difficult to reach through one entry.
Separate Gold and Elixir
Place Gold and Elixir storages in different defended areas. One Wall Breaker opening should not expose every resource target.
Keep Storages under Defensive Coverage
Cannons, the Archer Tower or Mortar should influence troops attacking important storages. Avoid isolated storage compartments without support.
Use Collectors as Outer Distractions
Mines and collectors can be placed outside to slow or redirect Goblins, but avoid creating one uninterrupted line toward protected storages.
Review Resource Paths
Watch whether Goblins repeatedly move from one collector directly toward several storages. Adjust the order and spacing of resource buildings when the route is too efficient.
Planning for Flying Clan Castle Troops
TH3 does not have a dedicated Air Defense. This makes donated flying troops especially important to consider when reviewing defensive coverage. The Archer Tower and air-targeting defending reinforcements may provide the main response to an attacking flying unit.
Protect the Archer Tower
Do not place the Archer Tower where a small Giant or Archer group can remove it before an attacking flying reinforcement is deployed.
Create Supporting Ground Pressure
Cannons and the Mortar cannot target flying troops, but they can attack the ground units supporting them. Removing the support group may prevent the attacker from clearing the complete village.
Use Defending Reinforcements
Defending Clan Castle troops capable of targeting air can supplement the Archer Tower. Their placement and activation timing remain important.
Preserve the Back-End Archer Tower
When possible, keep the Archer Tower active for the later part of the attack rather than exposing it as the first defensive target.
Protecting an Unarmed TH3 Town Hall
The TH3 Town Hall does not attack enemy units and does not release a defensive effect when destroyed. Its protection comes from its hitpoints, position, walls, traps and surrounding defenses.
A central Town Hall can make the first star more difficult, but grouping every defense and storage around it may create one compact compartment that a Giant and Wall Breaker entry can open.
Central Town Hall
A central Town Hall can require attackers to move through several defended areas. This placement can support anti-2-star layouts when outside percentage buildings are not left completely unprotected.
Avoid placing the Mortar, Clan Castle, Archer Tower and every storage inside the same small compartment.
Offset Town Hall
An offset Town Hall can pull attackers away from storages, the Mortar or a stronger back-end defensive section. Its position should create a trade-off rather than provide an inexpensive star.
Teaser Town Hall
A teaser-style Town Hall encourages attackers to begin from a predictable side. Traps, defending Clan Castle troops and nearby defenses must punish that route, or the placement simply exposes the Town Hall.
Protect Percentage Buildings
An anti-2-star layout must protect more than the Town Hall. If attackers can collect half of the village safely from perimeter structures, a centralized Town Hall may still allow a comfortable result.
Protecting Gold and Elixir at TH3
A TH3 farming layout should protect both Gold and Elixir because each resource supports different upgrades. The objective is not necessarily to prevent all resource loss, but to make one raid work through more than one defended area.
Separate Storage Compartments
Place Gold and Elixir storages in different sections. One Wall Breaker opening or Giant route should not expose every storage.
Use Storages as Buffers
Storage buildings can delay troops while Cannons, the Archer Tower and Mortar continue firing. Use their durability without blocking useful defensive coverage.
Avoid an Overloaded Resource Core
Grouping every storage with the Town Hall, Clan Castle and Mortar may allow one central entry to collect stars and most available loot.
Review Loot Loss by Entry Side
Check which storage attackers reach first and whether the same approach repeatedly exposes multiple resource buildings. Move individual storages before replacing the complete farming layout.
Important Defensive Zones at TH3
TH3 has a limited number of defensive buildings, so every placement decision matters. Important targets should be separated without leaving defenses too isolated to support one another.
- Town Hall zone: protect the unarmed Town Hall with surrounding coverage rather than relying on the building itself.
- Mortar zone: cover grouped support troops, perimeter percentage and resource-raiding routes.
- Archer Tower zone: protect the village’s main built-in air-targeting defense from an inexpensive ground entry.
- Cannon zones: create separate ground-defense areas and avoid placing every Cannon on the same route.
- Clan Castle zone: make defending reinforcements difficult to activate and defeat safely before the main attack.
- Storage zones: separate Gold and Elixir so one opening does not expose every valuable resource building.
- Wall Breaker zones: avoid one wall section that opens direct access to the complete core.
- Bomb zones: place traps where Giants or support troops are likely to gather.
- Back-end zone: preserve defensive damage for troops that survive the first compartment.
Common TH3 Attack Threats
TH3 attackers can combine Giants, Wall Breakers, Barbarians, Archers, Goblins and Clan Castle reinforcements. No layout should be described as capable of stopping every possible troop combination.
Giant and Archer Attacks
Giants absorb defensive fire while Archers remove buildings from range. Use compartments and Mortar coverage to separate or damage the support group before it clears the village.
Mass Giant Attacks
A large Giant group may overwhelm one compact defensive section. Separate defensive targets and preserve Cannons, traps or the Archer Tower for later stages of the attack.
Barbarian and Archer Raids
Large groups of low-hitpoint troops can collect exposed buildings quickly. Mortar coverage and protected perimeter buildings reduce safe percentage.
Goblin Farming Raids
Goblins prioritize resource buildings and can move quickly between collectors and storages. Separate resource sections and keep important storages under defensive coverage.
Wall Breaker Openings
Wall Breakers allow attackers to choose a specific compartment. Offset walls so one successful opening does not expose the complete core.
Clan Castle Reinforcement Attacks
Donated troops can add damage, durability or air capability beyond the standard TH3 army. Maintain balanced coverage instead of depending on one defense to stop the complete attack.
TH3 War Layout or Farming Layout?
A war attacker can inspect the village and prepare a specific army, Clan Castle combination and entry. War layouts therefore benefit from uncertain routes, separated defenses and traps placed against likely attacks.
Farming layouts prioritize the cost of reaching Gold and Elixir storages. A farming base may still defend stars, but it should mainly be evaluated by how much loot attackers can reach through one opening.
Choose a War Layout When
Your priority is making a planned three-star attack more difficult, preserving back-end defenses and forcing attackers to divide troops between several objectives.
Choose a Farming Layout When
Your priority is separating Gold and Elixir so one raid cannot reach every important storage through the same entry.
How to Choose a TH3 Layout from This Page
Begin with the intended purpose of the layout rather than choosing the most compact or unusual-looking design. War, farming and star-denial layouts should be evaluated according to different objectives.
- Choose the correct category: decide whether your main goal is war, farming, trophy defense, resource protection, air defense or star denial.
- Inspect Town Hall access: make sure the unarmed Town Hall cannot be taken too cheaply.
- Review Mortar protection: avoid allowing the first Giant or Wall Breaker entry to remove the main splash defense.
- Check Mortar coverage: confirm that it reaches likely Archer, Barbarian, Goblin and support-troop groups.
- Protect the Archer Tower: preserve the main built-in defense that can target flying units.
- Inspect Giant routes: one wall opening should not connect every major defense.
- Check Clan Castle activation: avoid an inexpensive lure before the main attack begins.
- Inspect storage distribution: one entry should not expose every Gold and Elixir storage.
- Review bomb placement: traps should follow realistic Giant and support-troop routes.
- Check the back end: enough defensive power should remain after the first important section has been destroyed.
How to Use TH3 Copy Links
Open the copy link for the layout you want and review the complete design in the Clash of Clans Layout Editor. Confirm that every building, wall, trap and defense has been placed before activating the layout.
After copying, inspect the Clan Castle position, Mortar coverage, Archer Tower protection, Town Hall access, storage distribution, wall compartments and bomb locations.
TH3 does not have Heroes, spells, an Air Defense or Siege Machines. Evaluate the design around Giants, Wall Breakers, Barbarians, Archers, Goblins and Clan Castle reinforcements.
Treat the copied layout as a starting design rather than a guaranteed defensive result. Adjust individual walls, traps and buildings according to your upgrade levels and the routes shown in defensive replays.
Common TH3 Base-Building Mistakes
- Exposing the Mortar: Giants or ranged troops may remove the main splash defense before the full attack begins.
- Ignoring the Mortar blind area: nearby Cannons and the Archer Tower should protect troops that move close to it.
- Exposing the Archer Tower: the village may have little built-in response to flying reinforcements after it is destroyed.
- Creating one direct Giant route: one wall opening should not connect every defensive building.
- Building one large compartment: one Wall Breaker entry may expose the complete village center.
- Grouping every important building: one central attack may remove the Mortar, Clan Castle, Town Hall and storages together.
- Leaving an easy Clan Castle lure: defending troops may be removed safely before the main deployment.
- Leaving excessive safe percentage: attackers may collect many outside buildings without entering defensive range.
- Using bombs in random gaps: traps should follow realistic Giant and support-troop movement.
- Grouping all storages: one successful entry may collect most available Gold and Elixir.
- Leaving storages outside coverage: Goblins and ranged troops may collect valuable resources without facing enough damage.
- Calling one layout anti-everything: every design has trade-offs between ground, air, resource and star protection.
- Replacing a layout after one replay: look for repeated attack patterns before changing the complete design.
When Should You Change Your TH3 Layout?
Adjust the layout when several defensive replays show the same successful Giant route, Wall Breaker opening, Clan Castle lure, Mortar takedown, Goblin farming path or exposed storage compartment.
Begin with a targeted adjustment rather than replacing the complete base. Move an exposed defense, change a wall opening, reposition the Mortar, adjust a bomb, separate storages or strengthen the final defensive section.
Review additional defensive battles after each meaningful change. Changing too many elements at once makes it difficult to determine which adjustment improved or weakened the layout.
Why Rotating TH3 Layouts Can Help
Layout rotation can be useful when opponents recognize the same design or when one base repeatedly performs poorly against the attacks common in your multiplayer or Clan War environment.
Rotation should be based on defensive evidence rather than a fixed schedule. Keep separate layouts for war, farming, trophy defense and all-round use when those goals require different Town Hall positions and storage arrangements.
How These TH3 Layouts Are Reviewed
Layouts may be community-submitted or editorially reviewed for their Town Hall level, image, category, visible structure and copy-link availability. Publication does not automatically mean that a layout has undergone controlled defensive testing.
Visit the layout review methodology to learn how submissions, descriptions, corrections, review labels and testing information are handled.
Explore this page to choose a TH3 base layout for war, farming, trophy defense, resource protection, air defense or star denial. No Town Hall 3 Clash of Clans base can guarantee a successful defense. Review your replays and adjust Mortar protection, Archer Tower placement, Giant routes, Clan Castle access, bombs, storage compartments and back-end coverage according to the attacks you actually face.