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TH16 Clan War Base #10: Asymmetric Diamond with a Short Right-Side Route
Town Hall 16 Clan War Layout #10 is built around a slightly uneven diamond, and that asymmetry is doing more work than it first appears. The Town Hall sits close to the edge of the inner core rather than being buried directly in the middle. Around it, the base spreads important defenses through compartments of different sizes, so the route that reaches the Town Hall is not automatically the route that clears the rest of the village.
That is exactly what I would want from an anti-three-star war layout. A safe objective is useful, but a safe objective plus an easy back end is not. Here, the attacker appears to have to choose between taking the Town Hall efficiently and preserving enough army for the defenses beyond it.
The right edge, roughly around three to four o’clock, looks like the most comfortable place to start scouting. A few exterior buildings can be removed without committing much of the army, and that side connects to what appears to be the shorter diagonal through the base. A controlled entry from this direction could reduce the distance to several high-value defenses.
It is also the route I would worry about most as the defender.
If the attacker creates a tight funnel, Root Riders or another heavy ground smash could move through that diagonal without wasting much time on unnecessary compartments. The walls themselves are probably not the real challenge. The important part is keeping the Queen, Warden, healers, and supporting damage close to the front line.
That sounds obvious, but this layout gives troops plenty of chances to separate.
A Queen may stay on an outside target while the heavier troops turn inward. Another group might enter the adjacent compartment instead of following the main push. For a while, none of this looks disastrous. Buildings are still falling and the percentage continues to climb. Then the core is reached and spell value suddenly becomes awkward.
A Rage or Heal meant for one large group now covers only half the army. A Freeze used to protect the Town Hall push does nothing for troops that wandered into the neighboring lane. These are small problems individually, but in a war attack they can add up quickly.
The Town Hall position makes that tradeoff even more interesting. Because it sits near the edge of the inner core, an attacker may be able to secure it relatively early from the right-side diagonal. That protects the two-star result, but I would be careful about overspending to get it.
If hero abilities and key spells are burned around the objective, several valuable defenses can remain alive deeper in the base. The attack may look excellent at 65 or 70 percent and still run out of strength before the third star. In that sense, the Town Hall almost works as a decision point rather than just a defensive building.
Queen Charge Hybrid is probably one of the cleaner ways to approach the layout. A Queen starting from the right could remove one outer defensive pocket and close off part of the funnel before Miners and Hog Riders enter. That would make the shorter diagonal much more predictable.
The problem is time. One awkward Queen walk can change everything. If she continues along the edge or spends too long on a high-hitpoint target, the Hybrid phase begins late. The Town Hall may still fall, but the far-side compartments become much harder to finish before the clock expires.
Air attacks face a different puzzle. The Air Defenses are spread across opposite sections rather than sitting in one convenient cluster, while the Inferno Towers support different paths into the core. That spacing forces the attacker to choose which threat deserves attention first.
Dragons could still be effective from the right after a careful funnel. I would prefer a relatively narrow deployment here. A wide line may look impressive at first, but some Dragons can drift around outside buildings while the main group pushes toward the Town Hall. By the time the core fight begins, the strongest defenses may be dealing with only part of the army.
LavaLoon offers more precise control over target order, but it is not simply a matter of removing one Air Defense and following through. The attacker still has to decide how to transition into the Town Hall section, which Inferno threat matters most, and where the surviving Balloons are expected to finish.
The shorter diagonal is the obvious weakness of Layout #10. Supporting defenses have slightly less room to overlap there, so a disciplined attacker may remove several important targets in sequence before the opposite side contributes fully. Still, exploiting that weakness properly requires a good funnel. A rushed right-side deployment may actually play into the base’s hands by spreading the army across separate compartments.
That is what makes this layout feel genuinely suited to Clan War. Its defense is not based on one surprise trap or one ridiculously dense core. It is built around pathing uncertainty and the separation between the Town Hall and the defenses that matter afterward.
A strong attacker can absolutely beat it. The more interesting question is whether they can take the Town Hall and leave the inner core with enough troops, spells, and time for the back end.


