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COC Bases: TH6 All Layouts (War, Farming, Defense & More)

All TH6 layouts in one place — war, farming, defense, hybrid, anti-star and balanced base designs for every play style.

Complete Guide to TH6 Base Layouts

Town Hall 6 introduces more structured ground and air attacks. Players can combine Giants, Wizards, Balloons, Wall Breakers, Healers, spells, Clan Castle troops and the Barbarian King to create clearer funnels and more focused entries.

A useful TH6 base layout should protect important defenses without placing every valuable building in one compartment. It should make Giant and Wizard paths less direct, protect air-targeting defenses from early removal, place traps along realistic troop routes and prevent the Barbarian King from reaching several important targets through one opening.

Use this hub to choose a Town Hall 6 layout according to your current objective. War, farming, defense, hybrid, anti-air, anti-2-star and anti-3-star layouts use different Town Hall positions, storage arrangements, wall structures and trap plans.

TH6 War Layouts

TH6 war layouts are designed to make a planned three-star attack more difficult. They separate important defenses, complicate direct routes through the village and preserve traps or defensive damage for the final stage of an attack.

Choose a war layout when Clan Wars are your main priority. The design should force attackers to divide the Barbarian King, spells, Clan Castle reinforcements and the main army between several defended areas.

TH6 Farming Layouts

TH6 farming layouts distribute Gold and Elixir storages across defended parts of the village. The purpose is to prevent one quick entry from reaching every important storage while you continue upgrading troops, defenses, walls and army buildings.

Avoid placing all storages in one compact group. Separate resource zones can make attackers choose between collecting loot, securing the Town Hall and clearing the rest of the village.

TH6 Defense Layouts

Defense layouts are intended for regular multiplayer. They balance Town Hall protection, percentage denial, ground coverage, air coverage, Clan Castle placement and the survival of important back-end defenses.

Choose this category when you need broad protection against several common TH6 armies rather than a base designed for one specific war opponent.

TH6 Hybrid Layouts

Hybrid layouts combine resource protection with trophy and star defense. Storages can slow attacking troops, but they should not create a direct path toward the Town Hall, Clan Castle or strongest defenses.

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

TH6 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 early troop or spell commitments.

The TH6 Town Hall does not attack enemy troops, so walls, surrounding defenses, traps, the defending Barbarian King and Clan Castle troops must provide the pressure needed to protect it.

TH6 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 movement is less direct and defensive strength remains in the final part of the village.

Choose this style for war when preventing a full clear matters more than producing the lowest possible destruction percentage.

TH6 Anti-Air Layouts

TH6 anti-air layouts use Air Defenses, the Air Sweeper, Archer Towers, Wizard Towers, Hidden Teslas and air traps to disrupt Balloons, Healers and air troops received through the Clan Castle.

Use an anti-air design when defensive replays show exposed Air Defenses, ineffective Sweeper direction or a predictable Balloon route through the village.

TH6 All-Rounder Layouts

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

Choose this style for general multiplayer when you want distributed traps, practical storage protection and balanced defensive coverage.

TH6 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.

Judge a trophy layout through several defensive battles. One result may reflect the attacker’s troop levels or execution rather than a permanent weakness in the complete design.

TH6 Troll and Fun Layouts

Troll and fun layouts use unusual walls, decorative shapes 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 layout in an important battle. An unusual appearance does not automatically create difficult troop pathing.

What Makes Town Hall 6 Base Building Different?

TH6 armies can use clearer tank-and-support structures. Giants may absorb fire while Wizards and Archers attack from behind, Wall Breakers can open selected compartments and Healers can extend the life of important ground troops. This makes funnel control and access to splash defenses increasingly important.

The Air Sweeper introduces directional air control. Unlike a defense that attacks equally in every direction, it pushes flying troops away from the direction it faces. Its angle should therefore protect a realistic Balloon or Healer route.

The Barbarian King is also available under the current progression system. TH6 layouts should account for an attacking King clearing edge buildings, opening a funnel or entering a compartment with Wall Breaker support. The defending King can also create an additional ground encounter.

TH6 does not have access to Siege Machines, Hero Equipment, X-Bows or Inferno Towers. Its layout identity should remain focused on fundamental wall pathing, splash coverage, Air Defense protection, trap placement, Clan Castle influence and Barbarian King routes.

Air Sweeper Direction

The Air Sweeper should face an approach that Balloons, Healers or donated flying troops are realistically likely to use. Its pushback can delay an air group and keep it within defensive range for longer.

Review its direction after copying a layout. A good building arrangement can still have weak air coverage when the Sweeper points toward an area attackers have little reason to enter.

Barbarian King Pathing

The attacking King can clear outside buildings or enter the village through a wall opening. Avoid placing the Town Hall, Clan Castle and several storages along one simple King route.

The defending King should influence an important ground path while remaining under support from Cannons, Archer Towers, Wizard Towers or Hidden Teslas.

Planning TH6 Air Defense

Air defense at TH6 depends on the relationship between Air Defenses, the Air Sweeper, Archer Towers, Wizard Towers, Hidden Teslas and air traps. One isolated Air Defense cannot control every possible flight path by itself.

Protecting air-targeting defenses does not mean placing all of them in one central group. Excessive concentration may allow one ground entry or spell plan to remove too much anti-air coverage at the same time.

Separate Air Defenses

Air Defenses should protect different sections of the village while still receiving support from Archer Towers, Wizard Towers or Hidden Teslas. Separation forces flying troops to spend more time moving between targets.

Avoid placing every important air-targeting defense beside the Town Hall and Clan Castle in one removable central compartment.

Aim the Air Sweeper Deliberately

Point the Air Sweeper toward a likely Balloon or Healer entry. Buildings around the perimeter should give air troops a reason to travel through the area covered by its pushback.

The Sweeper should support the Air Defenses rather than operate as an isolated building with little connection to the rest of the layout.

Protect Healer Routes

Healers stay behind the ground troops they support and can be targeted by air defenses. Position Air Defenses so a Giant-and-Healer entry cannot remove every air threat before the Healers move into range.

Avoid leaving one side completely open to a supported ground push.

Preserve Back-End Air Damage

Do not place every air trap and air-targeting defense on the expected entry. Balloons, Healers or donated flying troops that survive the opening should continue facing pressure later in the attack.

Planning against Balloon Attacks

Balloons target defensive buildings and move directly from one defense to the next. Their path is influenced by the position of Cannons, Archer Towers, Mortars, Wizard Towers, Air Defenses and other defensive targets.

Review Defense-to-Defense Routes

Inspect which defense Balloons are likely to target after destroying the first building. Place air traps along realistic flight paths instead of beside random structures.

Protect Wizard Towers

Wizard Towers can apply splash damage to grouped Balloons. Avoid exposing all splash coverage at the opening or placing it where a small ground group can remove it before the air army is deployed.

Distribute Air Traps

Preserve some air traps for the middle and final sections of the village. Placing every trap near the first Air Defense may leave surviving Balloons with little resistance near the back end.

Use Sweeper Pushback with Defensive Fire

Sweeper pushback provides more value when it keeps Balloons within the range of Air Defenses, Archer Towers or Wizard Towers. Direction and defensive overlap should be planned together.

Planning against Giant and Healer Attacks

Giant-and-Healer attacks use high-hitpoint troops to absorb ground defensive fire while Healers restore their health. Wizards, Archers or the Barbarian King may follow behind to provide additional damage.

A TH6 layout should make it difficult for one Giant group to move through every important defense while the supporting Healers remain safe from Air Defenses.

Separate Air Defenses from the First Entry

Avoid placing every Air Defense where the opening Giant group can reach it immediately. At least one air-targeting zone should remain dangerous after the first compartment is destroyed.

Split Giant Pathing

Use defensive spacing and wall compartments to create more than one possible target. A single opening should not lead Giants through every important Cannon, Wizard Tower, Air Defense and Mortar in sequence.

Target Support Troops

Mortars and Wizard Towers should pressure Wizards and Archers following behind the Giants. Removing support troops can leave the tanks without enough damage to finish the village.

Preserve Ground Damage

Keep Cannons, traps and the defending Barbarian King active in more than one section. A base that uses all of its ground damage at the entry may become easy to complete after that area falls.

Planning against Giant and Wizard Attacks

Giants target defensive buildings while Wizards can destroy nearby structures from behind them. This attack becomes more effective when one wall opening provides direct access to several important compartments.

Avoid One Complete Core Route

One group of Wall Breakers should not create a direct path through the Clan Castle, Town Hall, storages and the strongest defenses. Use offset walls and separate compartments to require additional entries.

Protect Splash Defenses

Mortars and Wizard Towers can damage support troops behind the Giants. Keep them under overlapping protection so they cannot be removed cheaply before the main group arrives.

Create Support-Troop Routes

Building placement can cause Wizards to walk around a wall or separate from the Giants. Use outside structures deliberately rather than creating a perfectly straight funnel into the center.

Keep Back-End Defenses Active

Preserve a Wizard Tower, Mortar, Cannon group or defensive King for the final section. Surviving attackers should continue facing meaningful damage after the first major compartment is cleared.

Planning around the Barbarian King

The Barbarian King now unlocks before TH6. At this level he can be used to clear outside buildings, establish a ground funnel or support a central push. He also adds a defensive unit that attacking troops may need to handle.

Break Direct King Routes

Avoid arranging the Town Hall, Clan Castle and multiple storages along one accessible edge. Wall offsets and building placement should make the King change direction or enter additional defensive coverage.

Protect Edge Buildings

Valuable buildings near the edge should receive support from defensive ranges. The attacking King should not be able to clear an entire side while remaining outside the strongest part of the village.

Place the Defending King Carefully

Position the defending King where he can engage ground troops under support from nearby defenses. Avoid placing him where a small group can lure him away from the village before the main attack.

Separate King and Clan Castle Pressure

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

Using Spring Traps at TH6

Current Spring Traps select one troop within their trigger area. A troop within the trap’s capacity can be ejected, while a larger troop may receive damage and be pushed upward, temporarily interrupting its movement and attacks.

This makes placement more important than filling any available gap. The trap should sit on a route important ground troops are likely to cross, with nearby defenses able to benefit from the disruption.

Place Traps between Defensive Targets

Giants and other defense-targeting troops 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 army enters. Deeper routes can make important traps more difficult to test with a small opening group.

Support Trap Disruption

Nearby Cannons, Archer Towers and the defending King should continue attacking while a large troop is damaged or temporarily interrupted.

Review Trap Results

Watch whether important troops actually cross the trap tile. Move the trap when repeated replays show the main army travelling around it or triggering it with an unimportant unit.

Protecting an Unarmed TH6 Town Hall

The TH6 Town Hall does not attack enemy troops and does not release a defensive effect when destroyed. Its protection comes from its position, hitpoints, walls, traps and surrounding defensive coverage.

A central Town Hall can make the second star more difficult, but placing every valuable defense and storage around it may create one compact core that a concentrated Giant or Balloon attack can solve.

Central Town Hall

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

Avoid placing every Air Defense, Wizard Tower, storage, Clan Castle and defending King inside one small central compartment.

Offset Town Hall

An offset Town Hall can pull attackers away from an Air Defense group, important storages or a strong back-end area. Its position should create a defensive trade-off rather than an inexpensive star.

Teaser Town Hall

A teaser-style Town Hall encourages entry from a predictable side. Hidden Teslas, traps, Clan Castle troops and the defending King must punish that route, or the placement simply gives away the Town Hall.

Percentage Protection

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

Clan Castle Placement at TH6

Defensive Clan Castle troops can significantly affect a TH6 attack. A useful Castle position makes the troops 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 defending reinforcements toward an empty corner. Important routes 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.

Consider Ground and Air Coverage

Defensive reinforcements may affect Giant, Wizard, Balloon and other attacks differently. The rest of the layout should not depend entirely on Clan Castle troops to protect an otherwise open route.

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.

Important Defensive Zones at TH6

TH6 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 instead of relying on the building itself.
  • Air Defense zones: create more than one area of air pressure and protect Healer and Balloon routes.
  • Air Sweeper zone: aim it toward a realistic flying-troop entry.
  • Clan Castle zone: avoid allowing reinforcements to be lured and defeated 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 entry does not expose every important resource building.
  • Splash-damage zones: distribute Wizard Towers and Mortars so support troops face pressure throughout the village.
  • 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 opening compartments.

Common TH6 Attack Threats

TH6 attackers can combine the Barbarian King, spells, Clan Castle troops 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 attack from behind. Use wall compartments, Mortars and Wizard Towers to separate or damage the support troops before they clear the complete village.

Giant and Healer Attacks

Healers can extend the survival of a Giant group. Preserve Air Defenses and prevent one ground entry from removing all anti-Healer coverage before the main push reaches the core.

Balloon Attacks

Balloons target defenses and follow defense-to-defense routes. Use separated Air Defenses, Sweeper pushback, Wizard Towers and distributed air traps to create pressure in more than one section.

Barbarian King Entries

The attacking King can clear edge 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 a compact defensive area under Healing Spell support. Separate important defenses and preserve traps or ground damage for later stages of the attack.

Clan Castle Reinforcement Attacks

Donated troops can add damage or tanking strength beyond the normal TH6 army. Maintain balanced defensive coverage instead of depending on one building to stop the complete attack.

TH6 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 can 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 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 TH6 Layout from This Page

Begin with the intended 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 Air Defense spacing: avoid placing all anti-air coverage inside one easily reached area.
  • Check the Air Sweeper: confirm that its direction protects a realistic Balloon or Healer route.
  • Inspect Giant routes: one entry should not connect every important ground 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 a safe 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 Air Defenses, the King, traps or walls are still upgrading.

How to Use TH6 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 the layout.

After copying, inspect the Air Sweeper direction, Clan Castle position, defending King location, Air Defense spacing, Town Hall access, storage distribution and trap groups.

TH6 does not have Siege Machine access or the Blacksmith. Evaluate the layout around Balloons, Healers, Giant pushes, Wall Breakers, 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 attack routes shown in defensive replays.

Common TH6 Base-Building Mistakes

  • Grouping Air Defenses: one ground entry may remove too much anti-air coverage before Balloons or Healers are deployed.
  • Aiming the Air Sweeper poorly: coverage toward an unused side provides little help against the main air approach.
  • Leaving a direct Giant route: one wall opening should not connect every important defensive building.
  • Ignoring Healer access: Giants may remain alive for too long when all Air Defenses are removed during the opening.
  • 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 one overloaded core: grouping the Town Hall, Clan Castle, King, storages and Air Defenses can provide excessive value.
  • Leaving an easy Clan Castle lure: defending troops may be removed safely before the main deployment.
  • Exposing the defending King: attackers may remove or lure him before deploying the main ground army.
  • Grouping all splash damage: support troops may face little area damage after the first Wizard Tower and Mortar section is removed.
  • Relying on one wall layer: Wall Breakers and spells can create access to important compartments.
  • Claiming one layout stops 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 TH6 Layout?

Adjust the layout when several defensive replays show the same successful Giant route, Healer approach, Balloon path, Barbarian King entry, Clan Castle lure or unprotected back-end section.

Begin with a targeted adjustment rather than replacing the complete layout. Move an exposed Air Defense, rotate the Air Sweeper, change a wall opening, reposition the defending King, alter a trap group, separate storages or strengthen the final defensive area.

Review additional battles after each meaningful change. Changing too many parts at once makes it difficult to identify which adjustment improved or weakened the layout.

Why Rotating TH6 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 TH6 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 TH6 base layout for war, farming, trophy defense, resource protection, air defense or star denial. No Town Hall 6 Clash of Clans base can guarantee a successful defense. Review your replays and adjust Air Defense spacing, Air Sweeper direction, Giant routes, Barbarian King placement, traps, storage compartments and back-end coverage according to the attacks you actually face.

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