COC Bases: TH5 All Layouts (War, Farming, Defense & More)
All TH5 layouts in one place — war, farming, defense, hybrid, anti-star and balanced base designs for every play style.
Complete Guide to TH5 Base Layouts
Town Hall 5 introduces more structured attacking through the Spell Factory,
Wizards, stronger army combinations and additional defensive coverage.
Attackers can use Giants to absorb damage, Wall Breakers to open selected
compartments, Wizards to clear buildings from range, Balloons to target defenses
and the Barbarian King to create or support an entry.
A useful TH5 base layout should protect its Wizard Tower and
Air Defense, separate important storages, complicate direct Giant routes and
place traps where attacking troops are realistically likely to travel.
It should also avoid grouping every important building inside one compact core.
Use this hub to choose a Town Hall 5 layout according to your main objective.
War, farming, defense, hybrid, anti-air, anti-2-star and anti-3-star layouts
use different Town Hall positions, storage arrangements, wall compartments
and trap plans.
TH5 War Layouts
TH5 war layouts are designed to make a planned three-star attack more difficult. They separate important defenses, complicate Wall Breaker access, protect the Clan Castle and preserve defensive damage for the final part of an attack.
Choose a war layout when Clan Wars are your priority. The design should force attackers to divide their Barbarian King, spells, reinforcement troops and main army between several defended areas.
TH5 Farming Layouts
TH5 farming layouts distribute Gold and Elixir storages across defended sections of the village. Their purpose is to prevent one quick raid from reaching every valuable storage while you continue upgrading troops, defenses, army buildings and walls.
Avoid placing all storages in one central group. Separate resource compartments can make attackers choose between collecting loot, securing the Town Hall and clearing the rest of the village.
TH5 Defense Layouts
Defense layouts are intended for regular multiplayer. They balance Town Hall protection, percentage denial, ground coverage, air coverage, defensive King placement and Clan Castle influence.
Choose this category when you want broad coverage against several common TH5 armies rather than a layout prepared for one particular war opponent.
TH5 Hybrid Layouts
Hybrid layouts combine resource protection with trophy and star defense. Storages can be used as high-hitpoint buffers, but they should not create an easy route toward the Town Hall, Wizard Tower or Clan Castle.
This style is suitable for everyday progression when you prefer one active village design instead of frequently changing between separate farming and defensive layouts.
TH5 Anti-2-Star Layouts
Anti-2-star layouts try to make the Town Hall and the required destruction percentage difficult to collect together. They may use a central Town Hall, protected perimeter buildings and compartments that require an early troop, spell or Hero commitment.
The TH5 Town Hall does not attack enemy units. Its protection must come from surrounding defenses, walls, traps, the defending Barbarian King and Clan Castle reinforcements.
TH5 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 paths are less direct and defensive strength remains in the final section of the village.
Choose this style for war when preventing a full clear matters more than producing the lowest possible destruction percentage.
TH5 Anti-Air Layouts
TH5 anti-air layouts use the Air Defense, Archer Towers, Wizard Tower, Hidden Teslas and air traps to pressure Balloons and flying Clan Castle reinforcements.
Use an anti-air layout when defensive replays show an exposed Air Defense, a direct Balloon path or weak air-targeting coverage near the back of the village.
TH5 All-Rounder Layouts
All-rounder layouts balance protection against common ground and air attacks. They do not claim to stop every possible army and do not focus entirely on one resource or star-denial objective.
Choose this style for general multiplayer when you want distributed traps, practical storage protection and balanced defensive coverage.
TH5 Trophy Layouts
Trophy layouts make the Town Hall and easy percentage buildings more difficult to collect together. Defensive pressure should be spread across several sections instead of concentrated entirely in one small core.
Evaluate several defensive battles before judging a trophy layout. One result may reflect the attacker’s troop levels, reinforcement troops or execution rather than a permanent problem with the complete design.
TH5 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 or resource defense.
Review the underlying compartments and defensive coverage before using a creative design in an important battle. An unusual appearance does not automatically create difficult troop movement.
What Makes Town Hall 5 Base Building Different?
TH5 introduces the Spell Factory and gives attackers access to spell-supported plans. A Lightning Spell can weaken or remove a selected defense, so important buildings should not be grouped in a way that gives one spell unnecessary additional value.
The Wizard Tower adds splash damage against groups of ground or air troops. Its placement is especially important against Archers, Barbarians, Wizards, Balloons and support troops that gather behind Giants.
The Barbarian King is available under the current progression system, although he cannot yet be upgraded or assigned Hero Equipment at TH5. He can still clear outside buildings, support a ground entry and create an additional defensive encounter.
TH5 does not have an Air Sweeper, Healer, Siege Machine, Hero Equipment, X-Bow or Inferno Tower. Base building should therefore focus on fundamental wall pathing, splash coverage, Air Defense protection, Clan Castle placement and deliberate trap routes.
Wizard Tower Placement
The Wizard Tower should cover a route where groups of attacking troops are likely to gather. Its splash damage is more useful when Giants, Balloons or support troops remain within range for more than one attack.
Avoid exposing it near the deployment boundary where ranged troops or the Barbarian King can remove it before the main army enters.
Spell-Based Entries
Spell access allows attackers to weaken a selected defensive area before committing the main army. Separate valuable defenses so one spell-supported entry does not solve the complete village.
Review whether the Air Defense, Wizard Tower, Mortar and Clan Castle are concentrated along the same approach.
How to Place the Wizard Tower at TH5
The Wizard Tower is one of the most important TH5 defenses because it damages groups of ground and air units. Its position should protect a realistic attack route while remaining supported by other defenses.
Protect Storage Compartments
A Wizard Tower near separated storages can damage Barbarians, Archers, Goblins or Wizards used to collect resources. The storages can delay those troops while the tower continues attacking.
Avoid placing every storage beside the Wizard Tower, because one central entry may then expose all resources and the splash defense together.
Cover Giant Support Troops
Giants may absorb Cannon and Archer Tower fire while Wizards or Archers attack from behind. Position the Wizard Tower where it can reach the support group instead of focusing only on the Giants.
Support Air Defense
The Wizard Tower can attack grouped Balloons and should contribute to an air-defense zone without standing directly beside every other air-targeting building.
A concentrated group may allow the same entry to remove the Air Defense, Wizard Tower and an Archer Tower together.
Preserve Splash Damage for the Back End
Do not expose the Wizard Tower as the first defense destroyed when its splash damage is intended to protect the middle or final section. Surviving troop groups should continue facing area damage later in the attack.
Common Wizard Tower Placement Mistakes
- Exposing it near the edge: ranged troops or the Barbarian King may remove it before the main army enters.
- Placing it in an unused compartment: splash damage provides little value when attacking groups rarely travel through its range.
- Grouping it with every important defense: one concentrated entry may remove the Wizard Tower, Air Defense, Mortar and Clan Castle.
- Leaving it unsupported: attackers may approach the tower without entering the range of enough nearby defenses.
- Ignoring Balloon routes: the Wizard Tower can target air troops and should contribute to the anti-air plan.
- Using all splash coverage at the opening: grouped troops may face little area damage after the first compartment falls.
Planning around the TH5 Spell Factory
Spell access gives TH5 attackers another way to prepare an entry before the main army reaches the walls. Base builders should avoid depending entirely on one defense or one small compartment to stop an attack.
Important defenses should be separated enough that weakening one target does not remove all protection from the same route. The village should continue applying pressure after the first defensive objective has been destroyed.
Protect the Air Defense
The Air Defense is a common target when attackers plan to use Balloons or donated flying troops. Avoid placing it where ground troops can reach it immediately after one wall opening.
Support it with Archer Towers, Hidden Teslas or the Wizard Tower so the surrounding area remains dangerous.
Separate High-Value Defenses
Do not place the Air Defense, Wizard Tower and Mortar together merely because they are important. Separation can force attackers to use troops in more than one section.
Keep a Second Damage Zone
If the first important defense is weakened or removed, another defensive section should remain active. This prevents one spell-supported opening from solving the complete layout.
Review Spell Value in Replays
Watch which defense attackers target before deploying their main army. Move or separate buildings when the same spell consistently removes too much defensive value.
Planning TH5 Air Defense
TH5 air defense depends on the relationship between the Air Defense, Archer Towers, Wizard Tower, Hidden Teslas and air traps. Since there is no Air Sweeper at this level, placement and overlapping ranges are the main ways to control Balloon routes.
An Air Defense should be protected from ground troops without being placed beside every other important building. A successful ground entry should not remove the complete anti-air network before Balloons are deployed.
Protect the Air Defense from Ground Entries
Use walls and defensive ranges to make the Air Defense difficult to reach with Giants, Wizards or the Barbarian King. It should not be the first building available through an obvious wall opening.
Create Air Crossfire
Position Archer Towers, the Wizard Tower and Hidden Teslas so Balloons attacking one defense remain under pressure from another direction. Avoid relying on the Air Defense alone.
Use Air Traps on Likely Routes
Place Air Bombs along realistic paths between defensive buildings. Random trap placement may leave the most direct Balloon route unprotected.
Preserve Back-End Air Coverage
Keep at least part of the air-targeting network active near the final section. Balloons that survive the first defenses should continue facing Archer Towers, Teslas, the Wizard Tower or traps.
Planning against Balloon Attacks
Balloons target defensive buildings and move from one defense to the next. Their route is influenced by the positions of Cannons, Archer Towers, Mortars, the Wizard Tower, Air Defense and Hidden Teslas.
Review Defense-to-Defense Paths
Inspect which defense Balloons are likely to target after the first building. Place air traps where they are likely to travel rather than beside unrelated resource or army buildings.
Protect the Wizard Tower
The Wizard Tower can damage grouped Balloons. Avoid allowing a small ground group to remove it before the main air army is deployed.
Avoid a Direct Air Route
Do not arrange defensive buildings in a simple line that carries Balloons from the edge through the Air Defense and toward the Town Hall. Offset defensive targets to create route changes.
Distribute Air Traps
Avoid placing every air trap beside the first defensive target. Preserve some trap pressure for Balloons that reach the middle or back of the village.
Planning against Giant and Wizard Attacks
Giants target defensive buildings and absorb damage while Wizards attack from behind them. This army becomes more effective when one wall opening leads through several important defensive compartments.
Break Direct Giant Routes
One Wall Breaker opening should not connect the Wizard Tower, Air Defense, Mortar, Clan Castle and Town Hall. Use offset walls and separated compartments to require additional entries.
Target the Support Troops
Mortars and the Wizard Tower should pressure Wizards and Archers behind the Giants. Removing the support group can leave the tanks without enough damage to clear the remaining village.
Separate Giants from Wizards
Building offsets and wall shapes can cause Wizards to stop at outside structures while Giants continue toward defenses. This separation exposes support troops to splash damage.
Preserve Back-End Ground Damage
Keep Cannons, traps or the defending Barbarian King active beyond the opening compartment. Surviving Giants should continue facing damage after the first defensive section is destroyed.
Planning against Mass Giant Attacks
A large Giant group can overwhelm a compact defensive section, especially when Wall Breakers provide direct access and support troops remove surrounding buildings. The layout should create more than one ground objective.
Create Separate Defensive Sections
Spread Cannons, Archer Towers and splash defenses so one Giant group cannot move through every important target in a simple sequence.
Use Walls to Redirect
Wall compartments should create target choices and route changes. One broken wall section should not provide access to the complete village.
Use Traps after Target Changes
Place Spring Traps and bombs where Giants are likely to group while moving from one defense to the next. Avoid filling random empty tiles without reviewing troop target order.
Protect the Final Defenses
Preserve a Cannon group, Archer Tower, Tesla or defending King for the back end. A layout that uses every ground defense at the entry may be easier to finish.
Planning against Wall Breaker Entries
Wall Breakers allow attackers to choose a specific compartment instead of waiting for normal troops 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, Clan Castle, Wizard Tower, Air Defense and several storages together.
Use Offset Walls
Offset compartments can require attackers to open more than one wall section. This consumes time and troops while nearby defenses continue attacking.
Protect Likely Wall Targets
Cannons, Archer Towers and splash defenses should cover wall sections attackers are likely to open. Avoid leaving the most valuable entry without meaningful defensive fire.
Review Wall Breaker Replays
Watch which wall section attackers choose repeatedly. Adjust nearby buildings, traps or compartments when one opening consistently gives access to too much value.
Planning around the Barbarian King
The Barbarian King is available at TH5 under the current progression system. He cannot yet be upgraded or given Hero Equipment, but he can still clear exterior buildings, support Giants and enter compartments opened by Wall Breakers.
The defending King can also delay a ground army and attack support troops. His position should create a useful encounter without allowing attackers to pull him into an empty area before the main attack.
Break Direct King Routes
Avoid placing the Town Hall, Clan Castle and several storages along one accessible edge. Use wall and building offsets to make the attacking King change direction.
Protect Valuable Edge Buildings
Important buildings near the deployment boundary should receive support from nearby defenses. The King should not be able to clear one side without entering meaningful defensive range.
Place the Defending King under Coverage
Position the defending King where Cannons, Archer Towers or the Wizard Tower can continue attacking while he engages enemy ground troops.
Separate King and Clan Castle Pressure
The defending King and Clan Castle troops can create two separate encounters. Grouping both in one exposed area may let attackers handle them with the same troop group.
Using Spring Traps at TH5
Current Spring Traps select one troop within their activation area. A troop within the trap’s capacity can be ejected, while a larger troop may be damaged and briefly disrupted.
Place Spring Traps on realistic ground routes instead of filling arbitrary gaps. Nearby defenses should be able to benefit when a troop is removed, damaged or temporarily interrupted.
Place Traps between Defenses
Giants move from one defensive building to another. Narrow spaces between likely targets can create useful Spring Trap positions.
Avoid Easily Tested Traps
A trap beside an exposed outside defense may be triggered before the main Giant group enters. Deeper trap routes can be harder to test with a small opening group.
Support Trap Disruption
Cannons, Archer Towers and the defending Barbarian King should continue attacking while a troop is removed or interrupted by the trap.
Review Trap Results
Watch whether important troops cross the intended trap tile. Move the trap when repeated attacks travel around it or activate it with an unimportant unit.
Protecting an Unarmed TH5 Town Hall
The TH5 Town Hall does not attack enemy units and does not release a defensive effect when destroyed. Its protection comes from its hitpoints, walls, traps and surrounding defenses.
A central Town Hall can make the second star more difficult, but placing every important defense and storage around it may create one compact area that a concentrated Giant or Balloon army can solve.
Central Town Hall
A central Town Hall can require attackers to pass through several defensive sections. This position can support an anti-2-star design when outside percentage buildings are also protected.
Avoid placing the Air Defense, Wizard Tower, Clan Castle, King and every storage inside the same small compartment.
Offset Town Hall
An offset Town Hall can pull attackers away from important storages, the Air Defense or a stronger back-end section. Its position should create a trade-off rather than offer an inexpensive star.
Teaser Town Hall
A teaser-style Town Hall encourages attackers to begin from a predictable side. Hidden Teslas, traps, Clan Castle troops and the defending King must punish that route, or the Town Hall is simply exposed.
Percentage Protection
An anti-2-star design must protect more than the Town Hall. If attackers can collect half of the village safely from perimeter buildings, a central Town Hall may still allow a comfortable two-star result.
Clan Castle Placement at TH5
Defensive Clan Castle troops can significantly affect a TH5 attack. A useful Castle position makes the 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 nearby defenses and the defending King can attack while reinforcement troops engage the invading army. Avoid isolated positions with little supporting damage.
Separate Castle and Town Hall Value
Placing the Clan Castle, Town Hall and every important defense in one compartment may allow a single entry to gain too much value. Use connected but separate defensive zones.
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 layout.
Protecting Gold and Elixir at TH5
TH5 farming layouts should protect both Gold and Elixir because each resource supports different upgrades. The goal is not necessarily to prevent all loot loss, but to make it difficult for one raid to reach every storage.
Separate Storage Compartments
Place Gold and Elixir storages in different defended sections. One Wall Breaker entry or Giant route should not expose all available resources.
Use Storages as Defensive Buffers
Storage buildings can delay attacking troops while nearby defenses continue firing. Use this durability to protect Cannons, Archer Towers or splash defenses without blocking their coverage.
Avoid an Overloaded Resource Core
Grouping every storage with the Town Hall and Clan Castle may allow one central army to collect both stars and most available loot. Use separate approach routes.
Review Loot Loss by Entry Side
Check which storage attackers reach first and whether the same route repeatedly exposes several resource buildings. Move individual storages before replacing the complete layout.
Important Defensive Zones at TH5
TH5 contains enough valuable defenses and resource buildings that placing everything together can give one attack excessive value. Spread important targets while maintaining useful overlapping coverage.
- Town Hall zone: protect the unarmed Town Hall with surrounding defenses rather than relying on the building itself.
- Wizard Tower zone: cover realistic Giant-support, Balloon and resource-raiding routes.
- Air Defense zone: protect it from an inexpensive ground entry and support it with other air-targeting defenses.
- Mortar zone: use its long-range splash damage against Archers, Barbarians, Wizards and other grouped support troops.
- 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 path under supporting defensive fire.
- Storage zones: separate Gold and Elixir so one entry does not expose every important resource building.
- Ground trap zones: place Spring Traps and bombs along realistic Giant and Barbarian King routes.
- Back-end zone: preserve air and ground damage for troops that survive the first compartments.
Common TH5 Attack Threats
TH5 attackers can combine the Barbarian King, Lightning Spells, Clan Castle reinforcements and several ground or air armies. No layout should be described as capable of stopping every possible combination.
Giant and Wizard Attacks
Giants absorb defensive fire while Wizards deal damage from behind. Use wall compartments, Mortars and the Wizard Tower to separate or damage the support troops before they clear the complete village.
Balloon Attacks
Balloons target defenses and follow defense-to-defense routes. Use protected Air Defense placement, Archer Towers, the Wizard Tower, Teslas and distributed air traps to pressure them in several sections.
Barbarian King Entries
The attacking King can clear exterior buildings or enter the village with Wall Breaker support. Avoid giving him a simple route through the Town Hall, Clan Castle and multiple storages.
Mass Giant Attacks
Large Giant groups may overwhelm one compact defensive section. Separate important defenses and preserve traps or ground damage for later stages of the attack.
Wall Breaker Openings
Wall Breakers can create direct access to a selected compartment. Offset walls so one successful opening does not expose every important defense and storage.
Clan Castle Reinforcement Attacks
Donated troops can add damage or durability beyond the standard TH5 army. Maintain balanced coverage instead of depending on one defense to stop the complete attack.
TH5 War Layout or Farming Layout?
A war attacker can inspect the village and prepare a specific army, spell plan, Clan Castle combination and entry. War layouts therefore benefit from uncertain routes, separated defenses and traps placed against likely planned 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 approach.
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 and spells 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 TH5 Layout from This Page
Begin with the purpose of the layout rather than selecting 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 Wizard Tower placement: confirm that it covers a realistic grouped-troop or Balloon route.
- Check Air Defense protection: avoid allowing one ground entry to remove the complete anti-air plan.
- Inspect Giant routes: one wall opening should not connect every important defense in a straight line.
- 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.
- Check the back end: enough defensive power should remain after the first important section has been destroyed.
- Match your upgrade levels: a copied layout may behave differently while the Wizard Tower, Air Defense, King, traps or walls are still developing.
How to Use TH5 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 King location, Wizard Tower coverage, Air Defense protection, Town Hall access, storage distribution and trap groups.
TH5 does not have Siege Machine access, an Air Sweeper or the Blacksmith. Evaluate the design around Balloons, Giant pushes, Wall Breakers, Lightning Spells, the Barbarian King and Clan Castle reinforcements.
Treat the copied layout as a starting design. Make targeted adjustments according to your upgrade levels and the repeated routes shown in your defensive replays.
Common TH5 Base-Building Mistakes
- Exposing the Wizard Tower: attackers may remove the main splash defense before deploying grouped troops.
- Leaving the Air Defense unprotected: a Giant or King entry may remove it before Balloons are deployed.
- Creating one direct Giant route: one wall opening should not connect every important defensive building.
- Grouping every major defense: one concentrated entry may remove the Wizard Tower, Air Defense, Mortar and Clan Castle.
- Using traps in random gaps: traps should follow realistic Giant, King and Balloon movement.
- Placing every trap at the entry: surviving troops may face little trap pressure in the final section.
- Building an overloaded core: grouping the Town Hall, Clan Castle, King, storages and major defenses can provide excessive value.
- Leaving an easy Clan Castle lure: defensive reinforcements may be removed safely before the main deployment.
- Exposing the defending King: attackers may pull or defeat him before deploying their main ground army.
- Grouping all resource storages: one successful entry may collect most available Gold and Elixir.
- Relying on one wall layer: Wall Breakers can open access to important compartments.
- Claiming one base counters 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 TH5 Layout?
Adjust the layout when several defensive replays show the same successful Giant route, Balloon path, Wall Breaker opening, Barbarian King entry, Clan Castle lure or unprotected storage compartment.
Begin with a targeted adjustment rather than replacing the complete design. Move an exposed defense, change a wall opening, reposition the Wizard Tower, adjust an air trap, move the defending King, separate storages or strengthen the final defensive section.
Review additional defensive battles after each meaningful change. Changing too many parts at once makes it difficult to determine which adjustment improved or weakened the layout.
Why Rotating TH5 Layouts Can Help
Layout rotation can be useful when opponents recognize the same design or when one base repeatedly performs poorly against the armies 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 TH5 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 TH5 base layout for war, farming, trophy defense, resource protection, air defense or star denial. No Town Hall 5 Clash of Clans base can guarantee a successful defense. Review your replays and adjust Wizard Tower placement, Air Defense protection, Giant routes, Barbarian King positioning, traps, storage compartments and back-end coverage according to the attacks you actually face.