CLASHBASE.ONLINERankedAbout this Town Hall 17 base
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.Rate this layout
Share a useful, honest experience. One review is stored per visitor for this item.
TH17 Ranked Base #7: Offset Diamond with a Risky Lower-Right Shortcut
Town Hall 17 Ranked Layout #7 has a shape that looks open enough to tempt a quick attack, but the center is more awkward than it first appears. The Town Hall is shifted slightly toward the right side of the core instead of sitting perfectly in the middle, while the walls form an offset diamond with several compartments branching away from it. That combination creates a base where the shortest route to the objective is not necessarily the best route for finishing the village.
The lower-right edge, around four or five o’clock, is the first place I would examine when scouting this layout. There is enough room to establish a funnel without spending a large part of the army, and the nearby compartments appear to offer a reasonably short diagonal path toward the center. It is a promising entry, but there is an important difference between opening that side and opening it cleanly.
A carefully placed Queen or hero can potentially remove one corner and make the route inward much easier. That is probably the biggest weakness visible from the screenshot. If the attacker clears the correct outside buildings and keeps the funnel narrow, the main army can avoid wasting time around the edge and head directly toward the stronger central defenses.
The problem begins when the entry becomes too wide.
Imagine Root Riders entering from the lower-right while the Queen continues following buildings toward three o’clock. Both groups may look useful at first. The Root Riders keep moving, the Queen continues collecting percentage, and nothing appears to have gone wrong. A few seconds later, though, the main army may reach the Town Hall section without enough hero support, while the Queen is still fighting on the outside. What looked like extra value turns into a pathing problem.
That is why a disciplined ground smash seems more dangerous to this base than simple spam. Root Riders or another heavy ground army should have enough power to break through the wall network, but keeping everything together matters more than brute strength. If tanks, heroes, healers, and support troops stay inside one lane, the attacker can get much better value from Rage, Heal, Freeze, or other control spells.
Split the formation, and those same spells become much less efficient.
Queen Charge Hybrid could also be a strong option. A Queen starting from the lower-right may be able to remove one defensive section before Miners and Hog Riders are deployed. That gives the attacker time to shape the route rather than hoping the main army chooses the right targets automatically. The approach is more controlled, but it comes with a familiar risk: the clock.
If the Queen spends too long on an outside building or changes direction after a wall opening, the Hybrid phase may begin later than planned. Ranked attacks can be unforgiving in that situation. The Town Hall may fall, percentage may still look good, yet a handful of buildings on the opposite side can survive simply because the cleanup started too late.
The air defenses add another decision. The Air Defenses appear to protect different lanes around the inner compartments instead of being grouped into one obvious zone. The Inferno Towers are also separated, which reduces the chance of one spell solving several major threats at once.
A Dragon attack could still make sense from the lower-right after the funnel is prepared. I would expect a tighter deployment to work better than a broad line. If Dragons are spread across too much of the edge, some may follow outside buildings while the stronger group goes toward the core. That split can leave the Town Hall group under heavy pressure without enough support behind it.
LavaLoon gives the attacker more control over individual targets, but it also requires a clearer plan for the order of defenses. Removing the first Air Defense is only the beginning. The remaining route still has to account for the offset Town Hall, surviving Inferno coverage, and whichever defensive section becomes the back end.
What makes Layout #7 feel suited to Ranked play is the tension between the objective and the percentage route. The Town Hall is reachable, but the easiest way to secure it does not necessarily carry the army through the rest of the base. An attacker who rushes straight toward the core may leave too much percentage behind. Someone who clears the edges first can improve the percentage path but risks wasting time or weakening the Town Hall push.
The layout therefore seems less interested in stopping the attack immediately and more interested in making the finish uncomfortable. One small pathing mistake near the lower-right corner could send heroes and main troops in different directions, and that may be enough to turn a strong attack into a rushed final minute.
Its most obvious weakness remains the diagonal lower-right approach. A precise Queen or hero entry that removes one corner and gives the main army a short route inward could make the base easier to read. Still, that attack requires more planning than simply dropping the army across one side.


