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Town Hall 15 Clan War Layout #22

Town Hall 15 Clan War Layout #22 Town Hall 15 layoutClan War
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VillageMain Village
LevelTown Hall 15
PurposeClan War
Copy count205copy-button opens
Community ratingNo ratings yetBe the first to review

TH15 Clan War Base #22: Open Anti-Three-Star Defense with Split-Lane Pressure

TH15 Clan War Layout #22 uses an open anti-three-star structure where the Town Hall is slightly offset toward the upper side instead of sitting at the exact geometric center. After studying the base itself, the defensive idea appears to be less about making the Town Hall impossible to reach and more about making the rest of the village difficult to finish afterward.

That distinction matters in Clan War. A layout can lose its Town Hall and still do its job if the remaining defenses force poor pathing, waste time, or separate the attacking army badly enough to protect the third star.

The Town Hall is part of the defense, not the whole defense

The Town Hall sits inside the inner structure, but several important defenses are deliberately kept in separate compartments around it.

This means an attacking force committed heavily toward the objective may not remove everything valuable at the same time. Even after the Town Hall section is cleared, dangerous defensive pockets can remain on both sides and toward the lower half.

From a defensive perspective, that is useful. The base is essentially asking the attacker to spend resources twice: first on the objective, then again on the surviving compartments.

The open core is designed to break formation

The center contains several narrow, connected compartments rather than one large defensive box.

That wall arrangement appears intended to create troop separation. Units entering the middle can find attractive targets in different directions, causing the front line, heroes, and supporting troops to lose contact with one another.

Against Root Riders or another heavy ground smash, the walls themselves may not be enough to stop progress. Instead, Layout #22 tries to make those troops cross the base inefficiently.

Once the army separates, spell value drops. A Rage, Heal, Freeze, or Overgrowth can no longer support the entire force at once, giving the remaining defenses more time to work.

Spread defenses reduce easy spell value

The Air Defenses are distributed around different inner lanes, while the Inferno Towers sit far enough apart to behave as separate defensive anchors.

That spacing is important.

Rather than giving Dragons or LavaLoon one concentrated area to overwhelm, the layout keeps air pressure active through multiple stages. The same idea applies to ground armies: controlling one Inferno does not automatically neutralize the next major defensive section.

This creates sustained pressure instead of relying on one short burst of damage.

The lower-right edge is the main defensive concern

The lower-right side looks like the most exposed section of the base.

For the defense, this area needs to consume something valuable—time, hero health, spells, or troop strength. If that section collapses too cheaply, the attacking army may preserve too much power for the inner compartments.

Hidden traps would therefore have particularly good defensive value around the likely movement lanes on this side. The purpose would not necessarily be to stop the attack immediately, but to disrupt its timing before it reaches the stronger core.

Why this structure suits Clan War

What makes TH15 Clan War Base #22 interesting is the separation between securing a star and completing the three-star attack.

An attacker may find a safe route toward the Town Hall, but that route can leave surviving defenses awkwardly spread across the village. Cleanup troops may have to travel between distant compartments while stronger defenses continue firing.

That creates time pressure even when the attacking army is still alive.

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