CLASHBASE.ONLINEClan WarAbout this Town Hall 18 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.
TH18 Clan War Base #15: Asymmetric Diamond and Short-Diagonal Entry
Town Hall 18 Clan War Layout #15 looks easier from the scouting screen than it may feel once the attack starts. The left half is more open, while the right and lower sections carry the defensive weight. That uneven distribution gives the base an asymmetric diamond shape and creates a temptation: enter from the left, reach the Town Hall, and hope the rest of the army keeps moving correctly.
The Town Hall sits close to the edge of the inner core rather than being buried at the center. For a war attacker, that presents two competing goals. You can commit enough troops to secure the objective, or preserve spells and heroes for the heavier defenses beyond it. Trying to do both without a disciplined funnel may be where this layout earns its value.
The left edge appears to offer the easiest setup. There is room to clear exterior buildings and establish a narrow lane before the main force goes in. I would still be cautious about opening the entry too widely. The long wall lines and channels can make troops choose different targets once the first compartment falls. A hero may continue outside while Root Riders or other tanks turn toward the center, leaving support troops caught between the two groups.
That shorter diagonal from the left is the base’s most believable weakness. Defenses have less space to overlap along that route, so a focused Queen Charge or compact smash attack may remove several targets quickly. It is not a guaranteed shortcut, though. The attacker still has to account for hidden traps, defensive Clan Castle troops, and whatever protects the transition from the Town Hall area into the stronger right side.
Queen Charge Hybrid looks like a sensible counter because it gives the attacker more control over that transition. A Queen could work through the left section, remove the Town Hall or nearby defenses, then leave a defined path for Miners and Hog Riders. The danger is time. If she spends too long breaking walls or walking toward an outside building, the Hybrid phase may begin late and struggle to finish the dense lower-right section.
Heavy ground armies, including Root Rider or other smash compositions, should also be considered. They have enough force to cross the wall network, but the attack needs to stay compact. A broad deployment may look powerful at first and then split into separate lanes, wasting spell coverage and hero support. On this base, losing control may be more damaging than losing a few troops early.
Air attackers face a different decision. The Air Defenses and Inferno Towers are spread across opposite sections, so there is no single tidy group to shut down with one Freeze or Rage. Dragons may gain value from the open left side after the corners are shaped, but loose deployment could send them around the outside. LavaLoon offers finer targeting, although the attacker needs a clear order for the central threats and defended back end.
The Clan War purpose becomes clearer beyond the Town Hall. The main objective can be reached, but several valuable defenses remain positioned deeper in the layout. A safe two-star plan may leave too much standing, while a triple attempt has to carry enough strength through the core and into the final section.


