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TH15 Ranked Base #29: Offset-Diamond Core with Upper-Left Funnel Pressure
Town Hall 15 Ranked Layout #29 uses an offset-diamond structure that looks fairly orderly from the outside, but the internal pathing is more awkward than the symmetry first suggests. The Town Hall sits inside the main defensive area, mildly shifted toward the right side of the core rather than being placed on the exact center line.
After studying the layout, the feature that stands out most is the number of different directions troops can take once the first compartment is opened. That makes funneling especially important here. A strong army can certainly reach the core, but reaching it with the army still together is another matter.
The upper-left side looks like the cleanest entry
The upper-left edge, around 10 or 11 o’clock, appears to offer the most practical starting point.
There are exterior buildings that can be removed to create a funnel, and a diagonal entry from this corner can shorten the route toward the inner diamond. A Queen or hero-based opening may be particularly useful because removing just one corner section could change the path of the entire main army.
That is also where I see the biggest weakness.
If an attacker clears the upper-left corner properly and then pushes diagonally inward, the base loses some of the pathing confusion it is trying to create. Instead of travelling around the outside of the diamond, troops get a much more direct route toward the central defenses.
The diamond core can split a ground army
The inner compartments are arranged so that several defenses become available almost at the same time.
That can be troublesome for Root Riders or another heavy ground smash army.
A compact push would be dangerous for this base because heroes, front-line troops, and support units could share the same Rage, Heal, Freeze, or Overgrowth coverage. The layout is more likely to get value when that formation separates.
One section may turn around the left side of the diamond while another moves inward. Suddenly the attacker has plenty of troops alive, but they are fighting two different battles.
That difference can decide the raid.
Queen Charge Hybrid offers more control
Queen Charge Hybrid may be one of the better counters because it allows the attacker to reshape the base before committing Miners and Hog Riders.
A Queen entering diagonally from the upper-left could remove a corner compartment and eliminate buildings that would otherwise pull the Hybrid army outward. If she creates the intended funnel, the second phase becomes considerably easier to predict.
The downside is familiar: time.
The layout has enough separated buildings that a slow Queen walk can become expensive. Ten extra seconds spent on one side may not matter during the Town Hall phase, but it can matter a lot when the last few defenses are sitting on the opposite edge.
Air attacks need a narrow plan
The Air Defenses appear to cover different approach lanes rather than protecting only one side. The Inferno Towers are also separated inside the base, so one Freeze or other control spell is unlikely to neutralize every major threat at once.
Dragons could work, but I would avoid an extremely wide deployment.
A broad Dragon line may collect percentage quickly while quietly weakening the central group. Several Dragons drifting around the exterior can leave the Town Hall push with fewer troops than expected.
LavaLoon has better control over defensive targeting, but the attacker still needs a clear route through the diamond rather than simply planning the first Air Defense takedown.
Why this works as a Ranked base
The Ranked value of Layout #29 comes from its ability to turn a normal-looking attack into a timing and pathing decision.
An attacker can collect safe percentage around the outside, but every second spent there delays the core push. Enter too quickly and the army may split around the diamond. Spend too long creating the perfect funnel and cleanup becomes the problem instead.


