TH6 Farming Base with Diamond Core and Central Air Defense (Copy Link)

Symmetrical TH6 diamond base focused on loot safety. Town Hall and Air Defense sit central, storages split, and traps cut Giant routes. Easy to copy and tweak for farming or anti-3-star wars.

TH6 Farming Base with Diamond Core and Central Air Defense (Copy Link)
Built by: Sami Khan
layouts uploaded: 11
focus: th18 war bases
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Strategy Explanation

This TH6 war/farming hybrid runs a tight diamond with lots of small chambers. The Town Hall sits near the center, backed by the Clan Castle just south of it for fast troop lures and defensive coverage. Storages are split: two gold storages sit on the upper inner ring, while both elixir storages protect the lower core beside the Town Hall. Mortars, Wizard Towers, and Cannons are staggered so that Giants can’t path straight through—each wall turn forces them across multiple kill boxes. Archer Towers cover the four sides for air and cleanup, while the two Air Defenses are anchored inboard (bottom-left and bottom-right area) so Balloons can’t snipe them from the edge.

The outside ring uses collectors, camps, and builders to create distance from the walls. That separation makes funneling harder and wastes time for low-level swarm attacks. The overall idea is to deny a fast core entry for Giants/BARCH, soak Balloon waves with layered air coverage, and keep your storages alive long enough for a defensive win in war or a save on resources during farming.

Strengths

  • Anti-3 star shape: Central TH with split storages and many compartments slows every ground army at TH6.
  • Good splash triangles: Three Mortars overlap the whole base, and Wizard Towers sit near high-value storages to melt BARCH and Goblins.
  • Solid anti-air for TH6: Two inboard Air Defenses plus corner Archer Towers punish Balloon rushes that don’t bring perfect spells.
  • Pathing tax on Giants: Zig-zag turns and tiny cells cause repeated retargeting, maximising spring and splash value.
  • Farming-friendly: Gold and Elixir are on different sides of the core, making full theft unlikely on casual hits.

Trap Placement Guide

  • Spring Traps: Slot them between Cannon–Archer Tower and Cannon–Mortar gaps along the east and west entries to catch pathing Giants.
  • Giant Bombs: One between the lower Wizard Tower and a Cannon; another near the upper Mortar approach to punish Hog packs.
  • Air Bombs: Set one near the top approach and one slightly off-center bottom to split Balloon waves.
  • Small Bombs: Tuck beside storages and key junctions to finish Wall Breakers after Mortar splash.

War Usage Tips

  • Keep the Clan Castle filled with a mix like 1 Dragon + 1 Balloon or a trio of Wizards + Archers. The southern CC position pulls quickly on any core dive.
  • Place a few extra outside buildings at opposite corners to waste time against sloppy attacks.
  • Scout for likely Hog paths and adjust a Giant Bomb one tile at a time between wars.

Upgrade Priorities

  1. Max Air Defenses and Wizard Towers.
  2. Mortars to max for BARCH denial.
  3. Archer Towers, then Cannons.
  4. Walls to at least pink tier across the ring to keep Giants turning.

Tweak Ideas

  • If facing constant Balloon attacks, pull one Archer Tower slightly deeper and shift an Air Bomb forward.
  • Versus ground spam, swap a Cannon with an Archer Tower on the side you’re most often hit to vary pathing.
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