Anti-Everything Attempted on TH7 Layout

72

Anti-Everything Attempted on TH7 Layout

AuthorTypeCreatedViewsWon/Lost
spizzieTH7 War Base11 years ago43133239 / 0
**** Intro **** Lets face it... this base, #anti-everything,# can really only be achieved to work fully at TH8. This is my attempt at making a TH7 version that seemed to hold up well against my enemy when they were the same troop levels as TH7 or lower. I skimmed the web for ideas to make this base. I'm sure there are some out there that may look like it in fact. I used trial and error when placing my walls to figure out how many sninjas I could have and how long they stuck out having the max amount TH7 allows. I got a defend and then only two starred my first war with this base. I am planning on trying the base out again in our next war so maybe (most likely looking at the enemy) I will have more defends to share. **** Key Points To Layout!!!! **** 1) Centralized Clan Castle. Drives people crazy not knowing what I have locked inside defending my base with no real way to easily draw the troops (or troop cause I like to use dragons mostly) out to battle without wasting higher damage troops of their own. 2) Wall Placement. Giants will walk around the walls since the defenses are all out in the open except for the mortars with best splash damage and air defenses. Hogs will also travel and hop the walls to the nearest defenses which is why my open defenses are evenly placed around the walls sicking out on the outer edge. Use the inside #moat# to place your fillers, aka resources collectors, storage, barracks, Barb King, ect. This makes the #moat# the fluff zone, keeping the enemies troops that go for defenses first at bay while they run in circles. ***Updated after actually being attacked by wall breakers*** Make sure your stronger walls are mainly making up the inner ring, but also make sure the access points to your #moat# has stronger walls at the places wall breakers smash for multiple entryways! Wall breakers seem to gravitate towards the walls that meet to create multiple paths so you want to make sure they are stronger to make the attacker use more and waste his numbers of wall breakers in their que on the outer wall as well. 3) More Fluffing. Spread out your extra #fluff# aka resources collectors, ect, evenly around the perimeter and inside the moat so there are no open holes for the attacker to drop in troops. Also spreading evenly will cause dragons in an enemy attack to circle around your base since they go to the nearest objects, putting them in the path of your air defense and outer defense ring with archers and wizards that can attack them. 4) Traps. Place your bomb traps, big and small, inside the inner ring since that is the area you least want a breach. A random hog may jump through the walls at the inner defense so great him with lots of BOOM. Also, place air bombs and air mine in #moat# ring so they can be triggered by dragons and healers more quickly then keeping them in the inner ring. However, you want to give you air defense along the outer ring time to attack dragons and healers so the air bombs and mines lay the finishing death sentence. Unless they are lvl 4 dragons attacking you for some ninja awful reason cause then you are just doomed anyway... The only traps outside the outer wall are the corner placed teslas and spring traps protecting them. When they pop up, troops head towards the teslas which is why the gap between the walls leading giants/hogs to the spring traps. Again... spring traps don't work for air troops but we are trying to get rid of as many as the enemies ground troops when in use as possible and fast. That is pretty much the gist of why I built my base the way I did. I like the spacing of archers to cannons and equal placement of the wizard towers but you can change the defenses around more to your liking if you wish. Try what works for you and your level of defense. Now on to the experiences I have had using this layout... **** My Defends **** (NOTE - all my inner walls were lvl 7 during the war and my outer walls were all lvl 6. I edited accordingly and upgraded what I could due to the last attack breaking some easier paths through) No Stars Given (defended) - 42% Enemy lvl TH5 Enemy Troops = 41 lvl 3 Archers, 17 lvl 2 Balloons, 14 lvl 3 Barbarians, 1 lvl 3 Lightning Spell 2 Stars Given - 57% Enemy lvl TH8 Enemy Troops = 59 lvl 5 Archers, 14 lvl 5 Giants, 8 lvl 4 Wall Breakers, 17 lvl 5 Barbarians, 11 lvl 4 Wizards, 1 lvl 1 Healer, lvl 1 Barbarian King, 2 lvl 3 Heal Spells, 1 lvl 2 Rage Spell The first attack, not really 100% sure why that person chose to attack a TH lvl above them... so we will just say that attack failed rather quickly. The second attack, the attacker spent 2 out of the 3 minutes of time to try to get my CC troops (which was a dragon) out to fight them. Therefore when finally ninjaing the dragon, he/she only had 1 minute of time left to take on the rest of my defense and destroy my base. In all they choose to destroy the outer #fillers# to make it to 57%. the Wall Breakers they had blasted through to my TH and the Barbarian King got lucky in the last few seconds they had remaining. **** Enjoy **** Please feel free to comment, like, dislike, rant, go crazy, donate money to the homeless, whatever floats your boats. :D See you on the battle field! -Spizzie
BuiltDefenseOtherTrapsWalls
97%95% 18/1995% 35/37100% 15/15100% 175/175
Show All Stats
Missing
Defense:Air Sweeper
Other:Dark Elixir, Builder
Strategy Tips
Update:97% Complete, Air Sweeper Not Added
War:Clan Castle troops are not lureable by 4.1 spaces
Trophies:Closest Drop Zone to townhall is 15.62 spaces
Guide to Stats: What are they & How to use them
DamageTotalLandAir
Total DPS:972592708
Single DPS:908528668
Splash DPS:646440
Land DPSTotalSingleSplash
Gold:14312419
Elixir:14310637
Dark E:13811918
Townhall:1169224
Air DPSTotalSingleSplash
Gold:2782780
Elixir:32330419
Dark E:3243240
Townhall:4364360

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