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TH16 Farming Base #1: Storage-Led Diamond with a Lower-Right Entry
Town Hall 16 Farming Layout #1 is a compact resource base built around what looks like a storage-led diamond. The Town Hall sits slightly above the visual center, surrounded by several important defenses and resource buildings, but the storages are not arranged in one simple line. That is the first detail I would pay attention to.
A quick attacker can probably reach some loot without committing everything. Taking the entire resource area is another matter.
The walls divide the village into several stages. One storage may fall during the opening, another becomes available closer to the core, and the remaining resource pockets may require the army to change direction again. For farming defense, that is a useful distinction. The base does not have to prevent every storage from falling; it needs to make a full sweep less comfortable than a quick hit-and-run raid.
The storage-led diamond is doing more than protecting the Town Hall
The center looks fairly dense, but the defensive idea is not simply “put everything in the middle.”
The storages help shape the natural routes toward the Town Hall. Because they are high-hitpoint buildings, they can slow heroes and main troops at awkward moments. An attacker might expect the army to move straight through a compartment, only to have the Queen spend extra time on a storage while the front line moves ahead.
That split may not look serious immediately.
In fact, the first half of the attack can look excellent. A storage falls, percentage rises, and several defenses disappear. Then the main group reaches the central section without all of its support nearby.
This is where pathing begins to matter more than raw troop strength.
If heroes, tanks, healers, and supporting troops remain together, the attacker can use spells efficiently. If the army divides between two branches of the diamond, a Rage, Heal, Freeze, Overgrowth, or similar spell becomes much harder to place for full value.
The lower-right edge looks like the cleanest starting point
From the screenshot, the lower-right edge, around four or five o’clock, appears to be the most natural place to establish a funnel.
There is enough outside space to remove a few buildings without spending a large part of the army. More importantly, this side gives the attacker a diagonal angle toward one of the storage lanes and, eventually, the center.
I would still avoid opening the whole corner.
A very wide funnel can make the attack less predictable. Root Riders may head directly toward the inner compartments while the Queen follows outside buildings. Dragons can behave similarly, with part of the army entering the base and several units continuing around the perimeter.
At first, that can feel efficient because two areas are being cleared at once. Later, the attacker may discover that the strongest group has reached the Town Hall with less support than planned.
So although the lower-right looks like the easiest funnel, it probably rewards a controlled entry more than a broad deployment.
The exposed diagonal storage lane is the main weakness
The clearest weakness in Layout #1 is a diagonal push that turns an exposed storage lane into a shortcut toward the center.
If an attacker removes the correct lower-right structures and creates one clean route inward, the layout becomes considerably easier to read. Instead of clearing several storage compartments in stages, troops may be able to move directly from the outer lane toward the central defenses.
Root Riders or another heavy ground smash army would be one of the first approaches I would consider testing.
Walls are unlikely to be enough by themselves to stop that type of army. The important question is whether the layout can disturb the formation before it reaches the Town Hall.
A compact Root Rider push is dangerous because the heroes, tanks, healers, and supporting damage all benefit from the same spells. A loose deployment is much less efficient. One part of the army may be attacking the core while another is still clearing the storage lane that was supposed to be only a funnel.
That difference could decide whether the attacker gets some loot or nearly everything.
Queen Charge Hybrid may offer better control
Queen Charge Hybrid is another realistic counter, particularly from the lower-right.
A Queen could remove the first defensive pocket, clear one exposed storage, and eliminate the outside buildings most likely to pull Miners and Hog Riders away from the intended route. Once that funnel is established, the Hybrid portion should have a more predictable path through the diamond.
The weakness of this plan is time.
Storages can hold a Queen in place longer than expected. One awkward wall opening or outside target may add several seconds to the opening phase. That is not necessarily enough to ruin the attack, but it can change what happens at the end.
The Town Hall may fall. The attacker may already have strong percentage. Yet the final storage could still be standing across the village while the remaining troops are travelling toward it.
For a farming layout, that is meaningful defensive value.
Air attacks can work, but the route needs planning
The Air Defenses appear to cover different entry lanes rather than sitting in one convenient cluster. The Inferno Towers also function more like separate inner anchors than one compact pair.
That means air attackers have several possibilities, but I do not see one obvious “solve everything from here” entry.
Dragons could potentially approach from the lower-right after a careful funnel. I would expect a tighter deployment to work better than spreading them across the whole side. If several Dragons stay on exterior buildings, the main group may reach the Town Hall with noticeably less damage than the attacker intended.
LavaLoon offers more precise target control, but it would need to be planned in phases.
Destroying the first Air Defense is only the beginning. The Balloons still have to transition toward the central section, deal with the remaining defensive anchors, and finish somewhere useful for the last storage pockets.
A good opening does not automatically guarantee a good back end.
Why Layout #1 makes sense as a farming base
The strongest farming feature here is the staged storage access.
The first resource pocket may be relatively easy.
The second asks for another wall transition.
A third may require the army to cut across the diamond or change direction completely.
By that stage of the raid, some spells may already be gone, hero abilities may have been used, and the remaining timer becomes part of the defense.
That is why I would not judge this layout only by whether a strong attacker can three-star it. A farming base has a slightly different job. It should make complete resource collection inconvenient enough that rushed attackers sometimes leave meaningful loot behind.
Layout #1 appears to do that through pathing rather than simply wall depth.
The lower-right diagonal is the weakness I would watch most closely. A disciplined attacker who opens that lane and keeps the main force compact could reach the center faster than intended. Root Rider smash, Queen Charge Hybrid, Dragons, and LavaLoon all look like plausible counters depending on the player's execution.
But the same lower-right entry can also go badly if the funnel is too wide. Troops split, spells lose value, and the final resource section ends up far from whichever group survives the core.


