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TH18 Clan War Base #7: Bottom-Side Entry and Difficult Core Exit
Town Hall 18 Clan War Layout #7 looks balanced at first, but the Town Hall’s slight shift toward the right changes how the base should be read. The outer shape suggests a straightforward push from the bottom, while the inner walls break that route into several smaller decisions. An attacker may reach the objective without too much trouble, yet leaving the core with enough troops to finish the rest is likely to be harder.
If I were scouting this layout, I would begin at the bottom edge. There is room to create a funnel from both lower corners, and the first buildings can be removed without sending the full army into danger. That sounds comfortable, but it may also be the bait. Clear too much on both sides and the entry becomes wide enough for the army to split. Tanks can move toward the Town Hall while heroes, healers, or ranged support drift into a neighboring compartment.
The split may not look serious straight away. Both groups can remain alive for several seconds, which often encourages the attacker to keep going and spend more spells. The problem appears later, when a Rage, Heal, Freeze, or Overgrowth covers only one half of the push. By the time the main group reaches the stronger defenses, the support behind it may be too far away to help.
Root Riders and other heavy ground smash armies seem like sensible counters because they can cross the wall network and absorb pressure. Even so, raw strength will not fix poor pathing. A narrow entry matters. One lower corner could be cleared with a small group, while a hero or siege option shapes the other side. The main army would then have one obvious lane instead of several attractive targets.
Queen Charge Hybrid offers a more controlled alternative. A Queen starting near the bottom-left or bottom-right could remove one compartment and reduce the number of buildings competing for pathing. If the charge stays on schedule, Miners and Hog Riders may get a cleaner route through the middle and toward the Town Hall. There is some risk, though. A storage, awkward wall choice, or defensive Clan Castle troops could delay the main phase and create serious time pressure.
Air attacks are possible as well, but the defensive coverage is not arranged in one tidy group. The Air Defenses appear staggered around the core, and the Inferno Towers act as separate high-value threats. A Dragon or LavaLoon player may have to choose which section deserves spell support first. Dragons could work from the bottom after both corners are shaped, although a loose line may send several around the outside. LavaLoon provides finer control, but it needs a clear sequence through the central defenses and into the right-side objective.
The most believable weakness is time pressure caused by an overly wide funnel. This layout does not need to destroy the army during the opening minute. It can defend by making troops change direction, return for missed compartments, or finish on opposite sides. A strong attacker may secure the Town Hall and reach high percentage, then run out of time with only a few buildings left.
That is what gives Layout #7 its Clan War character. It appears built around star prevention, difficult scouting, and an entry that may not produce a clean exit. The Town Hall is accessible enough to tempt a direct plan, while the staggered defenses and multi-compartment core punish poor follow-through.


