COC Bases: TH7 All Layouts (War, Farming, Defense & More)
All TH7 layouts in one place — war, farming, defense, hybrid, anti-star, anti-air and balanced base designs for every style.
Complete Guide to TH7 Base Layouts
Town Hall 7 is where Home Village attacks begin to include more specialized
ground and air plans. Dragons, Balloons, Hog Riders, Giants, Wizards,
Valkyries, spells, Clan Castle reinforcements and the Barbarian King can all
influence how an attacker approaches the village.
A useful TH7 base layout should protect its Air Defenses,
make Dragon routes less direct, place traps along realistic Hog Rider paths,
prevent the Barbarian King from gaining easy access to the core and separate
important storages so one raid cannot collect every resource.
Use this hub to choose a Town Hall 7 layout based on your current objective.
War, farming, defense, hybrid, anti-air, anti-2-star and anti-3-star layouts
use different Town Hall positions, wall structures, trap locations and
defensive priorities.
TH7 War Layouts
TH7 war layouts are designed to make a planned three-star attack difficult. They separate important defenses, protect the Clan Castle, complicate Dragon funnels and preserve traps or defensive damage for the final section of an attack.
Choose a war layout when Clan Wars or Clan War Leagues are your main priority. The design should force attackers to divide their King, spells, Clan Castle troops and main army between several defended areas.
TH7 Farming Layouts
TH7 farming layouts protect Gold, Elixir and Dark Elixir by spreading storages across defended parts of the village. This makes it more difficult for one raid to reach every valuable resource building.
Dark Elixir becomes especially important because it supports Hero and Dark Troop progression. Avoid placing the Dark Elixir Storage beside every other storage in one easily reached central group.
TH7 Defense Layouts
Defense layouts are intended for regular multiplayer and Ranked Battles. They balance Town Hall protection, percentage denial, air coverage, ground coverage, defensive Hero placement and protection for the back end.
Choose this category when you need broad protection against several common TH7 armies rather than a base designed around one particular war matchup.
TH7 Hybrid Layouts
Hybrid layouts combine resource protection with trophy and star defense. Storages can act as high-hitpoint buffers, but they should not create a direct route toward the Town Hall, Dark Elixir Storage or Air Defenses.
This type of base is suitable for everyday progression when you do not want to change repeatedly between separate farming and defensive layouts.
TH7 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 percentage buildings and compartments that require early spell or Hero commitments.
Since the TH7 Town Hall does not attack enemy troops, the surrounding defenses, walls, traps, defending King and Clan Castle troops must provide the pressure needed to protect it.
TH7 Anti-3-Star Layouts
Anti-3-star layouts may allow a determined attacker to secure the Town Hall but try to prevent the complete clear. Important defenses are separated, troop paths are less direct and enough damage remains after the first major objective is destroyed.
Choose this layout type for war when preventing a full clear matters more than producing the lowest possible destruction percentage.
TH7 Anti-Air and Anti-Dragon Layouts
TH7 anti-air layouts use Air Defenses, the Air Sweeper, Archer Towers, Wizard Towers, Hidden Teslas and air traps to disrupt Dragons and Balloons.
Use this category when defensive replays show exposed Air Defenses, predictable Dragon funnels or weak air-targeting coverage near the final section of the village.
TH7 All-Rounder Layouts
All-rounder layouts provide balanced protection against common ground and air attacks. They do not focus entirely on one troop type, resource or star-denial objective.
Choose this style for general multiplayer when you want distributed traps, practical storage protection and no deliberate weakness against either Dragons or ground armies.
TH7 Ranked and Trophy Layouts
Ranked Battles become available at Town Hall 7. A ranked layout should provide broad coverage because it may face different armies over a series of defensive battles rather than one carefully prepared war attack.
Protect the Town Hall and percentage buildings without concentrating every defense in one small core. Review several results before deciding whether the complete design needs to be replaced.
TH7 Troll and Fun Layouts
Troll and fun layouts use unusual wall shapes, messages or decorative building arrangements. Their main purpose is entertainment rather than competitive defense.
Review the underlying defensive structure before using a creative layout in an important war. An unusual appearance does not automatically create effective troop pathing.
What Makes Town Hall 7 Base Building Different?
TH7 is commonly associated with the arrival of Dragon attacks, Rage-supported air pushes and Dark Elixir armies. Air Defenses and Air Sweeper direction become central layout decisions because flying troops ignore walls and move according to nearby building targets.
Hog Riders introduce a different problem. They jump over walls and move directly between defenses, so a layout cannot stop them through compartments alone. Defensive order, Spring Traps, Giant Bombs, Wizard Towers and defending Clan Castle troops must work together.
Under the current progression system, the Barbarian King unlocks before TH7. By the time a player reaches this level, the King is already an important part of attack and defense. TH7 also provides access to Hero Journey progression through the Hero Hall.
Ranked Battles also begin at TH7, giving layouts a purpose beyond regular resource defense and Clan Wars. A ranked base should handle a range of attacks instead of depending on one surprise trap or one specialized counter.
Dragon Pathing
Dragons ignore walls and select nearby buildings as they move. Outside structures, storage positions and defensive spacing can therefore guide Dragons toward or away from important Air Defenses.
Avoid creating one straight building path from the deployment edge to an Air Defense, Town Hall and remaining core.
Hog Rider Pathing
Hog Riders target defensive buildings and jump over walls. Review the order in which they are likely to move between Cannons, Archer Towers, Wizard Towers, Mortars and Air Defenses.
Traps should be placed along those realistic routes rather than in empty areas that defense-seeking troops are unlikely to cross.
Planning TH7 Air Defense
Air defense is one of the most important TH7 layout concerns because Dragons can carry enough health and damage to move through poorly arranged villages. Effective air protection comes from the relationship between Air Defenses, the Air Sweeper, Archer Towers, Wizard Towers, Hidden Teslas and air traps.
Placing every Air Defense in the exact center is not always the best solution. Excessively compact placement can allow one spell plan or one concentrated Dragon push to reach several anti-air buildings together.
Separate Air Defenses
Air Defenses should cover different parts of the village without being placed so closely that one spell group gains unnecessary value. Separation forces Dragons to spend more time travelling between targets.
Each Air Defense should also receive support from Archer Towers, Teslas or another air-targeting defense.
Aim the Air Sweeper Carefully
The Air Sweeper should face a likely Dragon or Balloon entry rather than an unused corner. Its pushback can delay flying troops and keep them inside the range of nearby air-targeting defenses.
Review its direction after copying a layout because the selected angle may not match the Air Defense placement or route you intend to protect.
Create Air Crossfire
Position Archer Towers, Hidden Teslas and Air Defenses so Dragons attacking one building remain under pressure from another direction. An isolated Air Defense may be removed without affecting the rest of the army.
Preserve Back-End Air Damage
Do not place every air-targeting defense and trap on the expected entry side. Dragons or Balloons that survive the opening should still face Air Defenses, Teslas, Archer Towers or air traps near the final section.
Planning against Dragon Attacks
Dragon attacks often begin by clearing buildings on both sides of the intended entry. This funnel encourages the main group to travel toward the center instead of separating around the outside of the village.
A TH7 layout can make this process less efficient by protecting important edge buildings, offsetting structures and creating more than one possible route after the Dragons enter.
Make Funnel Creation More Expensive
Place Archer Towers, Hidden Teslas or other defenses where they can pressure troops used to clear the edges. Attackers should need a meaningful troop or spell commitment to create a clean funnel.
Break Direct Flight Lines
Avoid arranging buildings in a straight sequence toward the Town Hall and Air Defenses. Offset structures can pull part of the Dragon group sideways or divide the army into separate paths.
Protect Air Defenses from Spells
Do not place an Air Defense beside several other valuable buildings when the same spell plan can damage the complete group. Spread important air targets where the layout allows.
Use Air Traps on Likely Routes
Seeking Air Mines and Air Bombs should follow routes Dragons and Balloons are realistically likely to take. Random placement may leave the strongest approach with little trap pressure.
Planning against Balloon Attacks
Balloons target defensive buildings and move directly from one defense to the next. They can be used behind Dragons or combined with other air troops to remove concentrated defensive areas.
Review Defense-to-Defense Paths
Inspect the likely path between Air Defenses, Archer Towers, Wizard Towers and other defensive buildings. Air traps should be placed along realistic routes rather than beside random structures.
Protect Wizard Towers
Wizard Towers provide splash damage against grouped Balloons. Avoid exposing all of them to the opening attack or placing them beside targets that give one spell unnecessary additional value.
Distribute Air Bombs
Avoid placing every Air Bomb in the first part of the expected route. Preserve trap pressure for Balloons that survive into the center or back end of the village.
Use the Air Sweeper to Delay Groups
Sweeper pushback can keep Balloons inside defensive range for longer. Its direction should support splash damage and Air Defense coverage rather than operate as an isolated feature.
Planning against Hog Rider Attacks
Hog Riders ignore normal wall compartments by jumping over them and moving directly between defensive buildings. Ground pathing at TH7 should therefore be evaluated according to defensive target order rather than wall routes alone.
Create Useful Hog Routes
Review which defense a Hog Rider group will target after destroying a Cannon, Archer Tower or Mortar. Leave trap spaces where the group is likely to collect before moving to the next defense.
Distribute Giant Bombs
Do not place every Giant Bomb in the opening section. Hog Riders that survive the first Heal Spell should continue facing trap pressure in the center and back end.
Protect Wizard Towers
Wizard Towers can damage multiple Hog Riders at once. Keep them difficult to remove during the opening so they remain active when the main group moves through the village.
Use the Defending King
Hog Riders do not target defending Heroes as defensive buildings. Place the Barbarian King where he can attack grouped Hogs without being removed safely before the main deployment.
Using Spring Traps at TH7
Spring Traps now select the troop with the largest housing space inside their trigger area. A troop within the trap’s capacity can be launched, while a larger troop can be damaged and pushed back.
This makes trap placement more deliberate than simply filling a narrow gap. Place Spring Traps where important ground troops are likely to travel and where the pushback or removal supports nearby defensive fire.
Place Traps between Defenses
Hog Riders move from defense to defense, making narrow spaces between defensive targets useful Spring Trap locations. Confirm that building placement actually guides troops across the tile.
Support Pushback with Damage
When a troop is too large to be launched, the trap can still push and damage it. Nearby Cannons, Archer Towers and defending Heroes should be positioned to benefit from the disruption.
Avoid Easily Tested Traps
A trap beside an obvious outside defense may be revealed before the main ground army arrives. Deeper routes can make the trap more difficult to test with a small opening group.
Review Trap Results
Watch whether troops actually cross the trap tile. Move the trap when repeated replays show attackers travelling around it or triggering it with an unimportant unit.
Planning around the Barbarian King
The Barbarian King is already available before TH7 under the current progression system. At TH7, he remains an important ground attacker, funneling tool and defensive obstacle.
A layout should avoid giving the King a simple path through the Dark Elixir Storage, Clan Castle, Town Hall and several defenses. Walls can redirect him, but wall-opening troops and spells mean that important targets also need overlapping defensive coverage.
Protect Edge Defenses
Avoid placing multiple valuable buildings where the attacking King can remove them while remaining outside the strongest defensive ranges. Edge defenses should receive support from nearby buildings.
Break the King’s Route
Use wall offsets and building placement to make the King change direction. One opening should not lead directly through the Dark Elixir Storage, Clan Castle and Town Hall.
Place the Defending King Carefully
The defending King should influence an important ground route without being pulled into an exposed area too early. Surrounding defenses should continue attacking while he engages enemy troops.
Review Hero Journey Progression
Hero Journey becomes accessible through the Hero Hall at TH7. As Hero strength and equipment options change, review whether common King entries are gaining more value against the current layout.
Protecting an Unarmed TH7 Town Hall
The TH7 Town Hall does not attack enemy units and does not release a defensive effect when destroyed. Its protection comes from its position, hitpoints and the surrounding defenses.
A central Town Hall can make the second star more difficult, but placing every valuable defense around it may create one compact core that a Dragon or ground army can attack with concentrated spells.
Central Town Hall
A central Town Hall can require attackers to travel through multiple defensive areas. This position can support anti-2-star layouts when outside percentage buildings are also protected.
Avoid placing every Air Defense, Wizard Tower, storage, defensive King and Clan Castle inside one small compartment.
Offset Town Hall
An offset Town Hall can pull attackers away from Air Defenses, the Dark Elixir Storage or a dangerous back-end 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. Hidden Teslas, traps, Clan Castle troops and the defending King must punish that entry, or the placement simply gives away the Town Hall.
Protect Percentage Buildings
Anti-2-star layouts 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.
Protecting Dark Elixir at TH7
Dark Elixir becomes an important farming priority at TH7 because it supports Hero and Dark Troop progression. The Dark Elixir Storage should be protected, but placing it beside the Town Hall and every major defense can create excessive value from one successful entry.
Use Separate Storage Zones
Spread Gold, Elixir and Dark Elixir storages across different compartments. Attackers should not be able to collect every resource by entering through the same side.
Use Storages as Buffers
Storage buildings have enough hitpoints to slow troops while surrounding defenses continue attacking. Place them where this delay supports the defensive plan without blocking important coverage.
Avoid an Overloaded Resource Core
Grouping all storages with the Town Hall and Clan Castle may allow one concentrated army to collect both stars and most available loot. Use separate compartments and approach routes.
Review Farming Replays
Check which storage is reached first and whether one route repeatedly exposes several resource buildings. Move individual storages or walls before replacing the complete farming layout.
Clan Castle Placement at TH7
Defensive Clan Castle troops can significantly change a TH7 attack. A useful Clan Castle position makes the troops difficult to activate and remove safely before the main army is deployed.
Avoid an Easy Clan Castle Lure
Check whether one cheap troop can enter the activation radius and pull the full defensive group toward an empty corner. Important routes should require a larger commitment.
Support Defensive Troops
Place the Clan Castle where nearby defenses and the defending King can attack while reinforcement troops engage the invading army. Avoid isolated positions without supporting damage.
Consider Ground and Air Defense
Clan Castle troops may affect ground and air attacks differently. The surrounding layout should not rely entirely on reinforcements to solve an otherwise unprotected Dragon or Hog Rider route.
Check the Castle after Copying
Review the Clan Castle position in the Layout Editor and confirm that its activation radius supports the purpose of the copied design.
Important Defensive Zones at TH7
TH7 contains enough important defenses and resources that grouping everything together can create excessive spell and troop value. Spread major targets while maintaining useful overlapping defensive coverage.
- Town Hall zone: protect the unarmed Town Hall with surrounding defenses rather than relying on the building itself.
- Air Defense zones: create separate areas of anti-air pressure instead of one compact spell target.
- Air Sweeper zone: aim it toward a realistic Dragon or Balloon approach.
- Clan Castle zone: avoid allowing defensive troops 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.
- Dark Elixir zone: protect the Dark Elixir Storage without grouping it beside every other valuable target.
- Splash-damage zones: distribute Wizard Towers and Mortars so grouped troops face pressure throughout the village.
- Hog Rider trap zones: place Giant Bombs and Spring Traps along real defense-to-defense routes.
- Back-end zone: preserve air and ground damage for troops that survive the opening and central sections.
Common TH7 Ground Attack Threats
TH7 attackers can combine the Barbarian King, spells, Clan Castle troops and several ground armies. No layout should be described as capable of stopping every possible strategy.
Hog Rider Attacks
Hog Riders jump over walls and move directly between defensive buildings. Use Wizard Towers, Giant Bombs, Spring Traps and the defending King along realistic paths rather than random empty spaces.
Giant and Wizard Attacks
Giants absorb defensive fire while Wizards provide damage from behind. Use wall compartments and defensive spacing to separate tanks from their support troops or expose the support group to Mortars and Wizard Towers.
Barbarian King Entries
The King can clear outside buildings, create a funnel or enter the core with wall-opening support. Avoid placing several valuable buildings along one simple edge route.
Valkyrie Attacks
Valkyries deal area damage around themselves and gain value from tightly grouped buildings. Use spacing and offset compartments to reduce the number of targets they can damage from one position.
Common TH7 Air Attack Threats
Dragon Attacks
Dragons ignore walls and can move through villages that provide a direct flight path. Use separated Air Defenses, Air Sweeper support, building offsets and protected edge structures to complicate the funnel.
Dragon and Balloon Attacks
Balloons can target defenses while Dragons absorb damage and clear other buildings. Preserve Wizard Towers, Air Defenses and traps for both the opening group and the back end.
Lightning-Supported Air Attacks
Attackers may use spells to weaken or remove an Air Defense before deploying the main flying army. Avoid placing Air Defenses beside several other high-value buildings that increase the value of the same spell plan.
Clan Castle Air Reinforcements
Donated air troops can add damage to Dragon or Balloon attacks. Maintain overlapping air-targeting coverage instead of depending on one isolated Air Defense to control the full army.
TH7 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, Elixir and Dark Elixir storages. A farming base can still defend stars, but it should be evaluated mainly by how much loot attackers can collect from one route.
Choose a War Layout When
Your priority is making a planned three-star attack difficult, preserving back-end defenses and forcing attackers to divide spells and troops between several objectives.
Choose a Farming Layout When
Your priority is separating Gold, Elixir and Dark Elixir so one raid cannot reach every important storage through the same entry.
How to Choose a TH7 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 goals.
- Choose the correct category: decide whether your main goal is war, farming, Ranked defense, resource protection, Dragon defense or star denial.
- Inspect Town Hall access: make sure the unarmed Town Hall cannot be taken too cheaply.
- Review Air Defense spacing: avoid creating one compact spell target or one direct Dragon route.
- Check the Air Sweeper: confirm that its direction protects a realistic Dragon or Balloon entry.
- Inspect Hog Rider routes: review defense-to-defense movement and the placement of Giant Bombs and Spring Traps.
- Review King access: one King route should not reach the Dark Elixir Storage, Clan Castle and Town Hall together.
- Check Clan Castle activation: avoid a safe lure before the main attack.
- Inspect storage distribution: one entry should not expose every Gold, Elixir and Dark Elixir storage.
- Check the back end: enough defensive power should remain after the first important section is destroyed.
- Match your upgrade levels: a copied layout may behave differently while Air Defenses, the King, traps or walls are upgrading.
How to Use TH7 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.
TH7 does not have Siege Machine access. Evaluate the design around Dragons, Balloons, Hog Riders, ground funnels, wall openings, 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 your defensive replays.
Common TH7 Base-Building Mistakes
- Grouping Air Defenses: one spell plan or Dragon route may remove too much anti-air coverage together.
- Aiming the Air Sweeper poorly: coverage toward an unused side provides little help against the main air approach.
- Creating a direct Dragon path: outside buildings may guide flying troops straight toward Air Defenses and the core.
- Using random Hog Rider traps: traps should follow realistic defense-to-defense target order.
- Placing every trap at the entry: surviving troops may face little trap pressure near the back end.
- Building one overloaded core: grouping the Town Hall, Clan Castle, Dark Elixir Storage, King and Air Defenses can provide excessive value.
- Leaving an easy Clan Castle lure: defensive troops may be removed safely before the main deployment.
- Ignoring Dark Elixir: a farming base should protect the Dark Elixir Storage as well as Gold and Elixir.
- Exposing the defending King: attackers may remove him before deploying Hog Riders or the main ground army.
- Grouping all splash damage: the back end may become vulnerable after the opening group removes every Wizard Tower and Mortar.
- Relying on one wall layer: Wall Breakers, spells and the attacking King can open important compartments.
- Designing only against Dragons: an extremely air-focused layout may create an obvious Hog Rider or Giant weakness.
- Replacing a layout after one replay: look for repeated attack patterns before deciding that the complete design has failed.
When Should You Change Your TH7 Layout?
Adjust the layout when several defensive replays show the same successful Dragon funnel, Hog Rider path, King entry, Clan Castle lure, Town Hall route 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 section.
Review additional defenses after each meaningful change. Changing too many parts at once makes it difficult to identify which adjustment improved or weakened the layout.
Why Rotating TH7 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 league, Ranked bracket or Clan War environment.
Rotation should be based on defensive evidence rather than a fixed schedule. Keep separate layouts for war, farming, Ranked defense and anti-Dragon use when those goals require different Town Hall positions and defensive structures.
How These TH7 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 TH7 base layout for war, farming, Ranked defense, resource protection, Dragon defense or star denial. No Town Hall 7 Clash of Clans base can guarantee a successful defense. Review your replays and adjust Air Defense spacing, Air Sweeper direction, Hog Rider traps, defending King placement, storage compartments and back-end coverage according to the attacks you actually face.