The Ultimate TH9 Labyrinth Farming Base – Hekrae's Dungeon
Having been defeated by the Luminous Relic, the demons fled the scene
Their leader, Hekrae was killed by the mighty Arkon
His remains were hidden in a fortified dungeon filled with creatures no one has yet seen
Only the darkness lay here, any foolish adventurer that dare set foot has never seen the light again
Only sorrow, pain and death await for the brave men. ..
Introduction
So, this is my first attempt on making a farming base for town hall 9. I figured I might just copy a base somewhere in the forums instead of going through the trouble of making my own base but then I've found out that most if not all farming bases for town hall 9 are aimed for the mid-late TH9. They only protect the DE and gold and simply use the elixir storages as meat shields without giving any real protection for them. That is sad for new TH9s since that means you can't use any of those bases because you're going to need a lot of elixir early on. So what I've created is a base that protects DE and gold and still offers decent protection for the elixir whilst using them as meat shields. Yes, gold will still be the priority as you're still going to need more gold than elixir but they still get decent protection unlike most other bases that just throw them somewhere at the outermost layer.
After analyzing how most farming bases perform, I've noticed that labyrinth bases work exceedingly well than the conventional "make a core with important stuff, add the second layer with the less important stuff, make compartments from the second layer with the unimportant stuff, place traps somewhere they can fit." I will be criticizing the general labyrinth bases I've seen here in the forums and show how flawed those bases are. I might get hated on for saying that line. If you do not want to read any of this, you can skip the next paragraph and get right on the base itself.
Labyrinth bases only work if made properly. A lot of the labyrinth bases I saw are too ambitious and have too much open compartments thinking "this will confuse attackers and send their troops everywhere because the base has too much open compartments." What these designers didn't think of is that this basically makes walls useless as they're there just for the sake of it. Giants can roam freely around the base without even needing to bash a single wall. Since everything is already opened up, wall breakers target the core right from the start. And when their bases make giants go everywhere and split up, they'll say "this will make giants split up causing the giant squad to be weakened and get easily picked off." Now, that is wrong as well. Giants are used to distract the defenses so that the dps troops (barbs, archers, minions, goblins, heroes, etc) can wreak havoc. If the giants got split up, it would be a really good thing since they distract more defenses, doesn't get damaged all at once by a single splash defense and can still destroy defenses with just a couple or two hits even if there's only three or four giants in the pack. So, in the end, your base having too much open compartments is almost never a good thing.
Walls and Traps Only:
With Buildings:
Clan Castle Radius:
How it works?
This base features a full outer layer of walls (beside the two openings, which I will explain later) preventing wall breakers from rushing to the core. It features an internal labyrinth that keeps the giant pack all together clumping them tightly for splash defenses and spring traps to take care of them. Giant bombs are placed so that giants won't trigger them (seriously, who lets giants trigger giant bombs? they barely deal any damage to them and a heal spell/healer would just negate that damage) and only let the small hp troops (barbs, archers , goblins) trigger them so that they die instantly. X-bows at the core and teslas at the second layer to finish off heroes that wander to the center of the base. And what labyrinth base would we complete without sieves? These are places in your base where giants are made to go off somewhere else while the small hp troops go to where a lot of splash damage happens.
Here is the general pathing of the troops.
Black lines are where giants will path (leading away from the dps troops). Yellow lines are where archers will path (all leading to giant bombs). Blue lines are where barbs/goblins will path (also leading to giant bombs and wizard towers). Notice the pathing of the giants and the barbs/goblins at the second layer. The giants will head off to the left where they are out of reach by the other mortar at the top and wizard tower at the right and the barbs/goblins will head off to the right where said mortar and wizard tower will kill them. That is the sieve I am talking about in the previous paragraph (more on that later).
The Gates to Hell
The gates are heavily guarded by the strongest demons. An assault to the gates would be suicide.
Giants will step on two spring traps trying to clear this section. Giant bomb where archers would go after the giants cleared this section. Wizard towers will also get the small hp troops since they will most likely get separated from the giants as they go on to the next section.
The Corridors of Doom
With every turn, you'll find something creeping within the darkness. The corridors are crawling with monsters.
Giants will head on to this next section where the a wizard tower will be hitting them constantly. The giants will then leave the radius of the wizard tower but by then, they'll most likely have little hp left (unless the attacker used a heal spell) after being hit by the wizard tower many times and the other defenses will kill them. With the giants leaving the wizard towers radius, it can now target the small hp troops and kill them (mostly with one shot). Spring traps are placed at the other corridor opposite to the one in the picture because getting that one cleared pose a threat to DE storage being compromised.
The Room of Pain
Here, you'll find riches beyond your wildest dreams but do not get caught off guard, the darkness is behind you.
Gold storages are located here but they are protected by splash defenses. The giants will head off to the left where they are out of reach by the other mortar at the top and wizard tower at the right and the barbs/goblins will head off to the right where said mortar and wizard tower will kill them.
Hekrae's Tomb
Something is lurking in the darkness. Two monstrous demons guard the very tomb where Hekrae lies. The dark energy of the overlord himself lurks around.
Not much to talk about here. It's the core with two x-bows for maximum dps against heroes. Attacking troops will usually come from the corner where the DE storage/clan castle is and they will get stuck there as those buildings have high hp while the x-bows kill the troops attacking those high hp buildings.
PROS:
- Features a sieve with splash defenses killing the small hp troops
- Giant bombs are placed so that giants will not trigger them (these giant bombs are for the small hp troops)
- Clan castle is practically unlurable
- DE storage and gold storages are protected by multiple defenses
- Elixir storages are being used as meat shield to protect the other two resources but still gets decent protection (wizard towers, mortars)
- Heroes acting as distraction for the barbarians and archers where they're most likely going to be deployed.
- Core and second layer is filled with high dps defenses (x-bows and teslas)
- Looks intimidating (most of the time, I have maximum loot available but still getting sniped)
CONS:
- Two of the four air defenses are exposed making this susceptible to giant-healer attacks (I haven't been attacked by giant-healer yet)
Battle Logs
This is an old version where I got the walls messed up causing the giants to punch through walls where I didn't want them to causing the attacker to get the DE. However, I would still say this defended quite well as the attacker used three heal spells just to get the DE.
When the attack on the top happened, my clan castle is barely filled (only got 6 archers in there) which severely weakened by defensive capabilities. But even with that, the attacker still has to use two rage spells and two heal spells just to get the DE.
The DE stolen was from drills. They didn't touched my DE storage here.
Before you say "these logs look pretty bad, DE has been stolen twice, most of the time, your gold and/elix has been stolen," you should know that during all these attacks, almost all of my important defenses are upgrading. For most of the time, three wizard towers are upgrading. Only the level 1 wizard tower is active (and that barely deals any damage so I practically got no wizard towers active during these attacks). One of the x-bow is upgrading. By the time one of the wizard towers finished upgrading, I upgraded the other x-bow so I have 0 firepower in the core in some of these attacks. But even with those defenses upgrading, they still need a bunch of spells to actually get something from my base.















