COC Bases: TH9 All Layouts (War, Farming, Defense & More)
All TH9 layouts in one place — war, farming, defense, hybrid, anti-2 star, anti-3 star, anti-air, trophy-push, and balanced base designs for every style.
Complete Guide to TH9 Base Layouts
Town Hall 9 introduces X-Bows and expands Hero-based attacking through the
Minion Prince, higher Hero development and additional Hero Equipment options.
These changes make defensive range, Hero pathing and air coverage more important
than they are at earlier Town Hall levels.
A useful TH9 base layout should protect both X-Bows, separate
important defenses, control Archer Queen and Minion Prince entries, and maintain
enough splash damage to handle Hog Riders, Witches, Balloons and other grouped troops.
Walls remain important, but they must work with traps, defensive ranges and building
placement rather than forming one simple central barrier.
Use this hub to choose a Town Hall 9 layout based on your current objective.
War, farming, trophy, hybrid, anti-air, anti-2-star and anti-3-star bases use
different Town Hall positions, X-Bow settings, storage arrangements and trap plans.
TH9 War Layouts
TH9 war layouts are designed to make a planned three-star attack difficult. They separate X-Bows, protect important air and ground defenses, complicate Hero entries and preserve traps or defensive damage for the final section.
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 troops and the main army between several important objectives.
TH9 Farming Layouts
TH9 farming layouts distribute Gold, Elixir and Dark Elixir storages across defended sections of the village. The aim is to prevent one raid from reaching every valuable storage while you continue upgrading Heroes, troops, equipment, defenses and walls.
Avoid placing all storages inside one compact core. Separated resource zones can make attackers choose between taking loot, securing the Town Hall and completing the rest of the village.
TH9 Defense Layouts
Defense layouts are intended for regular multiplayer and trophy protection. They balance Town Hall access, percentage denial, X-Bow coverage, defensive Hero positioning and protection against both ground and air armies.
Choose this category when you want broad defensive coverage rather than a layout designed around one particular war opponent or attack strategy.
TH9 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, X-Bows or Dark Elixir Storage.
This layout type is suitable when you want one active Home Village design for daily progression instead of switching frequently between farming and defensive layouts.
TH9 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 zones that require early Hero or spell commitments.
Because the TH9 Town Hall does not contain a defensive weapon, it must be protected by X-Bows, Teslas, traps, defensive Heroes, Clan Castle troops and other nearby defenses.
TH9 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 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.
TH9 Anti-Air and Anti-Dragon Layouts
TH9 anti-air layouts use Air Defenses, Sweepers, air-targeting X-Bows, Archer Towers, Wizard Towers, air traps and defensive Heroes to disrupt Dragons, Balloons, Lava Hounds, Baby Dragons and flying Hero entries.
Use this category when defensive replays show exposed Air Defenses, predictable Dragon routes or weak coverage around the back of the village.
TH9 All-Rounder Layouts
All-rounder layouts aim for 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 use when you want balanced X-Bow settings, distributed traps and no obvious weakness against either Dragons or ground armies.
TH9 Trophy Layouts
Trophy layouts make the Town Hall and percentage buildings more difficult to collect together. They should apply defensive pressure across several sections instead of relying on one compact core.
Review multiple defensive battles when judging a trophy layout. One attack may reflect troop levels, Hero strength or attacker execution rather than a permanent problem with the complete design.
TH9 Troll and Fun Layouts
Troll and fun layouts use unusual walls, building shapes or visual themes. They are primarily designed for entertainment and should not automatically be treated as war, farming or competitive defensive layouts.
Review the actual defensive structure before using one in an important war or trophy push. A creative appearance does not guarantee effective pathing.
What Makes Town Hall 9 Base Building Different?
X-Bows are the defining TH9 defensive buildings. Their long range allows them to support large sections of the village, but their value depends on placement, mode selection and protection from early Hero attacks.
TH9 also has access to a larger Hero roster through the Minion Prince. The Hero Hall allows players to choose which available Heroes will attack and defend. This means a copied TH9 layout should be reviewed according to the defensive Heroes currently assigned to its Hero Banners.
The Archer Queen is already available before TH9 under the current progression system, but she remains one of the most important TH9 attack threats. Queen Charges, Giant Arrow entries and other equipment combinations can remove important buildings before the main army is deployed.
Unlike TH10, TH9 does not receive Siege Machines. TH9 layouts can therefore focus on troop, Hero, spell and Clan Castle routes without designing around Wall Wreckers or Battle Blimps.
X-Bow Coverage
X-Bows provide sustained long-range damage and can support several compartments. Their positions should cover important routes without placing both buildings where one Hero entry or spell-supported army can remove them together.
Review X-Bow modes after copying a layout. Ground mode provides additional reach against ground units, while air-and-ground mode contributes to both ground and air defense.
Hero Selection and Placement
TH9 players may have more available Heroes than active Hero positions. Defensive Hero selection should support the layout’s weak routes rather than remain identical on every base.
Place Hero Banners where defending Heroes can influence important compartments without allowing one spell or troop group to control all defensive Heroes together.
How to Position X-Bows at TH9
Both X-Bows should contribute to the complete defensive plan. Placing them together creates strong concentrated damage, but it may also allow one attack group to remove both of the village’s longest-range defenses.
Separate Both X-Bows
Separated X-Bows create two long-range defensive zones and can preserve one building for the final part of an attack. This prevents attackers from solving both defenses with the same Queen Charge or ground push.
The towers should still support nearby defenses rather than being placed in isolated compartments without useful overlapping coverage.
Protect X-Bows from the Archer Queen
Check whether the Archer Queen can reach an X-Bow from outside the village while remaining under Healer or equipment support. Surrounding defenses should make early removal require a meaningful spell or troop commitment.
Avoid placing an X-Bow, defending Hero, Air Defense and Clan Castle along one continuous Queen route.
Support Ground Routes
Ground-mode X-Bows can cover wide routes used by Hog Riders, Golems, Witches, Valkyries and attacking Heroes. Position them where walls and buildings keep ground units within range.
Support Air Routes
Air-and-ground X-Bows can strengthen areas between Air Defenses and Sweepers. Use this setting when Dragons, Balloons or Minion Prince attacks repeatedly pass through weak sections of the village.
Choosing TH9 X-Bow Modes
X-Bow mode selection should reflect the layout’s structure and the armies appearing in your defensive replays. One universal setting is not suitable for every TH9 design.
Two Ground X-Bows
Two ground-mode X-Bows provide longer-range pressure against Heroes, Hog Riders, Golems, Witches and other ground troops. This setup may suit a base that already has strong air coverage.
Review whether Air Defenses, Sweepers and Archer Towers provide enough protection before removing both X-Bows from air-targeting duty.
Two Air-and-Ground X-Bows
Two air-and-ground X-Bows contribute against both types of troops. This can support anti-Dragon and anti-LavaLoon designs, although the shorter ground reach may change how they support distant compartments.
Mixed X-Bow Settings
One ground X-Bow and one air-and-ground X-Bow can provide balanced coverage. Place each building where its selected mode supports the expected routes through that section of the village.
Review Modes after Copying
A copied layout may not automatically use the X-Bow settings you prefer. Check both buildings after activating the base and change their modes when repeated defensive results reveal a specific ground or air weakness.
Planning around the Minion Prince
The Minion Prince becomes available at TH9 and gives players a flying Hero option. Because he travels over walls, a layout cannot rely on ground compartments alone to control his path.
His ability to weaken defenses can also support the main attacking army. Air Defenses, Archer Towers, Teslas, air-targeting X-Bows and defensive Heroes should create overlapping pressure rather than depending on one building to stop the complete Hero entry.
Avoid Exposed Air Defenses
Check whether the Minion Prince can approach an Air Defense without entering the range of several other air-targeting buildings. An isolated defense may be removed before the main air army is deployed.
Create Air Crossfire
Place Air Defenses, Archer Towers, Teslas and air-targeting X-Bows so a flying Hero attacking one building remains under pressure from another direction.
Protect the Back-End Air Zone
Do not place all air-targeting defenses on the first side of the village. Preserve enough coverage to challenge the Minion Prince, Balloons or Dragons that survive into the final section.
Review Defensive Hero Choice
Use the Hero Hall and Hero Banners to confirm which Heroes are active on defense. A copied base may have been designed around a different Hero choice from the one currently selected on your account.
Planning against Archer Queen Entries
The Archer Queen can remove important defenses before the main army begins. At TH9, Blacksmith progression also gives access to additional equipment options, including Giant Arrow, which can damage buildings along a long line through the village.
Break Straight Defensive Lines
Avoid aligning multiple Air Defenses, X-Bows, Wizard Towers or defensive Heroes along one clear line. Long-range equipment can gain additional value when several important targets share the same angle.
Limit Queen Charge Value
One Queen Charge should not be able to remove an X-Bow, Clan Castle troops, defensive Hero, Air Defense and Town Hall from the same compartment. Separate these targets or require the Queen to change direction.
Protect Edge Defenses
Defenses close to the deployment edge should have overlapping support. An exposed X-Bow or Air Defense may be removed while the Queen remains outside the strongest defensive ranges.
Use Walls to Influence Healers
Walls do not stop the Archer Queen permanently, but compartment shapes can influence her movement and create openings for Air Defenses or Seeking Air Mines to threaten supporting Healers.
Protecting an Unarmed TH9 Town Hall
The TH9 Town Hall does not attack enemy troops or release a damaging effect when destroyed. Its defensive value comes from its hitpoints, position and the defenses surrounding it.
A central Town Hall can make the second star more difficult, but placing every important defense beside it may create an overloaded core that is vulnerable to one concentrated attack.
Central Town Hall
A central Town Hall can require attackers to move through several defensive layers. This position can support anti-2-star layouts when outside percentage buildings are also protected carefully.
Avoid grouping both X-Bows, every Air Defense, defensive Heroes and the Clan Castle inside one small compartment.
Offset Town Hall
An offset Town Hall can pull the attacking army away from an X-Bow, defensive Hero, Air Defense group or difficult 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 enter from a predictable side. Hidden Teslas, traps, Clan Castle troops and defensive Heroes must punish that choice, or the placement simply gives away the Town Hall.
Percentage Protection
Anti-2-star layouts must protect more than the Town Hall. If attackers can collect half of the village safely around the perimeter, a centralized Town Hall may still allow a comfortable two-star result.
Important Defensive Zones at TH9
TH9 contains enough important defensive buildings that placing all of them together can create excessive Hero, spell or troop value. Spread important targets while maintaining useful overlapping coverage.
- X-Bow zones: separate both X-Bows and select modes that support the expected ground and air routes.
- Town Hall zone: protect the unarmed Town Hall with meaningful defenses rather than relying on the building itself.
- Air Defense zones: avoid allowing one Queen or Minion Prince entry to remove several Air Defenses.
- Air Sweeper zones: point Sweepers toward likely Dragon, Balloon and Lava Hound routes.
- Clan Castle zone: avoid a route that allows defensive troops to be activated and removed safely before the main army is deployed.
- Defending Hero zones: create more than one Hero encounter and review which Heroes are assigned through the Hero Hall.
- Dark Elixir zone: protect the Dark Elixir Storage without grouping it beside every other valuable objective.
- Splash-damage zones: distribute Wizard Towers, Bomb Towers and Mortars so grouped troops face pressure throughout the attack.
- Back-end zone: preserve enough traps and defensive damage to challenge surviving Heroes, Balloons, Hog Riders or Witches.
Common TH9 Ground Attack Threats
TH9 attackers can combine Heroes, Hero Equipment, Clan Castle reinforcements, spells and several strong ground armies. No layout should be described as capable of stopping every possible strategy.
Hog Rider Attacks
Hog Riders move directly between defenses and can remain grouped under Heal Spells. Place Giant Bombs, Bomb Towers, Wizard Towers and defensive Heroes along realistic defense-to-defense routes.
Avoid placing every trap in the opening section. Preserve some trap pressure for Hog Riders that reach the middle or back of the village.
Witch and Golem Attacks
Golems can absorb defensive fire while Witches create large numbers of Skeletons behind them. Multi-target pressure from Wizard Towers, Bomb Towers, Mortars and well-placed traps can help control the support troops.
Keep some splash damage away from the first entry so surviving Witches still face pressure during the final section.
Queen Charge Attacks
A Queen Charge may remove an X-Bow, Clan Castle troops, defensive Hero and Air Defense before the main army begins. Separate these objectives so one Queen route cannot collect all of the value.
Valkyrie Attacks
Valkyries can move quickly between closely grouped buildings and deal area damage around themselves. Avoid dense groups of important buildings that create an obvious route through the center.
GoHo and Mixed Ground Attacks
Mixed attacks may use Golems and Heroes to remove part of the village before sending Hog Riders through the remaining defenses. Separate defensive value so the opening group cannot remove every important splash defense and trap zone.
Hero Equipment Entries
Hero Equipment can change wall access, range, healing and damage. Do not design the base around only one expected Barbarian King or Archer Queen ability combination.
Common TH9 Air Attack Threats
Dragon Attacks
Dragons can punish exposed Air Defenses, weak Sweeper directions and predictable flight paths. Spread air coverage so one entry or spell group cannot remove the complete anti-air network.
Use building placement to prevent Dragons from travelling directly from one Air Defense toward the Town Hall and remaining defensive core.
LavaLoon Attacks
Lava Hounds absorb Air Defense fire while Balloons move between defensive buildings. Distribute Seeking Air Mines, Air Bombs and Wizard Tower coverage across likely flight paths.
Avoid placing every air trap beside the first Air Defense. Surviving Balloons should continue facing traps and splash damage later in the attack.
Zap Dragon Attacks
Lightning and Earthquake Spells may remove selected Air Defenses before Dragons are deployed. Avoid placing Air Defenses beside other important buildings that give the same spells unnecessary additional value.
Minion Prince Air Entries
The Minion Prince can approach over walls and help weaken defensive areas. Use overlapping air-targeting coverage and avoid isolated defenses that can be removed before the main flying army arrives.
Ground Defense at TH9
TH9 ground defense depends on the relationship between walls, X-Bows, Wizard Towers, Bomb Towers, Mortars, Teslas, Giant Bombs and defensive Heroes. Walls should influence troop 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 both X-Bows, the Clan Castle, defensive Heroes and Town Hall in a straight route.
Distribute Splash Damage
Wizard Towers, Bomb Towers and Mortars should cover different parts of the village. Grouping every splash defense in one area may leave the back end vulnerable to Witches or Hog Riders.
Build Useful Trap Zones
Place Giant Bombs and Skeleton Traps where Hog Riders, Heroes or other ground troops are likely to group after crossing a compartment or changing targets.
Preserve Back-End Damage
Keep enough ground-targeting defenses active after the first X-Bow or central compartment has fallen. A base that uses all of its damage at the entry may become easier to finish.
Air Defense at TH9
TH9 air defense depends on the relationship between Air Defenses, Sweepers, air-targeting X-Bows, Archer Towers, Wizard Towers, Teslas, air traps and defensive Heroes.
Separate Air Defenses
Do not allow one Queen Charge, Minion Prince route or spell group to remove several Air Defenses before the main air army is deployed.
Review Air Sweeper Directions
Air Sweepers should protect likely Dragon, Balloon and Lava Hound routes. Their directions should support the Town Hall and remaining Air Defenses rather than point toward unused areas.
Distribute Air Traps
Preserve some Seeking Air Mines and Air Bombs for the middle and back end. Placing every air trap on the opening side may leave surviving Balloons, Dragons or flying Heroes unchallenged later.
Protect Back-End Air Coverage
Keep enough air-targeting defenses active after the first major objective has been destroyed. A strong final air-defense section can force additional spells or stop surviving flying units.
TH9 War Layout or Trophy Layout?
A war attacker can study the village and prepare a specific army, Clan Castle combination, Hero selection, equipment setup and entry plan. War layouts therefore benefit from uncertain pathing, separated objectives and traps placed for likely attacks.
Trophy and regular defensive layouts may face a broader range of armies over several battles. They need balanced ground and air coverage and should avoid one obvious weakness that can be repeated by many attackers.
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 Trophy Layout When
Your priority is broad performance against several army combinations and reducing repeated high-destruction results across multiple defensive battles.
How to Choose a TH9 Layout from This Page
Begin with the intended purpose of the layout rather than choosing the most compact or unusual-looking design. Farming, anti-2-star and anti-3-star bases should be evaluated according to different goals.
- Choose the correct category: decide whether your main goal is war, farming, trophy defense, resource protection, air defense or star denial.
- Review both X-Bows: confirm their placement and choose ground or air-and-ground modes according to the layout’s weak routes.
- Inspect Town Hall access: make sure the unarmed Town Hall cannot be taken too cheaply.
- Check defensive Hero selection: confirm which Heroes are assigned to the available defensive positions.
- Inspect Queen Charge value: one Queen route should not remove an X-Bow, Clan Castle, Hero and Air Defense together.
- Review Minion Prince access: check whether important air defenses are protected by overlapping coverage.
- Inspect air coverage: review Air Defenses, Sweepers, X-Bows, traps and likely Dragon or Balloon paths.
- Inspect ground routes: check walls, splash-damage coverage, Giant Bomb areas and likely Hog Rider or Witch movement.
- 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 X-Bows, Heroes, defenses or walls are still upgrading.
How to Use TH9 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 both X-Bow modes, Air Sweeper directions, defensive Hero assignments, Clan Castle placement, Town Hall protection, Air Defense spacing and trap groups.
TH9 does not have Siege Machine access, so the layout can be evaluated without Wall Wrecker or Battle Blimp routing. Focus instead on Hero entries, wall access, 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 TH9 Base-Building Mistakes
- Grouping both X-Bows: one Queen Charge or central push may remove both long-range defenses together.
- Using unsuitable X-Bow modes: two ground X-Bows may leave weak air coverage, while two air-and-ground X-Bows may reduce distant ground pressure.
- Building one overloaded core: grouping the Town Hall, X-Bows, Clan Castle, defensive Heroes and Air Defenses can provide excessive value.
- Ignoring current Hero progression: TH9 layouts must account for both Archer Queen entries and the flying Minion Prince.
- Leaving straight Giant Arrow value: aligned defenses may allow long-range equipment to damage several targets.
- Exposing Air Defenses: one Hero entry may remove multiple anti-air buildings before Dragons or Balloons are deployed.
- Using random Hog traps: Giant Bombs and Skeleton Traps should follow realistic defense-to-defense paths.
- Grouping all splash damage: surviving Witches, Skeletons or Balloons may face little pressure near the back end.
- Relying on one wall layer: Wall Breakers, Jump Spells and Earthquake Spells can open protected compartments.
- Placing every air trap at the entry: surviving Balloons, Dragons and flying Heroes may face little trap pressure later.
- Designing only against one army: a ground-focused layout may leave an obvious air path, and the reverse is also true.
- Copying settings without review: X-Bow modes, Sweeper directions and defensive Hero assignments 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 TH9 Layout?
Adjust the layout when several defensive replays show the same successful Queen Charge, Minion Prince route, Hog Rider path, Dragon funnel, LavaLoon approach or unprotected back-end compartment.
Begin with a targeted adjustment instead of replacing the complete layout. Change a wall opening, move an exposed X-Bow, revise an X-Bow mode, separate aligned defenses, alter a trap group, reposition a Hero Banner or strengthen the final section of the village.
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 TH9 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-air use when those goals require different Town Hall positions and defensive structures.
How These TH9 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 TH9 base layout for war, farming, trophy defense, resource protection, air defense or star denial. No Town Hall 9 Clash of Clans base can guarantee a successful defense. Review your replays and adjust X-Bow modes, Hero Banner positions, Queen and Minion Prince routes, traps, walls and back-end defenses according to the attacks you actually face.