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COC Bases: TH4 Layouts Hub (All Base Types)

All TH4 layouts in one place — war, farming, defense, hybrid, anti-star and all-round bases. Choose the right base style for your goal.

Complete Guide to TH4 Base Layouts

Town Hall 4 is an early stage where wall compartments, defensive coverage, trap placement and building order begin to influence attacks more clearly. Players can use Giants, Wall Breakers, Archers, Barbarians, Balloons, Clan Castle reinforcements and the Barbarian King to create more focused entries.

A useful TH4 base layout should protect its Air Defense, preserve Mortar coverage, make direct Giant routes less efficient and separate Gold and Elixir storages so one opening does not expose every valuable building. It should also account for the attacking and defending Barbarian King.

Use this hub to choose a Town Hall 4 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, wall structures, storage arrangements and trap locations.

TH4 War Layouts

TH4 war layouts are intended to make a planned three-star attack more difficult. They protect important defenses, complicate Wall Breaker entries, reduce direct Giant paths 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 the Barbarian King, Clan Castle troops and main army between more than one defended section.

TH4 Farming Layouts

TH4 farming layouts distribute Gold and Elixir storages across protected sections of the village. Their purpose is to prevent one quick raid from reaching every storage while you continue upgrading defenses, troops, army buildings and walls.

Avoid grouping every storage in one small compartment. Separate resource areas can make attackers choose between collecting loot, securing the Town Hall and clearing the rest of the village.

TH4 Defense Layouts

Defense layouts are intended for regular multiplayer. They balance Town Hall protection, percentage denial, Air Defense coverage, Mortar support, Clan Castle influence and defensive Barbarian King placement.

Choose this category when you need general protection against several common TH4 armies rather than a layout designed for one specific war attack.

TH4 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, Air Defense and Clan Castle.

This style is suitable when you prefer one active village layout for everyday progression instead of changing frequently between farming and defensive designs.

TH4 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 outside buildings and compartments that require an early troop or Hero commitment.

The TH4 Town Hall does not defend itself. Its protection must come from walls, surrounding defenses, traps, Clan Castle troops and the defending Barbarian King.

TH4 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.

TH4 Anti-Air Layouts

TH4 anti-air layouts protect the Air Defense and support it with Archer Towers, air traps and difficult ground access. These layouts are useful when Balloons or donated flying troops repeatedly reach the defensive core.

An anti-air layout should not depend on one isolated Air Defense. Air-targeting buildings and traps should create pressure across more than one part of the expected flight path.

TH4 All-Rounder Layouts

All-rounder layouts balance protection against common ground and air attacks. They do not claim to stop every possible strategy and do not focus entirely on one resource or star-denial objective.

Choose this style for regular multiplayer when you want distributed traps, practical storage protection and no deliberate weakness against either Giants or Balloons.

TH4 Trophy Layouts

Trophy layouts make the Town Hall and easy percentage buildings more difficult to collect together. Defensive pressure should be spread across several areas rather than concentrated entirely in one small core.

Review multiple defensive battles before judging the layout. One result may reflect the attacker’s troop levels or Clan Castle reinforcements rather than a permanent weakness in the design.

TH4 Troll and Fun Layouts

Troll and fun layouts use unusual walls, decorative shapes or unexpected building arrangements. Their primary 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 4 Base Building Different?

Town Hall 4 now gives players access to their first Hero, the Barbarian King. This introduces Hero-led funneling and defensive Hero placement much earlier in village progression.

The attacking King can clear outside structures, support Giants or move through a compartment opened by Wall Breakers. The defending King can delay ground troops and attack support units while nearby defenses continue firing.

Air Defense placement is also important because Balloons ignore walls and move directly between defensive buildings. A poorly protected Air Defense may be removed by ground troops before the main flying army is deployed.

TH4 does not have the advanced defensive systems found at higher Town Halls. Effective layouts depend on basic but important decisions involving walls, Mortar coverage, Air Defense protection, Clan Castle placement, storage separation and realistic trap routes.

Early Barbarian King Pathing

The Barbarian King can remove outside buildings and help create a clear entry for the main army. Avoid placing the Town Hall, Clan Castle and several storages along one accessible edge.

Wall and building offsets should make the attacking King change direction or enter additional defensive coverage before reaching several valuable targets.

Air Defense Protection

The Air Defense should be difficult for Giants, Wall Breakers and the Barbarian King to reach through one simple opening.

Support it with Archer Towers and other nearby defenses while avoiding one overloaded compartment containing every important building.

Planning around the Barbarian King

The Barbarian King is available at TH4 under the current progression system. His presence changes both attacking and defending because he has more durability and damage than normal early-game troops.

A TH4 layout should not offer the King a simple edge route through resource buildings, the Clan Castle and Town Hall. Important structures should be positioned so the King must change direction or move into overlapping defenses.

Break Direct King Routes

Avoid arranging several valuable buildings in one straight or curved line along the outside of the village. The attacking King should not be able to clear an entire side without entering meaningful defensive range.

Protect Wall Openings

Wall Breakers may open a route for the King and Giants. Cannons, Archer Towers and the Mortar should cover likely entry walls rather than leaving the most valuable compartment unprotected.

Place the Defending King under Coverage

Position the defending King where nearby defenses can continue attacking while he engages ground troops. An isolated King may be defeated without the attacker facing much additional damage.

Avoid an Easy King Lure

Do not place the defending King so close to the edge that a small troop group can pull him away from the village before the main attack begins.

Separate King and Clan Castle Pressure

The defending King and Clan Castle troops can create two separate defensive encounters. Grouping both in one exposed area may allow attackers to handle them with the same troop group.

Review King Routes in Replays

Watch which edge buildings the King targets first and whether the same route repeatedly provides access to several valuable structures. Adjust individual walls or buildings before replacing the complete layout.

How to Protect the TH4 Air Defense

The Air Defense is one of the most important TH4 buildings against Balloons and flying Clan Castle troops. Its value depends on remaining active long enough to affect the main air group.

Placing it in the middle can make it harder to reach, but placing every valuable building around it may create one central compartment that a Giant and Wall Breaker entry can solve.

Protect It from Giants

Giants target defensive buildings and may move directly toward the Air Defense after a wall is opened. Use defensive spacing so one Giant path does not connect every major defense.

Protect It from the Barbarian King

Avoid placing the Air Defense beside an exposed edge wall where the attacking King can reach it without passing through other defensive ranges.

Support It with Archer Towers

Archer Towers can attack both ground and air units. Position them so Balloons approaching the Air Defense remain under additional defensive pressure.

Avoid One Removable Anti-Air Zone

Do not group all air-targeting defenses and traps in one small area. One successful ground entry should not remove the entire anti-air plan.

Planning against Balloon Attacks

Balloons ignore walls and target defensive buildings. Their route is influenced by the position of Cannons, Archer Towers, the Mortar, Air Defense and any other defensive targets.

An effective TH4 anti-air design should consider which defense the Balloons will target first, where they will travel next and whether the Air Defense remains active during that route.

Review Defense-to-Defense Paths

Inspect the likely flight path between defensive buildings. Air traps should be placed along routes Balloons are likely to cross rather than beside unrelated collectors or army buildings.

Avoid a Straight Balloon Route

Do not arrange defensive targets in a simple line leading from the edge through the Air Defense and toward the Town Hall. Offset buildings to create direction changes.

Protect the Back-End Archer Tower

Preserve at least one air-targeting defense for Balloons that survive the opening. A layout with all air damage at the entry may be easier to finish after that section falls.

Distribute Air Traps

Avoid placing every air trap beside the first defensive target. Balloons reaching the middle or back end should continue facing trap pressure.

Using Mortar Coverage at TH4

The Mortar provides long-range splash damage against grouped ground troops. It is especially useful against Barbarians, Archers and support troops moving behind Giants.

Mortar placement should cover likely troop-gathering areas without leaving the defense exposed to a simple Barbarian King or Wall Breaker entry.

Cover Giant Support Troops

Giants may absorb Cannon and Archer Tower fire while Archers attack from behind. Place the Mortar where its splash damage can reach the support group rather than focusing only on the Giants.

Protect Storage Areas

Mortar coverage near separated storage compartments can pressure groups of Barbarians, Archers or Goblins used during resource raids.

Keep It away from the First Entry

Avoid exposing the Mortar where Giants or the Barbarian King can remove it immediately. It should remain active long enough to influence the main group of support troops.

Support Its Blind Area

Troops that move very close to the Mortar may avoid its effective fire. Cannons, Archer Towers, traps and the defending King should protect the surrounding compartment.

Common Mortar Placement Mistakes

  • Exposing it near the edge: Giants or the Barbarian King may remove it before the support troops enter.
  • Placing it without nearby support: attackers may enter its compartment without facing enough additional defensive damage.
  • Using it only to protect the Town Hall: its range should also influence likely resource and support-troop routes.
  • Grouping it with every important defense: one wall opening may expose the Mortar, Air Defense and Clan Castle together.
  • Ignoring its close-range weakness: nearby defenses should protect troops that enter the Mortar compartment.

Planning against Giant Attacks

Giants target defensive buildings and absorb damage for Barbarians, Archers or other troops following behind. They are most effective when one wall opening provides a direct sequence of defensive targets.

Break Direct Giant Routes

One wall opening should not connect the Air Defense, Mortar, Clan Castle, Archer Towers and Town Hall. Use offsets and separate compartments to create additional target choices.

Separate Giants from Support Troops

Outside buildings can cause Archers or Barbarians to remain behind while Giants continue toward defenses. This exposes support troops to Mortar and Archer Tower fire.

Use Spring Traps on Real Routes

Place Spring Traps between defensive targets that Giants or other ground units are likely to cross. A trap in an unused gap provides little value.

Preserve Back-End Ground Damage

Keep Cannons, Archer Towers or the defending King active beyond the opening compartment. Surviving Giants should continue facing damage after the first section is destroyed.

Planning against Giant and Archer Attacks

Giant-and-Archer attacks use Giants to absorb defensive fire while Archers clear buildings from behind. The support group can become vulnerable when pathing causes it to separate from the Giants.

Protect the Mortar

The Mortar can damage grouped Archers while Giants attack other defenses. Place it where it cannot be removed through the first wall opening.

Use Building Offsets

Offset outside buildings so Archers stop to attack different targets instead of following one perfect funnel toward the center.

Create More Than One Compartment

A single Wall Breaker opening should not provide access to every defense and storage. Multiple compartments consume additional time and troops.

Protect the Final Buildings

Preserve defenses in different sections so surviving Archers cannot complete the village after all early defensive fire has been removed.

Planning against Mass Archer and Barbarian Raids

Large groups of Barbarians and Archers can quickly remove unprotected outside buildings and collect destruction percentage. Their low individual hitpoints make splash damage and building coverage important.

Protect Perimeter Buildings

Do not leave long rows of collectors, mines and army buildings completely outside defensive range. Some outside structures are useful for time, but excessive exposure provides easy percentage.

Use Mortar Range Deliberately

Position the Mortar so groups collecting perimeter buildings eventually enter its range. Avoid a central placement that leaves the entire outside ring uncovered.

Use Storages as Buffers

Storages can delay groups of low-hitpoint troops while Archer Towers, Cannons or the 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.

Using Spring Traps at TH4

Current Spring Traps target one troop with the highest housing space inside their activation area. A troop within the trap’s capacity can be removed from battle, while a larger troop may be damaged and temporarily disrupted.

This makes troop pathing more important than simply placing a trap in any narrow gap. The trap should be positioned where valuable ground units are likely to travel.

Place Traps between Defensive Targets

Giants move from one defense to another. Narrow spaces between likely defensive targets can create useful Spring Trap positions.

Support the Trap with Defensive Fire

Nearby Cannons, Archer Towers and the defending King should continue attacking when a troop is damaged, removed or interrupted.

Avoid Easily Tested Traps

A trap beside an exposed outside defense may be activated before the main Giant group enters. Deeper routes can be more difficult to test with a small opening deployment.

Review Trap Results

Watch whether important troops cross the intended trap tile. Move the trap when repeated attacks travel around it or trigger it with an unimportant unit.

Protecting an Unarmed TH4 Town Hall

The TH4 Town Hall does not attack enemy units and does not release a defensive effect when destroyed. Its protection comes from its hitpoints, placement, walls, traps and surrounding defenses.

A central Town Hall can make the second star more difficult, but grouping every important defense and storage around it may create one compact compartment that a concentrated Giant attack can enter.

Central Town Hall

A central Town Hall can require attackers to move through several defensive areas. This placement can support anti-2-star layouts when perimeter buildings are not left as completely safe percentage.

Avoid placing the Air Defense, Mortar, Clan Castle, King and every storage inside one small central compartment.

Offset Town Hall

An offset Town Hall can pull attackers away from storages, the Air Defense 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, Clan Castle troops and the defending King must punish that route, or the placement simply exposes the Town Hall.

Percentage Protection

An anti-2-star layout must protect more than the Town Hall. If attackers can collect half of the village safely from perimeter buildings, a centralized Town Hall may still allow a comfortable result.

Clan Castle Placement at TH4

Defensive Clan Castle troops can significantly affect a TH4 attack. A useful Castle position makes reinforcements difficult to activate and defeat safely before the main army is deployed.

Avoid an Easy Clan Castle Lure

Check whether one inexpensive troop can enter the activation area and pull all defensive reinforcements toward an empty corner. Important approaches should require a larger commitment.

Support Defensive Reinforcements

Place the Clan Castle where Cannons, Archer Towers, the Mortar and the defending King can attack while reinforcement troops engage the invaders.

Separate Castle and King Pressure

Clan Castle troops and the defending King can create separate defensive encounters. Grouping both near one exposed edge may let attackers handle them together.

Review the Castle after Copying

Inspect the Clan Castle position in the Layout Editor and confirm that its activation area supports the purpose of the copied design.

Protecting Gold and Elixir at TH4

A TH4 farming layout should protect both Gold and Elixir because each resource supports different village upgrades. The objective is not to prevent every 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 nearby defenses continue firing. Use their durability to protect Cannons, Archer Towers or the Mortar without blocking defensive coverage.

Avoid an Overloaded Resource Core

Grouping every storage with the Town Hall, Clan Castle and major defenses 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 TH4

TH4 has enough valuable defenses, resource buildings and strategic targets that placing everything together can provide excessive value from one entry. Spread important buildings while maintaining useful overlapping coverage.

  • Town Hall zone: protect the unarmed Town Hall with surrounding defenses instead of relying on the building itself.
  • Air Defense zone: protect it from Giant, Wall Breaker and Barbarian King entries.
  • Mortar zone: cover grouped support troops and vulnerable resource areas.
  • Clan Castle zone: avoid allowing defensive reinforcements to be activated and removed safely before the main attack.
  • Defending King zone: place the King where he affects an important ground route under supporting defensive fire.
  • Storage zones: separate Gold and Elixir so one opening does not expose every valuable resource building.
  • Ground trap zones: place Spring Traps and bombs along realistic Giant and King routes.
  • Air trap zones: position traps along likely Balloon paths between defensive buildings.
  • Back-end zone: preserve ground and air damage for troops that survive the first compartment.

Common TH4 Attack Threats

TH4 attackers can combine the Barbarian King, Wall Breakers, Clan Castle reinforcements and several ground or air troop combinations. No layout should be described as capable of stopping every possible attack.

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.

Balloon Attacks

Balloons ignore walls and move between defensive buildings. Protect the Air Defense and distribute air-targeting defenses and traps across realistic flight routes.

Barbarian King Entries

The attacking King can clear the outside or support a Giant entry. Avoid giving him an uncomplicated route through the Clan Castle, Town Hall and several storages.

Mass Giant Attacks

A large Giant group may overwhelm one compact defensive section. Separate defensive targets and preserve Spring Traps, Cannons or the defending King for later stages.

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 or durability beyond the standard TH4 army. Maintain balanced coverage instead of depending on one defense to stop the entire attack.

TH4 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 entry.

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 opening.

How to Choose a TH4 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 bases 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 Air Defense protection: avoid allowing one Giant or Barbarian King route to remove the complete anti-air plan.
  • Check Mortar coverage: confirm that it can reach likely Archer, Barbarian and support-troop groups.
  • Inspect Giant routes: one wall opening should not connect every major defense.
  • Review Barbarian King access: avoid one King route through the Clan Castle, Town Hall and several storages.
  • 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 trap paths: place ground and air traps along routes the relevant troops are likely to cross.
  • Check the back end: enough defensive power should remain after the first important section has been destroyed.

How to Use TH4 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, defense and available Hero position has been placed before activating it.

After copying, inspect the Clan Castle position, defending Barbarian King, Mortar coverage, Air Defense protection, Town Hall access, storage distribution and trap locations.

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 TH4 Base-Building Mistakes

  • Leaving the Air Defense exposed: Giants or the Barbarian King may remove it before Balloons are deployed.
  • Exposing the Mortar: attackers may remove the main splash defense before deploying grouped support troops.
  • Creating one direct Giant route: one wall opening should not connect every important defensive building.
  • Ignoring the Barbarian King: an exposed edge may let the attacking King remove several valuable buildings.
  • Exposing the defending King: attackers may lure or defeat him before starting the main ground push.
  • Grouping every major defense: one central entry may remove the Air Defense, Mortar, Clan Castle and several Archer Towers.
  • Building an overloaded core: grouping the Town Hall, Clan Castle, King, storages and defenses provides excessive value.
  • Leaving an easy Clan Castle lure: defensive reinforcements may be removed safely before the main deployment.
  • Using traps in random gaps: traps should follow realistic Giant, King and Balloon routes.
  • Placing every trap at the entry: surviving troops may face little trap pressure near the back end.
  • Grouping all storages: one successful entry may collect most available Gold and Elixir.
  • Relying on one wall layer: Wall Breakers can create access to an important compartment.
  • Calling one design anti-everything: every layout 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 TH4 Layout?

Adjust the layout when several defensive replays show the same successful Giant route, Balloon path, Barbarian King entry, Wall Breaker opening, Clan Castle lure 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 defending King, adjust a trap, 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 TH4 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 anti-air use when those goals require different Town Hall positions and defensive structures.

How These TH4 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 TH4 base layout for war, farming, trophy defense, resource protection, air defense or star denial. No Town Hall 4 Clash of Clans base can guarantee a successful defense. Review your replays and adjust Air Defense protection, Mortar coverage, Barbarian King routes, Clan Castle placement, traps, storage compartments and back-end defenses according to the attacks you actually face.

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