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TH16 Clan War Base #24: Multi-Compartment Pressure with a Tricky Core Route
Town Hall 16 Clan War Layout #24 looks like the kind of base that doesn’t try to scare you with one obvious trap. Instead, it creates small, annoying problems all over the map, and those problems can add up fast. At first glance, the layout feels fairly open around the outer ring, especially from the top side. That may tempt an attacker into thinking the funnel will be simple. Still, once you trace the path toward the middle, the design starts to make more sense. This base is clearly built to make clean pathing harder than it first appears.
The Town Hall is not sitting perfectly in the center. It is pushed a bit toward the right side, and that detail matters more than it may seem. A centered Town Hall often gives attackers a more predictable route into the core. Here, the slight offset changes the rhythm of the attack. A player can still plan a direct push, of course, but the route is less natural. In practice, that usually means the army is more likely to drift, split, or take a side compartment before reaching the main objective.
That’s really the story of this layout: it tries to ruin the clean line that strong attackers want.
The base uses a multi-compartment structure rather than one simple core block. That alone makes it more suitable for Clan War than for casual farming or trophy grinding. A war base doesn’t just want to protect loot; it wants to force decisions. This one does that pretty well. Each section asks the attacker to commit a little more housing space, a little more spell value, or a little more time than they may have planned. None of the compartments looks impossible by itself, but the transitions between them are what make the layout dangerous.
The top edge appears to be the easiest funnel, and I can see why. There are buildings that can be cleared to shape the entry, and it probably feels like the cleanest way to start a main push. But “easiest” does not always mean “best.” In fact, the top side may be the most comfortable place to begin precisely because the base wants you to begin there. If the funnel from that area becomes too wide, the army can split into nearby sections instead of driving straight through the important defenses.
That seems to be the main weakness and the main gamble of the design at the same time. If the attacker creates a disciplined, tight funnel, the base may lose a lot of value quickly. If the funnel is loose, though, the layout becomes awkward to finish. The attack can look good for a while—percentage goes up, one or two compartments fall, heroes remain alive—but the core troops start walking in different directions. Once that happens, time becomes a real issue.
I think that is where this base earns its Clan War label. It is not only about stopping the first star or protecting the Town Hall. It is more about turning a promising attack into a messy one.
The Air Defenses and Inferno Towers are also placed in a way that supports that idea. Instead of forming one tidy cluster, the Air Defenses are staggered around the core. The Inferno Towers act as separate high-value targets, which means air attackers can’t just solve one zone and feel safe. A Dragon attack may still work here, especially if the entry is controlled well, but it probably needs careful funneling and smart spell timing. Spread the Dragons too wide and they may skim compartments without punching through the heart of the base.
LavaLoon looks viable too, though not effortless. Since the defensive value is spread rather than stacked into one easy spell pocket, the attacker needs a plan for each phase, not just the first one. A strong Queen Charge Hybrid attack could also be effective, especially if the Queen removes one side of the pathing and helps force the Hybrid through a narrower route. That said, Hybrid attacks can lose momentum quickly if the Queen drifts or if the funnel takes too long to build.
Ground smash armies, especially Root Rider-based ones, are probably the most natural counters on paper. They have the durability to push through layered compartments, and they can recover from small pathing mistakes better than some air armies can. Still, even a powerful smash attack can run into trouble here if the troops separate across adjacent sections.
So, what is this base really trying to do? In my view, it is trying to make attackers feel comfortable early and uncomfortable later. That is a very Clan War kind of design. The Town Hall offset, the multi-compartment core, the staggered air coverage, and the vulnerable-looking top entry all work together to create scouting pressure. A rushed attack might still grab value, but a clean triple appears harder than it first looks.


