So tested this new base concept at about 2400-2500 trophies and the results are in! I realize this base may not be everyone's cup of tea but cant argue with results. Feedback and questions welcome but please leave your flame throwers at home kthxbye.
The concept is simple. Isolate attacks and split the forces into separate components. Many attacks rely on concentrated damage to break into compartments, take that away from them!
special thanks to all the TH10s that thought my base would be a push over in Crystal I!
ps i realize there is a slight replay overlap my apologies.
Features:
-centralized clan castle
-symmetrical design means no side is weaker than the rest.
-centralized teslas. Horrific for anything that reaches core, but especially lethal vs drags and pekkas.
-Segmented resources. Spreading of resources equally means even the strongest attacks will only come away with maybe half your stores versus all of them in a single core.
-Centralized Air Defense. A top reason for many people to hit the next button, but for those who dont they will find all 4 Air defenses overlap the core quite well.
-Wizard Tower coverage. All WT cover their respective corner of the base as well as a portion of the core. This creates maximum protection of resources while still lending splash to attacks that breech core.
-Building security. This design sucks in as many buildings as possible without creating a massive cluster in the center. This slows down the enemy as they attempt to carve their way into center. Effective distractions for non defense targeting units (barb, arch, pekka).
-Air mines. Positioned in case of a triple lightning knocking out an entire Air Defense. While by no means a replacement, it will hurt air attacks some and potentially raid break a group of minions.
-Centralized Xbows. Supreme base coverage means both xbows will spit elixir pretty much anywhere there is wall.
-Triangle mortars. Even mortar spread means killing the enemy before they even reach the walls versus centralizing and not firing until deep into the base. Some will disagree on this tactic, but the kind of armies that break into high end TH9s use few low hp troops that will make the mortar that much of a game changer in serious attacks.
-Spring traps. By far the most common avenue of approach is from any of the 4 elixir stores. Since WB are squishy most attacks will lead with giants which funnel left and right to attack the point defenses. They are promptly sent into space!
So what should I be worried about using this design? Lets break down some common armies and you can sleep soundly at night knowing you are protected.
-Tier 1 anything (combinations of barbs, archers, gobs, giants, minions.
Laughable at best. Giants see more air time than a 747 and the rest get hopelessly splattered. No danger to core ever, expect first layer to get compromised and maybe 1 to 2 gold stores tops if they abuse rage spells. Enjoy the free lawn fertilizer!
-The Daddy (aka mass balloons). This attack focuses on mass balloons gunning for defenses while shielding minion who come in behind to mop forces up. While they can certainly do damage to the outside and probably destroy an Air Defense or two, they get drawn into core where teslas and the remaining anti air make short work of them. Stick to blowing up walls Wbs.
-The mass dragon. Favorite of lazy overnight trophy pushers, this focuses on rolling your face across the ipad and dumping as many dragons as possible at the base. It capitalizes on dragons large hp, high damage, ability to swarm quickly when rage spelled, and relative lack of a pulse needed to conduct the attack. I was attacked by several mass dragons even one with freeze spells, but like the mass balloon the air defense becomes far too concentrated in the core for any drags to take down TH.
-The GoWiPe. The bane of most bases, this attack is pretty close to unbeatable if done correctly. Golems create a massive distraction as high hp pekkas ravage your base and act as secondary sponges for the mass wizard STFUppercut that follows. I havent been attacked by this yet but popular opinion suggests no cornhole is safe.
-Healer combined with high HP units (golem, Pekka, giants). Horrible healer AI cripples any chance of these combos doing any real damage to your base. Ive seen a healer heal an elixir pump and then a gold mine...Derp mode indeed.
-The mass witch. Many videos have circulated of the mass witch attacks splattering maxed TH10s. My god then what chance do poor slobs like us have? Well in the case of the guy who mass witched me he probably needed a new ipad after the rage from losing. The design of the base worked to siphon his forces around the first layer of point defenses and collectors. Even when he broke a loot compartment his skeletal friends decided to take detours every way imaginable before being mass splashed to death. Never even saw the core of the base.
Im sure there will be more but hopefully Ive inspired some confidence in my design for some of you! I'd be thrilled if anyone wants to help test the base design as I don't get very many attacks while farming. Good luck!
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and OJM you should give this variant a go you won't be disappointed!

