Back to Town Hall 16 layoutsFarming BASE LAYOUT

Town Hall 16 Farming Layout #16

Town Hall 16 Farming Layout #16 Town Hall 16 layoutFarming
LAYOUT DETAILS

About this Town Hall 16 base

Game link ready

Copy this base to Clash of Clans

Tap the button below. Clash of Clans will open so you can place this layout in an available base slot.

Copy base to the gameClash of Clans must be installed on this device.
SHARE THIS BASE

Send it to your friends

Share this layout with your clanmates on your favorite app.

WhatsApp Facebook Share on X
VillageMain Village
LevelTown Hall 16
PurposeFarming
Copy count0copy-button opens
Community ratingNo ratings yetBe the first to review

TH16 Farming Base #16: Broken-Ring Resource Layout with an Upper-Right Entry

Town Hall 16 Farming Layout #16 is built around a fairly simple farming idea: make an attacker choose a route instead of giving them every important resource on the same line. The Town Hall sits slightly above the visual center, while the Gold, Elixir, Dark Elixir, and stronger defensive buildings are distributed through several layers of the village.

At first glance, the layout looks compact. The inner section is dense, and a lot of defensive value sits close to the Town Hall. The walls tell a slightly different story, though. Rather than forming one perfectly closed square, they create a broken-ring pattern with several possible transitions between the outside and the center.

That is where the base becomes more interesting.

An attacker can enter one section successfully without automatically creating a path through every storage. In farming defense, that matters. You do not necessarily need every storage to survive. If an opponent takes one pocket but has to spend considerably more troops and time reaching the next, the layout is already forcing a more expensive raid.

The upper-right edge looks like the natural starting point

The upper-right side, roughly around one or two o’clock, is probably the first entry I would test.

There are enough buildings around that edge to create a funnel without committing a large part of the army. A Queen Charge could begin there, or a few supporting troops could remove the exterior targets before a larger ground force enters.

The important part is keeping the opening narrow.

If too much of the upper-right section is cleared at once, troops may see several compartments as equally attractive. Root Riders could begin moving toward the Town Hall while the Queen continues along an outside lane. Dragons might separate between exterior buildings and the central section.

For a while, that can look like a good attack. Percentage climbs quickly and several defenses fall at the same time.

Then the core fight begins.

Once the army is split, spells become harder to use efficiently. A Rage, Heal, Freeze, or Overgrowth that could have supported one strong group may only cover part of the push. That may not stop the attack completely, but it can slow the transition from the first resource section to the next.

The broken ring is useful until an attacker cuts through it

The most obvious weakness is a controlled entry that interrupts the ring early.

If an experienced attacker removes the correct upper-right buildings and forces troops inward, the route toward the Town Hall becomes much easier to read. Instead of following the outer ring, the army can cross directly into the high-value central section.

Root Riders or another heavy ground smash composition could be particularly dangerous here. They are less dependent on conventional wall openings, so once a clean funnel exists, the ring itself becomes less effective.

Still, keeping the army together remains important.

A compact group of Root Riders, heroes, healers, and support troops can move through the center with strong spell support. If the heroes drift away from the tanks, the same army can become surprisingly inefficient even though plenty of troops remain alive.

Queen Charge Hybrid may offer the cleanest control

Queen Charge Hybrid is another believable counter.

Starting the Queen from the upper-right could allow the attacker to remove one defensive pocket and clear the buildings most likely to pull troops around the perimeter. Once that side is shaped, Miners and Hog Riders would have a cleaner path toward the Town Hall.

The plan is not risk-free.

Queen Charges can lose time quickly. One unexpected building can keep the Queen walking around the outside. A slow wall opening or a high-hitpoint target can delay the Hybrid phase by several seconds.

The attack may still reach the Town Hall, but that delay matters when another storage is sitting on the opposite side of the base. The surviving army can end up spending the final seconds travelling rather than collecting loot.

For a farming base, that is a perfectly useful defensive outcome.

Air armies have options, but the threats are separated

Air Defenses appear to cover different entry lanes instead of sitting in one compact group. The Inferno Towers are also separated, so the attacker is less likely to control every major threat with one spell.

Dragons could attack from the upper-right after a careful funnel. I would expect a tighter deployment to perform better than a wide line. If several Dragons follow outside buildings, the central group can reach the Town Hall with less damage behind it than the attacker expected.

LavaLoon provides more precise control over target selection, although the attack still needs to be planned in stages. Removing one Air Defense does not immediately solve the full layout. The Balloons still need a clean transition through the central compartments and enough surviving strength to reach the last storage pocket.

Why Layout #16 fits Farming play

What gives TH16 Farming Layout #16 its farming identity is the separation between quick loot and complete loot.

An attacker may be able to take one Elixir Storage, a few collectors, and decent percentage without much trouble. That does not automatically create a route through the Gold and Dark Elixir value elsewhere in the village.

Every additional section asks for another commitment.

Sometimes that means crossing another wall. Sometimes it means redirecting heroes. In other cases, the problem is simply travel time.

That is a much more realistic defensive goal than calling the base “unbeatable.” A strong TH16 attacker with the right army and a clean funnel can certainly break through. The upper-right side in particular appears vulnerable to a disciplined entry that cuts through the ring early.

Still, a farming base can be useful even when it does not stop the entire attack. If rushed raids regularly leave one meaningful storage untouched, the design is doing something worthwhile.

KEEP EXPLORING
All Town Hall 16 layouts