(0.0)
28
(2.0)
23
(0.0)
195
(0.0)
117
(4.0)
447
(5.0)
332
(4.7)
380
(5.0)
276
(0.0)
310
(2.0)
338
(4.0)
329
(5.0)
496
< 1 2 >

COC Bases: TH8 All Layouts (War, Farming, Defense & More)

All TH8 layouts in one place — war, farming, defense, hybrid, anti-2 star, anti-3 star, anti-air, and balanced base designs for every style.

Complete Guide to TH8 Base Layouts

Town Hall 8 introduces the Archer Queen, the Blacksmith and additional defensive options that make Hero pathing, trap placement and air coverage more important. Attackers can now combine two Heroes, Hero Equipment, stronger Dragons, Hog Riders, Valkyries, Golems and P.E.K.K.As with spells and Clan Castle troops.

A useful TH8 base layout should protect important defenses without placing every valuable building in one compartment. It should make Archer Queen entries more expensive, disrupt direct Dragon paths, create realistic Hog Rider trap zones and preserve enough damage for troops that reach the final section of the village.

Use this hub to choose a Town Hall 8 layout according to your current objective. War, farming, defense, hybrid, anti-air, anti-2-star and anti-3-star bases use different Town Hall positions, storage arrangements, wall structures and trap plans.

TH8 War Layouts

TH8 war layouts are designed to make a planned three-star attack difficult. They separate important defenses, complicate Hero entries, protect the Clan Castle and preserve traps or defensive damage for the later stages of an attack.

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

TH8 Farming Layouts

TH8 farming layouts distribute Gold, Elixir and Dark Elixir storages across defended parts of the village. The goal is to prevent one raid from reaching every valuable storage while you continue upgrading Heroes, troops, Hero Equipment, defenses and walls.

Avoid placing every storage inside one compact core. Separated resource zones can force attackers to choose between collecting loot, securing the Town Hall and completing the rest of the village.

TH8 Defense Layouts

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

Choose this category when you need broad protection against several army styles rather than a layout prepared for one specific war opponent.

TH8 Hybrid Layouts

Hybrid layouts combine resource protection with trophy and star defense. Storages can act as high-hitpoint buffers, but they should not create an easy route toward the Town Hall, Dark Elixir Storage or major defenses.

This layout type is suitable when you want one active Home Village design for regular progression instead of changing frequently between farming and defensive bases.

TH8 Anti-2-Star Layouts

Anti-2-star layouts focus on making the Town Hall and the required destruction percentage difficult to secure together. They may use a central Town Hall, protected percentage buildings, difficult core access and defensive sections that require early Hero or spell commitments.

Because the TH8 Town Hall does not contain a defensive weapon, nearby defenses, walls, traps, Heroes and Clan Castle troops must provide the pressure needed to protect it.

TH8 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 movement is less predictable and enough defensive power remains after the first major objective has been destroyed.

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

TH8 Anti-Air and Anti-Dragon Layouts

TH8 anti-air layouts use Air Defenses, Air Sweepers, Archer Towers, Wizard Towers, Hidden Teslas, air traps, the Archer Queen and separated defensive zones to disrupt Dragons and Balloons.

Use this category when defensive replays show exposed Air Defenses, predictable Dragon paths, weak Sweeper coverage or an unprotected back-end air section.

TH8 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, balanced defensive coverage and no deliberate emphasis on only Dragons, Hog Riders or farming protection.

TH8 Troll and Fun Layouts

Troll and fun layouts use unusual walls, building arrangements or visual themes. Their main purpose is entertainment, so they should not automatically be treated as competitive war or farming designs.

Review the defensive structure before using a creative layout in an important war. An unusual appearance does not guarantee difficult troop pathing.

TH8 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 rather than concentrated in one central compartment.

Evaluate several defensive battles before judging the layout. One result may reflect attacker levels or execution rather than a permanent weakness in the complete design.

What Makes Town Hall 8 Base Building Different?

The Archer Queen is now available at TH8 and introduces a ranged Hero who can target both ground and air units. On attack, she can remove important defenses before the main army is deployed. On defense, her range and damage allow her to support compartments differently from the Barbarian King.

The Blacksmith also becomes available at TH8, allowing attackers to customize Hero abilities through Hero Equipment. This means a layout should not assume that every Barbarian King or Archer Queen will use the same ability combination or follow the same entry plan.

The Bomb Tower gives TH8 another source of ground splash damage. It attacks ground troops and releases a damaging explosion when destroyed, making it useful around routes used by Hog Riders, Valkyries and other grouped ground units.

TH8 does not have access to Siege Machines. Layout planning can therefore focus on Heroes, normal troops, spells, walls and Clan Castle reinforcements without accounting for Wall Wreckers or Battle Blimps.

Archer Queen Pathing

The Archer Queen can attack buildings from range and may remove important defenses while remaining outside stronger defensive areas. Wall shapes, building offsets and overlapping ranges should make her route less direct.

Avoid placing an Air Defense, defensive Hero, Clan Castle and Town Hall along one continuous Queen path.

Bomb Tower Placement

The Bomb Tower should cover a realistic ground route rather than an isolated section of the village. Its attack and destruction damage are more useful where groups of Hog Riders, Valkyries or support troops are likely to gather.

Avoid placing it where ranged troops can remove it without entering other defensive coverage.

Planning around the Archer Queen

The Archer Queen is one of the most important changes to current TH8 attacking and defending. She can create a funnel, remove Clan Castle troops, target Air Defenses and clear an important section before the main army begins.

TH8 layouts should create several defensive objectives instead of placing every high-value building along one Queen route. The goal is not to make individual defenses unreachable, but to require additional time, spells or troop support to move from one valuable target to the next.

Protect Air Defenses from the Queen

Check whether the Archer Queen can remove an Air Defense from outside the village while remaining under Healer or equipment support. Air Defenses should receive coverage from Archer Towers, Teslas, defensive Heroes or other nearby buildings.

One Queen route should not remove several Air Defenses before Dragons or Balloons are deployed.

Separate Queen Objectives

Avoid placing an Air Defense, Bomb Tower, defensive Hero, Clan Castle and Dark Elixir Storage in one sequence. Offset these buildings so the Queen must change direction or enter a new defensive area.

Protect Edge Defenses

Defenses placed close to the deployment boundary should have overlapping support. An isolated Wizard Tower or Air Defense may be removed before it affects the main army.

Review Defensive Queen Placement

Place the defensive Archer Queen where she can influence an important compartment without being pulled into an exposed area too early. Her position should complement the Barbarian King rather than place both Heroes where one troop group can control them together.

Hero Equipment and TH8 Layout Planning

Hero Equipment allows attackers to change how their Heroes create funnels, break walls, recover health or deal damage. A TH8 layout should therefore prepare for more than one expected Hero entry.

Avoid Straight Defensive Lines

Do not align several important buildings along one direct path from the edge. Ranged attacks and equipment effects can gain additional value when defenses share the same angle.

Use More Than One Wall Layer

Earthquake Boots, Wall Breakers and spells can open compartments. Important defenses should rely on overlapping damage and pathing decisions as well as walls.

Create Separate Hero Encounters

Position the Barbarian King and Archer Queen in different defensive areas when grouping them would allow one spell or troop group to control both. Multiple Hero encounters can slow the attacking army in different sections.

Review Equipment after Defensive Replays

Watch how attacking Heroes enter the village and which defenses they remove. Adjust walls, buildings or defensive Hero positions when the same equipment setup repeatedly gains too much early value.

How to Use the Bomb Tower at TH8

The Bomb Tower is a ground-only splash defense. It is particularly relevant against armies that group near defenses or move through compact compartments. Its destruction explosion should be part of the trap plan rather than treated as an isolated effect.

Cover Hog Rider Routes

Hog Riders move directly between defensive buildings. Place the Bomb Tower where they are likely to group after leaving one defense and approaching another important target.

Nearby Giant Bombs and defensive fire can increase pressure, but traps should not be placed so close together that one small test group reveals the complete plan.

Cover Valkyrie Routes

Valkyries are attracted to areas where they can attack multiple buildings. Use building spacing and the Bomb Tower to punish dense routes without creating an obvious straight path through the complete village.

Preserve the Bomb Tower for Later

Avoid exposing the Bomb Tower as an easy opening target when its splash damage is intended to protect the middle or back of the base. It should survive long enough to affect the main ground army.

Support It against Ranged Troops

Ranged troops may remove the Bomb Tower without entering its destruction area. Surrounding defenses should pressure Archers, Wizards and the Archer Queen before they gain an inexpensive takedown.

Common Bomb Tower Placement Mistakes

  • Placing it in an unused section: the Bomb Tower provides little value when ground troops rarely travel through its range.
  • Exposing it near the edge: ranged troops may remove it before the main ground army enters.
  • Ignoring its destruction area: troop movement after the tower falls should be considered when choosing its position.
  • Grouping all splash damage: the back end may become vulnerable after attackers remove the Bomb Tower and nearby Wizard Towers together.
  • Using random traps around it: Giant Bombs and Spring Traps should follow expected troop movement rather than fill available spaces.

Protecting an Unarmed TH8 Town Hall

The TH8 Town Hall does not attack enemy units and does not release a defensive effect when destroyed. Its defensive strength comes from its hitpoints, placement and the surrounding village structure.

A deeply protected Town Hall can make the second star more difficult, but grouping every important defense around it may create a compact core that one concentrated ground or air army can solve.

Central Town Hall

A central Town Hall can require attackers to pass through multiple defensive layers. This position can support anti-2-star layouts when outside percentage buildings are also protected carefully.

Avoid placing every Air Defense, defensive Hero, Bomb Tower, Clan Castle and Dark Elixir Storage inside one small compartment.

Offset Town Hall

An offset Town Hall can pull the attacking army away from an Air Defense group, defensive Hero, Bomb Tower or strong back-end section. Its placement 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 defensive Heroes must punish that entry, or the placement simply gives away the Town Hall.

Percentage Protection

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

Planning TH8 Air Defense

Dragon attacks are one of the most important TH8 layout considerations. Air defense depends on the relationship between Air Defenses, Air Sweepers, Archer Towers, Wizard Towers, Hidden Teslas, air traps and the defensive Archer Queen.

The goal is not simply to place Air Defenses in the center. Their positions should create difficult flight paths and prevent one Hero entry or spell plan from removing too much anti-air coverage before the main army is deployed.

Separate Air Defenses

Avoid placing several Air Defenses where one Queen entry or spell group can remove them together. Separated positions force attackers to commit resources in different parts of the base.

Review Air Sweeper Direction

Air Sweepers should point toward likely Dragon and Balloon approaches. Their direction should support the Air Defenses and Town Hall rather than cover an area attackers have little reason to use.

Create Air Crossfire

Place Archer Towers, Teslas, the Archer Queen and other air-targeting defenses so Dragons attacking one building remain under pressure from another direction.

Protect Back-End Air Coverage

Preserve air-targeting defenses and traps for Dragons or Balloons that survive the opening section. Avoid placing every air trap along the same obvious entry route.

Planning against Dragon Attacks

Dragons ignore walls and move according to nearby building targets. A strong anti-Dragon layout uses building placement to influence their flight path instead of relying only on central Air Defenses.

Break Straight Flight Paths

Avoid building a direct sequence from outside structures to an Air Defense, Town Hall and the remaining core. Offset buildings so Dragons separate or change direction during the attack.

Make Funneling More Expensive

Protect important edge buildings with Archer Towers, Teslas or the defensive Queen. Attackers should need a meaningful troop or spell commitment to create a clean Dragon funnel.

Protect Air Defenses from Spells

Avoid placing an Air Defense beside several other important buildings when the same spell plan can damage or remove the entire group. Spread valuable air targets where the design allows.

Use Air Traps on Likely Routes

Place Seeking Air Mines and Air Bombs along routes Dragons and Balloons are realistically likely to follow. Random trap placement may leave the strongest flight path unprotected.

Planning against Hog Rider Attacks

Hog Riders jump over walls and move directly from one defense to another. Conventional compartments cannot stop them, so defensive order, splash damage, Giant Bombs, Spring Traps and defending Heroes become important.

Build Realistic Hog Routes

Review the order in which Hog Riders will target defenses. Trap spaces should be placed along those routes rather than in empty areas that defense-seeking troops are unlikely to cross.

Distribute Giant Bombs

Do not place every Giant Bomb in the same opening section. Preserve trap pressure for Hog Riders that survive into the center or back end of the village.

Protect Splash Defenses

Bomb Towers and Wizard Towers should remain active long enough to pressure grouped Hog Riders. An early Hero entry should not remove all important splash damage before the main attack begins.

Use Defensive Heroes as Obstacles

Defending Heroes are not targeted by Hog Riders as defenses. Place them where they can attack grouped Hogs without being removed safely during the opening phase.

Planning against Valkyrie Attacks

Valkyries deal area damage around themselves and can gain value from tightly grouped buildings. They also move quickly once a clear route into the village has been created.

Avoid Dense Building Groups

Do not place several valuable buildings close enough for Valkyries to damage them from one position. Use spacing and compartments to reduce their area-damage value.

Break the Central Route

Avoid one direct path through the Bomb Tower, Clan Castle, defending Heroes, Dark Elixir Storage and Town Hall. Offset walls and buildings to divide or redirect the attacking group.

Use Spring Traps Deliberately

Place Spring Traps in narrow spaces between defenses or buildings that ground troops are likely to cross. A trap in an unused gap adds little defensive value.

Preserve Back-End Damage

Keep defensive fire and traps active beyond the initial entry. A Valkyrie army that survives the core should still face meaningful resistance near the final buildings.

Planning against Golem and P.E.K.K.A Armies

Golems and P.E.K.K.As can absorb significant defensive damage while Wizards, Heroes or other troops attack from behind. These armies are most effective when the layout provides one clear route through several valuable targets.

Create Separate Defensive Objectives

Do not connect the Town Hall, Clan Castle, Bomb Tower, defensive Heroes and Dark Elixir Storage through one simple central path. Attackers should need to redirect or divide the army.

Target Support Troops

Wizard Towers, Mortars and traps should pressure Wizards and other support troops behind the tanks. Removing the support group can leave high-hitpoint troops without enough damage to finish the base.

Protect Defending Heroes

Place defending Heroes where they engage the attacking group under coverage from nearby defenses. Avoid positions where they can be removed from outside the village before the main push.

Avoid One Complete Wall Opening

One group of Wall Breakers or one spell-supported entry should not open a direct route through every important compartment. Use offsets and separate wall layers to create additional pathing decisions.

Important Defensive Zones at TH8

TH8 contains enough valuable defenses and resources that placing everything together can create excessive Hero, spell or troop value. Spread important 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: prevent one Archer Queen entry or spell plan from removing several important air defenses.
  • Bomb Tower zone: cover likely Hog Rider, Valkyrie and grouped ground-troop routes.
  • Air Sweeper zone: aim it toward a realistic Dragon or Balloon entry rather than an unused side.
  • Clan Castle zone: avoid allowing attackers to activate and remove defending troops safely before the main deployment.
  • Defending Hero zones: separate the Barbarian King and Archer Queen when grouping them would allow one attack group to control both.
  • Dark Elixir zone: protect the storage without placing it beside every other high-value target.
  • Splash-damage zones: distribute Bomb Towers, Wizard Towers and Mortars so grouped troops face pressure throughout the attack.
  • Back-end zone: preserve traps and defensive damage for troops that survive the opening and central sections.

Ground Defense at TH8

TH8 ground defense depends on the relationship between walls, the Bomb Tower, Wizard Towers, Mortars, Teslas, Giant Bombs, Spring Traps and defensive Heroes. Walls should influence movement, but they should not be the only feature protecting important buildings.

Create Multiple Ground Routes

Use compartments and building offsets to make troops choose between objectives. One wall opening should not connect the Bomb Tower, Clan Castle, both Heroes and Town Hall in a straight route.

Distribute Splash Damage

The Bomb Tower, Wizard Towers and Mortars should cover different parts of the village. Grouping every splash defense in one area may leave the back end vulnerable.

Build Useful Trap Zones

Place Giant Bombs and Spring Traps where Hog Riders, Valkyries or other ground troops are likely to group after changing targets or crossing a narrow route.

Preserve Back-End Damage

Keep enough ground-targeting defenses active after the first major compartment has fallen. A base that uses all its damage at the opening may become easier to finish.

Air Defense at TH8

TH8 air defense depends on the relationship between Air Defenses, Air Sweepers, Archer Towers, Wizard Towers, Teslas, air traps and the defensive Archer Queen. One isolated Air Defense cannot control an entire flight path alone.

Protect Air Defenses from Heroes

Do not allow one Archer Queen route to remove several Air Defenses before the main Dragon or Balloon army is deployed.

Use Air Sweeper Direction Carefully

The Air Sweeper should push troops away from important Air Defenses or interrupt a likely route toward the Town Hall and core. Review its direction after copying a layout.

Distribute Air Traps

Preserve some Seeking Air Mines and Air Bombs for the middle and back end. Placing every air trap at the opening may leave surviving Dragons and Balloons unchallenged later.

Maintain Back-End Air Damage

Keep air-targeting Archer Towers, Teslas, the defensive Queen or an Air Defense active near the final section. Surviving flying troops should continue facing meaningful pressure.

TH8 War Layout or Farming Layout?

A war attacker can study the base and prepare a specific army, Hero Equipment setup, Clan Castle combination and entry plan. War layouts therefore benefit from uncertain routes, separated objectives and traps placed against likely attacks.

Farming layouts prioritize storage distribution and the cost of reaching important resources. They should still include useful defensive coverage, but their success is not measured only by whether the attacker earns stars.

Choose a War Layout When

Your priority is preventing a planned three-star attack, preserving difficult back-end defenses and forcing attackers to divide Heroes, 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 TH8 Layout from This Page

Begin with the intended purpose of the layout rather than selecting the most compact or unusual-looking design. Farming, anti-2-star and anti-3-star layouts should be evaluated according to different goals.

  • Choose the correct category: decide whether your main goal is war, farming, trophy defense, resource protection, Dragon defense or star denial.
  • Inspect Town Hall access: make sure the unarmed Town Hall cannot be taken too cheaply.
  • Review Archer Queen routes: one Queen entry should not remove several Air Defenses, the Clan Castle and another major target.
  • Check Bomb Tower placement: confirm that it covers a realistic Hog Rider or grouped ground-troop route.
  • Inspect air coverage: review Air Defenses, the Air Sweeper, Archer Towers, Teslas, traps and likely Dragon paths.
  • Inspect ground routes: check wall openings, splash coverage, Giant Bomb spaces and likely Hog Rider or Valkyrie movement.
  • Review defending Heroes: place the Barbarian King and Archer Queen where they create useful defensive encounters.
  • Check Clan Castle activation: avoid a safe route that allows attackers to pull and defeat defending troops before the main attack.
  • Check the back end: enough defensive power should remain after the first major objective has been destroyed.
  • Match your upgrade levels: a copied layout may perform differently while its Queen, Bomb Tower, Air Defenses or walls are upgrading.

How to Use TH8 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 Hero Banner has been placed before saving or activating the layout.

After copying, inspect Air Sweeper direction, defensive Hero assignments, Clan Castle placement, Bomb Tower coverage, Town Hall protection, Air Defense spacing and trap groups.

TH8 does not have Siege Machine access, so evaluate the layout around Hero entries, Wall Breakers, spells, Clan Castle troops and normal ground or air troop paths.

Treat the copied layout as a starting design. Make targeted adjustments according to your defensive upgrade levels and the repeated attack routes shown in your replays.

Common TH8 Base-Building Mistakes

  • Ignoring the Archer Queen: an exposed Air Defense or Clan Castle may be removed before the main army is deployed.
  • Building one overloaded core: grouping the Town Hall, Clan Castle, Bomb Tower, Heroes, Air Defenses and Dark Elixir Storage can provide excessive value from one entry.
  • Using the Bomb Tower in an unused area: it should cover a realistic ground route rather than an arbitrary compartment.
  • Exposing Air Defenses: one Queen or spell plan may remove several anti-air buildings before Dragons are deployed.
  • Aiming the Air Sweeper poorly: coverage toward an unused side provides little help against the main air route.
  • Creating a direct Dragon path: outside buildings may guide flying troops directly toward Air Defenses and the core.
  • Using random Hog Rider traps: Giant Bombs and Spring Traps should follow realistic defense-to-defense movement.
  • Grouping all splash defenses: surviving ground troops may face little area damage near the back end.
  • Relying on one wall layer: Wall Breakers, Earthquake effects and other wall-opening tools can create access.
  • Placing every air trap at the entry: surviving Dragons and Balloons may face little trap pressure later.
  • Designing only against one army: a layout focused entirely on Dragons may create an obvious Hog Rider weakness, and the reverse is also true.
  • Copying settings without review: Air Sweeper direction, Hero placement and trap relationships should support the actual design.
  • Replacing a layout after one replay: evaluate repeated attack patterns before deciding that the complete base has failed.

When Should You Change Your TH8 Layout?

Adjust the layout when several defensive replays show the same successful Archer Queen entry, Dragon funnel, Hog Rider route, Valkyrie path, Clan Castle lure or unprotected back-end section.

Begin with a targeted adjustment instead of replacing the complete layout. Change a wall opening, move an exposed Air Defense, revise the Air Sweeper direction, reposition the Bomb Tower, alter a trap group, separate important buildings or move a defensive Hero.

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 TH8 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 current league 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-Dragon use when those goals require different Town Hall positions and defensive structures.

How These TH8 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 TH8 base layout for war, farming, trophy defense, resource protection, Dragon defense or star denial. No Town Hall 8 Clash of Clans base can guarantee a successful defense. Review your replays and adjust Archer Queen routes, Bomb Tower placement, Air Defense spacing, defensive Heroes, traps, walls and back-end coverage according to the attacks you actually face.

Global Chat