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TH17 Ranked Base #9: Offset Town Hall with a Shorter Lower-Right Route
Town Hall 17 Ranked Layout #9 has an intentionally uneven feel. The Town Hall sits a little to the right of the core instead of occupying a perfectly central position, and the surrounding compartments form an offset diamond rather than a neat symmetrical box. That small shift changes the way the base has to be attacked. There are several believable entrances, but none of them gives a completely natural route through the Town Hall, the surrounding defenses, and the final cleanup at the same time.
The lower-right side, around four or five o’clock, immediately stands out as the most comfortable place to begin. There is enough room along that edge to remove a few outside structures and establish a diagonal funnel before committing the main army. From the screenshot, that route also appears slightly shorter than an approach from the opposite corner, which makes it an obvious place for an experienced player to investigate.
That does not necessarily make the lower-right side weak by default. The quality of the funnel matters quite a bit. Clear only the buildings needed to define the lane and a ground army may travel directly toward the core. Clear too much, however, and several compartments become available at once. At that point, heroes and support units can start choosing targets that the attacker never intended them to follow.
A Queen or hero entry is probably the most concerning counter for this layout. A controlled Queen Charge from the lower-right could remove one corner, take out a defensive threat, and shorten the path toward the central objective before the main force even begins. If that first phase goes smoothly, the attacker gains much more control over what happens next.
The problem is that Queen pathing is rarely as clean in practice as it looks during scouting. Leave one outside building alive and she may continue along the edge. Open a different wall than expected and she could move sideways instead of inward. A small pathing mistake during the setup may not ruin the attack completely, but it can force the player to improvise later.
Root Riders or another heavy ground smash army also look capable of challenging this base. The walls themselves are unlikely to be the main obstacle. The real question is what happens once the army reaches the offset diamond and several defenses become available from different directions.
If the main force stays compact, the Town Hall route could open fairly quickly. When tanks, heroes, healers, and support troops all travel through the same section, spells become much easier to use efficiently. A Rage or Heal can support most of the push rather than rescuing one small group.
A broad deployment creates a very different attack. Root Riders may move toward the Town Hall while the Queen, Warden, or support troops drift into an adjacent compartment. For a short while, that can actually look good—several sections of the base are falling simultaneously. The weakness becomes obvious later, when the surviving army reaches the final defenses in smaller groups rather than one strong formation.
The air setup adds another decision. Air Defenses appear to cover different lanes instead of being packed into one obvious defensive block. The Inferno Towers are also separated, which should make it harder to get perfect value from one spell or one short air push.
Dragons may still find success from the lower-right, particularly after the corner has been shaped. I would expect a tight deployment to perform better than a wide one. Dragons spread too far across the edge can start following outside targets, leaving the central group to deal with the strongest defenses without enough support.
LavaLoon gives the attacker more precise control over individual defensive targets, but it also makes route planning more important. Removing one Air Defense does not appear to expose the whole village. The player still has to decide how to cross the middle, when to commit toward the Town Hall, and which section becomes the back end.
That is where the Ranked purpose becomes clearer. This base is not simply trying to keep the Town Hall standing until the final seconds. Instead, it forces the attacker to balance the objective against percentage and time. Taking the Town Hall quickly may leave a large amount of the village alive elsewhere. Going around the edges first gives more percentage but makes the objective phase slower and potentially more dangerous.
The offset shape also means cleanup is not guaranteed to follow the same route as the main attack. A strong push could reach the Town Hall and still finish on the wrong side of the village, leaving a few defenses or buildings several compartments away. In a Ranked attack, those lost seconds can matter just as much as the initial entry.
The biggest weakness remains the lower-right diagonal. A precise Queen or hero setup that removes the corner and keeps the main army moving through one narrow lane could make the core easier to reach than intended. That is likely the first route skilled attackers will test.
Even so, Layout #9 has a clear defensive idea. It uses the offset Town Hall, uneven diamond structure, separated air threats, and multiple pathing choices to turn a straightforward trophy attack into something that requires more control.


