Next-Level TH9 War Coc Layout | Anti Everything RedZone

Next-Level TH9 War Coc Layout | Anti Everything RedZone
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Built by: Sheraz Ahmed
layouts uploaded: 184
focus: th18 legend league bases
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Strategy Explanation

This TH9 war layout is a diagonal (diamond) core with layered rings and tight side compartments. The Town Hall sits central with the Clan Castle layered next to it, protected by two core X-Bows set on opposite sides. Four Air Defenses are spread in a square around the core, while Wizard Towers sit just outside that ring on each quadrant. Mortars and point defenses (Archer Towers/Cannons) form the outer shell, and storages are split into different compartments to act as beefy buffers. Heroes are offset from each other so a single kill squad can’t grab both easily. Two Air Sweepers are staggered on different diagonals, giving cross coverage against LavaLoon and pushing healers off intended paths during queen walks. Trash buildings are scattered around the edges to slow cleanup and make funnels awkward.

The shape forces troops to slide along walls and turn corners. Any entry that grabs a Wizard Tower and one Air Defense usually leaves the attacker short on reach to the core, where the X-Bows and centralized CC keep pressure on the push. The inner intersections create natural pockets for giant bombs and spring traps to punish Hog Riders, while the spaced Air Defenses and sweepers complicate Loon pathing.

Strengths

  • Centralized TH + CC + X-Bows: Hard to snipe; poison and rage from the attacker don’t reach everything at once.
  • Anti-3 spacing: Wizard Towers and Air Defenses are not chain-lightning vulnerable; LavaLoon can’t take two WT or two ADs with one push.
  • Hog pathing traps: Tightly chained compartments and 2x2 pockets between defenses create multiple double-giant-bomb options.
  • Queen walk deterrent: Sweepers on different angles and spread storages make healer positioning awkward; the queen is guarded behind layers.
  • Time control: Edge buildings and offset corners add seconds to cleanup, protecting against late triples.

Recommended CC and Hero Settings

  • War CC: Baby Dragon + Witch + Archers or a defensive Dragon for reliable poison baiting.
  • Archer Queen: Parked behind a Wizard Tower/AD quadrant so she fires over walls while tanks soak.
  • Barbarian King: On the opposite flank to split kill-squad value.

Trap Placement Notes

  • Use the 2x2 pockets between side defenses for double giant bombs to punish Hog Rider rotates.
  • Place seeking air mines along likely Loon entries toward the Air Defenses on the “easier” side.
  • Skeleton traps set to air help versus LavaLoon; set to ground if your war opponents favor Hogs.
  • Teslas work well around the core ring to stall queen charges and keep X-Bows firing.

How It Defends Common TH9 Attacks

  • GoHo: Early Golems stall on spread point defenses; pathing pushes Hogs through bomb pockets.
  • LavaLoon: Split ADs and criss-cross sweepers force a two-phase Loon drop and increase haste usage.
  • Queen Charge: Offset heroes and angled compartments make a straight-line charge into TH + CC risky and spell-heavy.
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