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Town Hall 18 Clan War Layout #5

Town Hall 18 Clan War Layout #5 Town Hall 18 layoutClan War
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VillageMain Village
LevelTown Hall 18
PurposeClan War
Copy count0copy-button opens
Community ratingNo ratings yetBe the first to review

TH18 Clan War Base #5: Top-Edge Funnel and Split-Core Defense

Town Hall 18 Clan War Layout #5 looks inviting from the top, which is probably why the upper edge deserves careful scouting. There is enough room to remove outside buildings, shape a funnel, and point the main army toward the core without spending too much of the attack on setup. The route stops being simple once the first wall opens, though. Several compartments begin competing for troop pathing, while the Town Hall’s slight shift toward the right pulls the attack away from a perfectly straight line.

That Town Hall placement creates an awkward choice. A push from twelve o’clock may secure the main objective, but it may not carry the whole army through the defenses beyond it. Troops on the left can pause on side targets while the stronger part of the force bends toward the Town Hall. Both groups may stay alive for a while, so the problem is easy to miss. It becomes obvious later, when spells cover only half the army and the remaining compartments still need cleanup.

The walls are doing much of the work here. This is not a simple square core or a clean ring base. It uses connected sections, short turns, and narrow junctions. Ground troops can enter with good momentum, then separate when nearby buildings offer different routes. A funnel that is too wide makes that risk worse because heroes, tanks, and support units all get reasonable targets in different directions.

Root Riders and other heavy ground smash armies still look like practical counters. They should have enough strength to cross the first wall layers and absorb pressure around the core. Raw power is not the only issue, however. The attack needs the Grand Warden, heroes, healers, and damage troops to move together. A compact entry makes shared spell value much easier. If the army splits early, Rage, Heal, Freeze, or Overgrowth spells become far less efficient.

Queen Charge Hybrid may offer a more controlled setup. The Queen could work through one top corner, remove a defensive pocket, and close a side lane before Miners and Hog Riders enter. That should reduce some of the pathing uncertainty, although the plan depends on timing. A stubborn storage, an awkward wall opening, or defensive Clan Castle troops could delay the charge. On a layout that already tries to waste seconds, even a small delay may leave the final buildings standing.

Air attacks are possible as well. The Air Defenses are staggered around the core, while the Inferno Towers act as separate high-value threats rather than one easy group. Dragons may find a workable route from the top after both corners are shaped, but a loose line could send several around the outer edge. LavaLoon gives the attacker more control over targeting, though it requires a clear order for the central defenses and the Town Hall side.

The base’s most believable weakness is tied to its main strength: pathing. With a narrow funnel, a focused push may move through the core, take the Town Hall, and leave enough force for the back end. With a wide funnel, the same army can split between neighboring sections and spend the final minute fighting in two directions. That often produces a high-percentage two-star rather than a clean triple.

Layout #5 makes sense as a Clan War base because its value comes from star prevention, scouting pressure, and an entry that may not lead to a clean exit. A cautious attacker can probably secure two stars. Chasing all three requires better funnel discipline, careful spell timing, and a plan for what happens after the Town Hall falls.

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