
Base layouts
6 fully interactive TH10 layouts — inspect every building, toggle defense ranges, see what each base is weak to, then customize it in the builder.
An anti-3-star war layout for Town Hall 10: the Town Hall and Clan Castle sit in the walled core, key defenses are split across compartments so one spell package can't clear them, and Air Defenses are spread into separate quadrants against zap-quake.
Design score 92/100
9 compartments · Town Hall walled in · 43/43 defenses placed
Watch out for
Scored by the Clashest base analyzer — geometry heuristics (coverage, spacing, compartments) computed from official building data, not battle statistics.
TH10 farming base #1
TH10 farming base #2
TH10 trophy base #3
TH10 trophy base #4
TH10 trophy base #5
TH10 war base #6
TH10 war base #7
TH10 war base #8
Copy links open Clash of Clans on your device with the layout ready to place — they're created and shared by their designers in game, so there's no preview here until you open them.
Straight from the game data — the buildings you unlock, the extra copies you get, and where your level caps move when you reach TH10.
New unlocks
Inferno Tower×2Extra copies
Archer Tower+1 → 7
Bomb Tower+1 → 2
Cannon+1 → 6
X-Bow+1 → 3
Air Bomb+1 → 5
Giant Bomb+1 → 5
Seeking Air Mine+1 → 5
Skeleton Trap+1 → 3
Walls+25 → 275| Building | Count | Max level at TH10 | Change |
|---|---|---|---|
Army Camp | ×4 | 8 | 7 → 8 |
Barracks | ×1 | 12 | 11 → 12 |
Blacksmith | ×1 | 3 | 2 → 3 |
Clan Castle | ×1 | 6 | 5 → 6 |
Dark Barracks | ×1 | 7 | 6 → 7 |
Dark Spell Factory | ×1 | 5 | 4 → 5 |
Helper Hut | ×1 | 1 | — |
Hero Hall | ×1 | 4 | 3 → 4 |
Laboratory | ×1 | 8 | 7 → 8 |
Spell Factory | ×1 | 5 | 4 → 5 |
Air Defense | ×4 | 8 | 7 → 8 |
Air Sweeper | ×2 | 6 | 5 → 6 |
Archer Tower | ×7 | 13 | 11 → 13 |
Bomb Tower | ×2 | 4 | 3 → 4 |
Builder's Hut | ×5 | 1 | — |
Cannon | ×6 | 13 | 11 → 13 |
Hidden Tesla | ×4 | 8 | 7 → 8 |
Inferno Tower | ×2 | 3 | new |
Mortar | ×4 | 8 | 7 → 8 |
Wizard Tower | ×4 | 9 | 7 → 9 |
X-Bow | ×3 | 4 | 3 → 4 |
Dark Elixir Drill | ×3 | 7 | 6 → 7 |
Dark Elixir Storage | ×1 | 6 | — |
Elixir Collector | ×7 | 13 | 12 → 13 |
Elixir Storage | ×4 | 11 | — |
Gold Mine | ×7 | 13 | 12 → 13 |
Gold Storage | ×4 | 11 | — |
Air Bomb | ×5 | 4 | — |
Bomb | ×6 | 7 | 6 → 7 |
Giant Bomb | ×5 | 4 | 3 → 4 |
Seeking Air Mine | ×5 | 3 | 2 → 3 |
Skeleton Trap | ×3 | 4 | 3 → 4 |
Spring Trap | ×6 | 5 | 4 → 5 |
27 buildings gain new levels at TH10. Source: official game data (footprints, counts and level caps), regenerated each game update.
Deny the enemy all three stars.
Protect your storages and Dark Elixir.
Balance loot protection with trophy defense.
The current meta attack strategies at Town Hall 10 — build your base against these, or take them to war yourself.
Zap Dragons
EasyWar / 3-star · #1 at TH10
TH10's four Air Defenses are the only thing stopping mass Dragons, and eleven spell slots of Zap-Quake removes most of them from the equation. Minimal micro, extremely consistent two-to-three stars in war.
Queen Charge Lalo
HardWar / 3-star · #2 at TH10
Infernos and better air defenses make brute-force air weaker at TH10, so the Queen removes a chunk of the base first. Hard to fly, but it's the attack that keeps working when Zap Dragons runs out of Lightning.
Zap Witches (carry-up)
MediumWar / 3-star · #3 at TH10
The same Zap Witch engine that dominates TH9 still carries fresh TH10s while heroes are down for upgrades — splash defenses die to spells, and skeletons handle the rest. Slightly harder here because a surviving Inferno punishes the wave.