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Town Hall 15 Ranked Layout #27

Town Hall 15 Ranked Layout #27 Town Hall 15 layoutRanked
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VillageMain Village
LevelTown Hall 15
PurposeRanked
Copy count239copy-button opens
Community ratingNo ratings yetBe the first to review

TH15 Ranked Base #27: Offset-Diamond Core with Upper-Left Entry Pressure

Town Hall 15 Ranked Layout #27 uses a central Town Hall surrounded by an offset-diamond defensive structure. Looking at the base itself, the Town Hall is buried inside the main defensive core, while the surrounding compartments create several possible routes toward it. That makes this layout less about hiding the objective and more about making attackers choose between safe percentage and a direct push through the middle.

The outer ring looks fairly accessible, which could tempt an attacker to collect percentage first. The catch is time. Spending too long clearing those easier buildings may leave the Town Hall and central defenses untouched until late in the raid.

The upper-left looks like the best entry

The upper-left edge, around 10 o’clock, appears to be the most practical place to begin.

A Queen, King, or another controlled funneling force could remove that corner and open a diagonal route toward the core. I would probably test this side first because clearing just a handful of buildings seems capable of reducing several competing paths at once.

That is also the layout's most noticeable weakness.

If an attacker successfully removes the upper-left corner and forces the main army diagonally inward, the offset diamond becomes easier to read. Instead of troops circling around different compartments, more of the army can be directed toward the Town Hall.

Queen Charge Hybrid could exploit the diagonal route

Queen Charge Hybrid looks particularly suitable here.

The Queen could work through part of the upper-left section, removing defenses and buildings that might otherwise drag Miners and Hog Riders sideways. Once that funnel is established, the Hybrid army gets a more direct route into the central compartments.

The difficulty is keeping the Queen Charge efficient.

A Queen who walks farther around the edge than expected can quickly burn twenty or thirty extra seconds. That might not stop the Town Hall takedown, but it could leave several exterior buildings standing when the timer becomes tight.

For a Ranked attack, that matters because percentage can be just as important as reaching the core cleanly.

Heavy ground armies need to stay together

Root Riders or another heavy ground smash army could also put serious pressure on this base.

Walls are probably not the biggest problem. Troop separation is.

The central compartments offer several targets at similar distances. If Root Riders enter too broadly, one group may turn around the diamond while heroes and supporting troops continue toward the Town Hall.

Once that happens, spell efficiency drops. A Rage, Heal, Freeze, or Overgrowth that could support one concentrated push suddenly helps only a fraction of the army.

A narrower funnel should make the attack much more reliable.

Air approaches are possible, but not completely straightforward

The Air Defenses appear spread across different lanes, while the Inferno Towers sit far enough apart that one spell is unlikely to control everything important at once.

Dragons could attack from the upper-left after a strong funnel, although I would avoid spreading them across the entire edge. A wide deployment may gain quick percentage while leaving fewer Dragons available for the core.

LavaLoon offers better control over defensive targeting, but the attacker still needs to think about where the Balloons will travel after the first defensive section falls. Solving the opening does not automatically solve the Town Hall compartment.

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