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TH17 Farming Base #15: Layered Square with Split Resource Routes and a Right-Side Funnel
Town Hall 17 Farming Layout #15 is built around a layered square rather than a single crowded resource compartment. The Town Hall sits slightly below the visual center, while Gold and Elixir value is spread through several sections of the village. That separation is important for a farming design. An attacker may reach one valuable area fairly early, but the rest of the loot does not naturally sit on the same path.
At first glance, the layout looks quite balanced. The walls form several nested sections, with defensive buildings positioned between the inner resource pockets and the outside edge. Once you trace an actual attack route, though, the structure becomes less straightforward. Entering the village is one job; moving from one storage area to another without losing troop control is another.
The right edge, around three or four o’clock, looks like the most practical place to begin. There is enough room to remove a few outside structures and shape a controlled funnel before committing the full army. That side could potentially create a fairly direct route through two wall layers, which makes it both attractive for attackers and probably the most obvious weakness in the design.
The important word here is controlled.
A rushed deployment across the entire right side may not perform as well as expected. Once several outer buildings disappear, troops can see targets in neighboring compartments and begin to separate. A Root Rider group might continue toward the center while the Queen or other support troops follow buildings closer to the perimeter. For the first part of the raid, everything may still look fine. Percentage climbs and defenses are falling.
The trouble usually appears later.
When the main group reaches the core, the heroes may be fighting somewhere else. A Rage, Heal, Freeze, or other support spell that should strengthen one concentrated push suddenly covers only part of the army. That kind of split can turn what looked like an easy farming raid into a much slower cleanup.
A narrow right-side funnel would probably be more dangerous to this layout. Root Riders or another heavy ground smash army should have enough power to cross the wall layers, so the defense cannot depend entirely on keeping troops outside. What matters more is whether the compartments can disrupt their route after they enter.
If the tanks, heroes, healers, and supporting damage dealers stay together, the attacker may be able to work through several sections efficiently. If they split, the remaining storages gain valuable time.
Queen Charge Hybrid also looks like a sensible counter. A Queen starting along the right edge could remove one defensive pocket, take some early value, and eliminate buildings that might pull Miners and Hog Riders away from the intended path. That gives the attacker more control before the main phase starts.
There is a downside, of course. Queen Charges are sensitive to timing. A storage that takes longer than expected, an awkward wall choice, or one outside target can pull the Queen away from the planned route. The attack may still reach the Town Hall, but the remaining resource compartments can become difficult to finish before the timer runs out.
The Town Hall’s slightly lower position creates another small decision. A player entering from the right can work toward the center, but the Town Hall is not necessarily sitting at the end of the same route as every important storage. Pushing directly toward it may leave resources elsewhere. Chasing the storages first could give better loot value, but that makes the objective phase slower.
That is exactly the kind of tradeoff a farming base should try to create.
Air attacks face a different problem. The Air Defenses appear spread across opposite sections, while the Inferno Towers support different routes through the inner village. There is no obvious single zone where one spell solves everything.
Dragons may still find a workable route from the right after a funnel is prepared. I would expect a tighter deployment to perform better than a wide line. Spread the Dragons across too much of the edge and some may follow exterior buildings while the main group travels toward the central defenses.
LavaLoon gives the attacker more control over target order, but it also requires a clearer plan for the second half of the attack. Removing one Air Defense does not appear to expose every important section immediately. The attacker still has to account for the Town Hall, the remaining Inferno coverage, and whichever storage pocket becomes the back end.
What gives TH17 Farming Layout #15 a genuine farming identity is the way the resource routes are divided. The right side offers one way into the village, but it does not automatically deliver every major storage. An attacker might take the Town Hall and one resource section while another valuable pocket remains several compartments away.
That is a realistic goal. A farming base does not need to protect every storage against every well-planned TH17 attack. Making a complete loot sweep cost more troops, more spells, and more time is already useful.
The biggest concern is the disciplined right-side funnel. If an experienced attacker removes the correct corner buildings and creates a straight path through two wall layers, the core could open faster than intended. Queen Charge Hybrid or a compact Root Rider smash would probably be the first strategies I would expect players to test.
Even so, the design has a clear purpose. The layered square, slightly lower Town Hall, separated resource routes, and distributed air coverage all work toward the same idea: make the first valuable target accessible, but make every additional target cost something.


