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TH16 Farming Base #13: Broken-Ring Resource Layout with an Upper-Right Entry
Town Hall 16 Farming Layout #13 is built around a fairly practical resource-defense idea: do not let an attacker collect the Town Hall, Gold, Elixir, and Dark Elixir by following one comfortable route through the village. The Town Hall sits close to the center, tucked behind the main storage line, while the surrounding walls create an interrupted or broken-ring structure rather than one simple square.
That distinction matters. At first glance, the base looks compact enough that a strong army might simply push through the middle. Once you follow the wall lines more carefully, though, several compartments pull away from the central section. An attacker can win the first part of the raid and still end up travelling in the wrong direction for the remaining storages.
For a farming layout, that is a useful defensive goal. It does not have to make every resource building impossible to reach. A more realistic aim is to make the second and third valuable targets cost more troops, spells, or time than the first.
How the broken-ring center influences troop movement
The center is not completely sealed. Instead, several compartments wrap around the Town Hall and storages, with gaps and turns that can influence pathing once the first wall layer is opened.
That may create some awkward troop behavior.
Imagine a ground army entering successfully from one side. The main tanks start moving toward the Town Hall, but the Queen notices a nearby defense and continues into the next compartment. Another part of the army follows a building around the edge.
For twenty seconds or so, the attack can still look excellent. Percentage rises quickly, multiple defenses fall, and the player may even take a storage early.
Then the central fight begins.
At that point, the attacker may realize that the army is no longer one group. Rage, Heal, Freeze, Overgrowth, or another support spell can protect the Town Hall push, but not necessarily the troops fighting farther away.
The base does not need to destroy those separated groups immediately. Simply forcing them to spend more time reconnecting can help protect the remaining resource pockets.
Why the upper-right edge looks like the easiest funnel
From the layout image, the upper-right side, around one or two o’clock, appears to be the cleanest place to begin shaping an attack.
There are several outside buildings that can be removed without spending much of the main army. A Queen could begin there, or a few funnel troops could trim the edge before the primary force is deployed.
I would be careful about clearing too much, though.
A wide funnel might open several compartments at the same time. Root Riders could head toward the center while heroes continue along the perimeter. Dragons may do something similar, with the strongest group entering the base while a few units stay on exterior targets.
That is not always a disaster, but it makes the raid less efficient.
A narrow upper-right funnel looks much more dangerous to this layout because it gives the attacker better control over the broken ring.
The biggest weakness: cutting through the ring early
The layout's clearest weakness is a controlled entry that interrupts the ring before troops begin circling away from the objective.
If an attacker removes exactly the right buildings from the upper-right side and creates one obvious lane toward the center, much of the pathing uncertainty disappears. Suddenly, the Town Hall and central defenses become easier to line up.
Queen Charge Hybrid may be particularly effective in that situation.
A Queen could clear the upper-right defensive pocket first, remove buildings that might pull the main army sideways, and leave Miners and Hog Riders with a cleaner route into the middle.
If everything goes according to plan, that can make the attack look considerably simpler than the base does at first glance.
The problem for the attacker is time.
A Queen who follows one building farther around the edge than expected can lose several valuable seconds. A slow wall break or a high-hitpoint structure can cause the same problem. The Town Hall may still fall, but one storage can end up on the opposite side of the base while the clock is already becoming uncomfortable.
For farming defense, that is often enough.
Root Riders and heavy ground smash attacks
Root Riders or another heavy ground smash army would also be worth testing.
These troops are less dependent on finding one perfect wall opening, which makes them naturally dangerous against a compartment-heavy layout. Once the upper-right funnel has been shaped, a compact smash could reach the central section fairly quickly.
The important word is compact.
If Root Riders, heroes, healers, and support troops stay close together, the attacker can get excellent value from spells and hero abilities. If the army spreads across two parts of the ring, the same composition becomes less efficient even if most troops remain alive.
The broken-ring design appears to rely more on this kind of separation than on walls alone.
Air attacks still have options
The Air Defenses appear to protect different crossing lanes rather than one single side of the village. The Inferno Towers are also spaced far enough apart that one spell is unlikely to solve every major threat at once.
That gives air attackers several choices, but not one obvious perfect path.
Dragons could attack through the upper-right after the funnel is prepared. Personally, I would expect a tighter deployment to perform better than a wide line. Spread the Dragons too much and some may continue along exterior buildings while the main group moves toward the Town Hall.
Once that happens, the central push arrives with less damage than intended.
LavaLoon gives the attacker more control over individual defenses, but it also requires a clear plan for the second half of the raid. Destroying one Air Defense is only the start. The Balloons still have to transition through the core, manage the remaining Inferno pressure, and finish close enough to the last resource pockets for cleanup.
That final transition could be one of the more difficult parts of this layout.
Why TH16 Farming Layout #13 fits the Farming category
The strongest reason to classify this as a farming base is the separation between resource routes.
The Town Hall sits centrally, but Gold, Elixir, and Dark Elixir are not all offered along the same path. An attacker may collect one storage and several outside buildings reasonably quickly. The next important resource pocket requires another wall transition or a different direction.
That extra distance matters more than it sounds.
A farming defense does not always succeed because every attacking troop dies. Sometimes the army survives but finishes in the wrong place. The attacker spends the last fifteen seconds watching troops walk across the village while one valuable storage remains standing.
This layout appears designed to encourage exactly that type of finish.
There is still an obvious counterplay. A disciplined upper-right entry that breaks the ring early and keeps the army together could expose the core faster than intended. Queen Charge Hybrid, Root Riders, Dragons, and LavaLoon all look like realistic attack choices depending on the player's execution.
That does not make the layout ineffective. It simply means the defense relies on pathing and resource separation rather than pretending one section is impossible to break.
Overall, TH16 Farming Layout #13 looks like a broken-ring resource base designed around troop pathing, separated loot pockets, and cleanup pressure. The central Town Hall, spread-out Air Defense coverage, separated Inferno Towers, and identifiable upper-right entry all create meaningful decisions for the attacker.
A casual farming raid may collect useful loot without much trouble. Taking the Town Hall and every important storage in one smooth attack is likely to require much better funneling, tighter troop control, and more of the timer.


