Back to Town Hall 17 layoutsRanked BASE LAYOUT

Town Hall 17 Ranked Layout #5

Town Hall 17 Ranked Layout #5 Town Hall 17 layoutRanked
LAYOUT DETAILS

About this Town Hall 17 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 17
PurposeRanked
Copy count416copy-button opens
Community ratingNo ratings yetBe the first to review

TH17 Ranked Base #5: Central Town Hall with an Offset Diamond and Lower-Right Pressure Point

Town Hall 17 Ranked Layout #5 is built around a fairly direct idea: put the Town Hall inside the main defensive core, then make the attacker decide how much of the surrounding village should be cleared before committing to it. The base is not perfectly symmetrical, even though it looks balanced from a distance. Its walls form an offset diamond with several connected pockets, and that slightly uneven structure can make troop pathing less predictable once the first compartments begin to fall.

The Town Hall itself sits centrally enough that there is no obvious “free” objective route. An attacker who wants it early has to push through meaningful defensive coverage rather than simply trimming one edge and walking a hero straight onto it. At the same time, spending too much of the army on outside percentage may leave the main objective active for longer than is comfortable in Ranked play.

That tension is probably the strongest part of the layout.

The lower-right edge, around four or five o’clock, looks like the most practical place to start. There is room to remove a couple of outside structures and create a diagonal route toward the core. I would not describe it as an easy side, though. It is more like the side where an attacker has the clearest opportunity to create a controlled plan.

A Queen Charge from that corner could be particularly dangerous. If the Queen removes one defensive pocket and clears the right buildings, the attacker may open a much shorter lane toward the Town Hall. That is the most noticeable weakness in the design. The base depends on the outer compartment surviving long enough to keep the main path slightly awkward. Once that corner disappears, the route into the middle becomes easier to read.

Of course, Queen pathing has a habit of ruining plans that looked perfect during scouting. Leave one outside building standing and she may continue along the edge. Open the wrong wall and she can move sideways instead of inward. So while the lower-right Queen entry appears strong, it still needs careful execution.

Queen Charge Hybrid probably makes the most sense as a controlled counter. The Queen can remove a defensive section first, then Miners and Hog Riders can follow through a narrower lane. That reduces the chance of the main army splitting between two compartments. The drawback is time. If the Queen phase runs long, the Hybrid portion may reach the opposite side with too little time for cleanup.

Root Riders or another heavy ground smash army are also realistic options. Those troops should have enough strength to cross the wall network, so the problem is less about breaking in and more about staying together once they do. The offset diamond gives several defenses and side compartments a chance to pull units away from the center.

A broad smash deployment could look excellent for the first thirty seconds. Root Riders move inward, heroes clear side targets, percentage rises quickly. Then the formation stretches. The front line reaches the Town Hall while part of the support remains several tiles behind. Rage, Heal, Freeze, or other control spells suddenly cover only part of the army instead of the entire push.

That is where this base may turn a routine Ranked attack into a timing problem.

The air layout also deserves attention. Air Defenses appear to cover crossing lanes instead of simply protecting one edge. That means an air attacker cannot assume that entering from the “weak side” solves the entire base. The Inferno Towers are also separated rather than sitting together as one easy spell target.

A LavaLoon player would likely need a clear sequence for the first Air Defense, the central objective, and the remaining back-end defenses. Removing one threat does not appear to open a straight path through the whole village. If the Balloons lose their intended route after the core, cleanup could become uncomfortable very quickly.

Dragons are another possibility, especially if the lower-right corner is shaped before deployment. Still, I would be cautious about spreading them across too much of the edge. A wide Dragon line may split around different compartments, leaving the central group to fight the Town Hall area without enough support. A narrower entry seems more likely to keep the army focused.

What makes TH17 Ranked Layout #5 feel appropriate for Ranked play is the competition between safe percentage and a direct objective push. The attacker can spend time collecting the outer buildings and improving percentage, but that leaves the Town Hall active. Push the core too early and the opposite side may remain largely untouched.

Neither option is automatically wrong. That is what makes the base interesting.

The outer sections also matter more than they first appear. Because the Town Hall is central, cleanup does not naturally finish at one corner of the village. An army may secure the objective and still have surviving buildings spread across two different sides. A few seconds lost during the core phase can turn a strong attack into an annoying finish where troops are simply travelling instead of fighting.

The lower-right diagonal is still the weakness I would expect skilled players to test first. A controlled Queen or hero entry that removes that corner can shorten the route inward and make the Town Hall much easier to approach. If the attacker does this without overspending spells or hero abilities, the base could open faster than intended.

Still, that route requires precision. A rushed deployment may give the base exactly what it wants: split troops, awkward spell coverage, and cleanup beginning from the wrong side.

KEEP EXPLORING
All Town Hall 17 layouts