Creating Effective Base Designs: An Intermediate Guide Clash of Clans Guide - Clash of Clans Builder
Advertisement

Creating Effective Base Designs: An Intermediate Guide

Author by: septine (bDTP)
Category Base Design
Created Feb 22, 2013 (18 months ago)
Rating
(rate this content)
Guides Back to Guide Listing

In clash of clans, creating bases and new layouts is one of the most integral parts of playing. It is what keeps things alive, and most of all, keeps the game exciting and fun for all of us. Our base is what protects our hard earned resources or maintains the prestige of a high trophy count. And that is why it is so important to have a good base.

This guide aims to give an overview of intermediate principles and considerations when designing a base. It goes over different base types and their strategies, as well as providing insight into elements necessary for a good base. This guide assumes one knows the basics of base design.

Part 1: Base Types

In building a good base, the first step is to decide on what your goal is. In general, there are three types of bases (excluding a fourth type, which is just a bad base).

Farming
This base aims to maximally protect resources in order to speed up the rate in which a player can upgrade buildings and in general, progress to higher levels and Town Halls.

Defense/Trophy-Hunting
This base aims to achieve the highest possible trophy count. Resource storages in this type of base are usually somewhat more vulnerable to attack, compared to farming bases.

Hybrid
This base aims to accomplish both the goals of farming and defensive bases. It aims to protect both resources and trophies. In this base, the Town Hall is usually not centered, but not completely exposed either. Resources are adequately protected.

Part 2: Base Design

After you have decided on your goal, you have to do the hardest part, actually making your base.
Unfortunately, there are major differences in base design and its principles. Farming and trophy-hunting bases have major design differences, and there are also major differences in strategy for different Town Hall levels. This aims to give a general overview.

Farming Bases
The most important principle in this base is to protect storages, at the expense of trophies. Optimally, theTown Hall would be completely exposed. Why? A completely exposed Town Hall gives greater incentive for trophy-hunters to attack it, giving you free 12-hour shields. Resource storages should be as centered as possible, in addition to key defensive buildings such as Mortars.

Defensive Bases
The most important principle here is to protect your Town Hall. The Town Hall should be in the center. Key defensive buildings such as Wizard Towers or Mortars should also somewhat centralized, to provide defense.


Next, you need to decide whether your base will have a defined 'center' or not. Generally, players withTown Halls 2-6 will usually have bases with centers, while players Town Hall 7-9 may or may not have a center. The advantages of a center are that your most important buildings are better protected, but the disadvantage is that a single breach into the center will destroy your base completely. If you choose to have a center, you must also consider how large it will be, and what buildings to place in it. Larger centers can include more buildings, but are also easier to breach. Generally buildings included in the center are splash damage buildings, resource storages, the Clan Castle, and the Town Hall (if its a defensive base). Other buildings such as X-Bows or Air Defenses may be included at higher Town Hall levels.


Now, you have to decide on the outer cells of your base. Important things to keep in mind are:
- Evenly spread out anti-Air Defenses. (place Archer Towers where Air Defenses aren't)
- Have spaces for traps/teslas.
- Funneling
- Placement of defensive buildings, how will unit (particularly Giant) AI work?
- Placement of resource buildings, how will unit (particularly Goblin) AI work?
- Compactness, how well do defenses cover each other?
- Wall cells or pockets, how big should they be? (larger allows Giants easier access, but saves Walls for other uses)
- Subtle areas of higher protection where needed (place the higher leveled Walls next to more frequently attacked areas)


Finally, the last, outer layer of the base must be made. Generally, less important buildings such asBarracks are kicked outside of the Walls, along with mines and collectors. Important things to keep in mind are:
- Wall spikes/buffer Walls, are they effective, and what are optimal placements for them? (we all love that wallbreaker AI!)
- Health of outer buildings, place higher health buildings in places where you need the extra seconds for a bit more damage.
- Decorations, using decor to push back spawn zones
- Goblin AI, are the mines/collectors on the outside spaced enough so that Goblins will run around the entire outside before going into the Walls?
- Placement of defensive buildings where you don't have enough room inside the Walls (they will attractGiants)


Part 3: Revision and Upgrading

Every base can be revised. Its important to look at battle replays in order to see where you base layout went wrong, or where you get attacked the most. This can allow you to place those higher leveled Walls in better locations, or changing the position of certain defensive buildings. A look back at those guidelines that are considered less (considering Goblin AI for example) can also greatly help.

Its also important to make your base strong while upgrades on defensive buildings are occurring. When this is happening, push those upgraded buildings to the sides, so that Giants will target the useless building as opposed to an actually functioning one. Its also important to consider sWitching certain buildings in times of upgrading, so that the side of your base more frequently attacked doesn't suddenly lose that key Wizard Tower.


Conclusion

If you've read this far, hopefully you've enjoyed this guide and found some helpful tips in it. The most important part to remember though, is to have fun while doing this. After all, CoC is just a game, so don't stress too much over it all!

If you find any errors or improvements that could be made, please write a comment below. If there's enough support for this, I might also consider writing more specific guides on base design. I'd also love for those higher leveled players to provide some feedback!

Hope you enjoyed reading this!


  • 9 months ago

    WTH Al?????

  • 11 months ago

    I found it very helpful and I would recommend this to anyone that is struggling in this area. Great job and keep it up :)

  • 12 months ago

    Hey guys plz check out Rage Beasts 101. We have up to drags and anyone that has L3 Archers and is L30 can join. Check us out!

  • 12 months ago

    i have th lev 7 now can u plz make a giude for that plz but THAT WAS AN AWESOMEGIUDE DUDE!!!!!!!!!!!!!!!!!!!!

  • 12 months ago

    hi

  • 12 months ago

    hey wait i forgot this guide tells about defenses not attacks. sorry for commenting twice

  • 12 months ago

    cool guide. but using decorations doesn't push the spawn zones. and i also noticed that all def buildings only attack the troops that come in to their sight first. so take advantage of this. try using Giants as dummy while they attack some building and Archers while def are busy killing the Giants

  • 12 months ago

    Nice

  • 13 months ago

    Recruiting Lv 30 up players with Lv3 troops. Please join the "Flaming Meteors"

  • 13 months ago

    Thanks!

  • 13 months ago

    Hey man, great guide. Could you do an advanced guide now, for TH7 ?

  • 13 months ago

    cooleo

  • 14 months ago

    Sorry about spelling mistakes

  • 14 months ago

    Im TH 8 and a farmer. This would be useful to lvl 6 and premature lvl 8 this has a great concept in need of a little revision. Overall ot helps and encourages others to make there own base. However you need to add HOW to build your base and not just what to build in your base. Next time add The Trinagular Formation and how splash is effective on many troops. Thanks for your support with newer players.

    Linus.

  • 14 months ago

    86

  • 14 months ago

    Just a question. What TH lv r u?

  • 14 months ago

    Keep it up septine! Your Beginner's Guide was very useful to me when I started to play this game. This is as useful as the Beginner's Guide. THANK YOU!

  • 15 months ago

    Nice

  • 15 months ago

    Confusing guide

  • 15 months ago

    Very good n usefull guide! However i reacted a bit on farming defence and the main defence of storages was referer to be Mortars! Theese are slow against mean green pantysnatchers! Wizztower are the real n best defence against Goblins as far as my experience goes! They fire more often and dont miss their targets, second they fire even when the Goblings are close where the Mortars cant fire!

    But overall a good guide:)

  • 15 months ago

    U should include a pic

  • 16 months ago

    cheers man this helped me even though i didnt need some of the advice ( as i already new it) there were some points in there wich changed my point of view towards base building such as when you referred to the Goblin and giant AI. this guide was very helpful, keep up the good work.

  • 16 months ago

    thx for this supercool guide

  • 16 months ago

    goog job very helpfull

  • 16 months ago

    Wall Breakers don't go for wall spikes anymore but still a very good guide

  • 16 months ago

    This was good advice but outdated information. example it talks about wall spikes wall spikes no longer work in this game and this could cause some confusion with some players.

  • 16 months ago

    And they damage the building a bit

  • 17 months ago

    with the most recent update Wall Breakers no longer go for the wall spikes. they completely ignore them now. What they go fir is enclosed buildings

  • 17 months ago

    Really good guide, plz make more of these maybe for specific TH level

  • Skz
    17 months ago

    Level 60 and above pleas tell them skz sent u

  • Skz
    17 months ago

    Join hammers of god it's an awesome clan

  • 17 months ago

    Troops can be deployed on decorations in the new update

  • 17 months ago

    Decorations no longer prevent spawns on them. Decorations no longer have a defensive role; they are now simply decorative.

  • 17 months ago

    Hi
    First of all your Guide is very informative and well written
    I thought decorations were pointless until I read your statement "Decorations, using decor to push back spawn zones" .. And I thought "ooh - what a great idea, so I built some flower beds - thought you would like to know that they don't push back spawn zones - it has no effect
    Maybe this changed in an update ?
    Dave

  • 17 months ago

    how do u move things

  • 17 months ago

    Sry I commented twice lol

  • 17 months ago

    Great but I know all this stuff from flammy5 on u tub, but still great

  • 17 months ago

    Good guide. Keep making guides!

  • 18 months ago

    wow nice

  • 18 months ago

    People can not spawn on the decoration but it will not push the spawn line back:)

  • 18 months ago

    great guide in base building.
    one questions, can decoration push back the spawn zone? i tried but it seems the white area does not expand with decoration, i tried torch and flag, may be it works with flowers?

    thanks for the guide :) good job

  • 18 months ago

    Well done...thanks for this great and clear guide man.

  • 18 months ago

    Thanks! Good!

  • 18 months ago

    Very nice! Keep em coming septine!

  • 18 months ago

    very good basic guide