
Base layouts
6 fully interactive TH12 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 12: 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 94/100
16 compartments · Town Hall walled in · 50/50 defenses placed
Watch out for
Scored by the Clashest base analyzer — geometry heuristics (coverage, spacing, compartments) computed from official building data, not battle statistics.
TH12 farming base #1
TH12 trophy base #2
TH12 trophy base #3
TH12 war base #4
TH12 war base #5
TH12 war base #6
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 TH12.
New unlocks
WorkshopExtra copies
Hidden Tesla+1 → 5
Inferno Tower+1 → 3
Air Bomb+1 → 6
Giant Bomb+1 → 6
Seeking Air Mine+1 → 6
Spring Trap+2 → 8
Walls300| Building | Count | Max level at TH12 | Change |
|---|---|---|---|
Army Camp | ×4 | 10 | 9 → 10 |
Barracks | ×1 | 14 | 13 → 14 |
Blacksmith | ×1 | 5 | 4 → 5 |
Clan Castle | ×1 | 8 | 7 → 8 |
Dark Barracks | ×1 | 9 | 8 → 9 |
Dark Spell Factory | ×1 | 6 | 5 → 6 |
Helper Hut | ×1 | 1 | — |
Hero Hall | ×1 | 6 | 5 → 6 |
Laboratory | ×1 | 10 | 9 → 10 |
Spell Factory | ×1 | 6 | — |
Workshop | ×1 | 3 | new |
Air Defense | ×4 | 10 | 9 → 10 |
Air Sweeper | ×2 | 7 | — |
Archer Tower | ×8 | 17 | 15 → 17 |
Bomb Tower | ×2 | 7 | 6 → 7 |
Builder's Hut | ×5 | 1 | — |
Cannon | ×7 | 17 | 15 → 17 |
Eagle Artillery | ×1 | 3 | 2 → 3 |
Hidden Tesla | ×5 | 10 | 9 → 10 |
Inferno Tower | ×3 | 6 | 5 → 6 |
Mortar | ×4 | 12 | 10 → 12 |
Wizard Tower | ×5 | 11 | 10 → 11 |
X-Bow | ×4 | 6 | 5 → 6 |
Dark Elixir Drill | ×3 | 9 | 8 → 9 |
Dark Elixir Storage | ×1 | 7 | 6 → 7 |
Elixir Collector | ×7 | 15 | 14 → 15 |
Elixir Storage | ×4 | 13 | 12 → 13 |
Gold Mine | ×7 | 15 | 14 → 15 |
Gold Storage | ×4 | 13 | 12 → 13 |
Air Bomb | ×6 | 6 | 5 → 6 |
Bomb | ×6 | 8 | — |
Giant Bomb | ×6 | 5 | — |
Seeking Air Mine | ×6 | 3 | — |
Skeleton Trap | ×3 | 4 | — |
Spring Trap | ×8 | 7 | 6 → 7 |
Tornado Trap | ×1 | 3 | 2 → 3 |
28 buildings gain new levels at TH12. 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 12 — build your base against these, or take them to war yourself.
Fireball Super Witch
MediumWar / 3-star · #1 at TH12
The Fireball erases the defensive core that normally outlasts smash attacks, and Super Witch Big Boys tank everything that remains. It converts spell placement skill directly into three stars.
DragBat
MediumWar / 3-star · #2 at TH12
Dragons pin the defenses while bats eat the back half of the base — as long as the Wizard Towers die frozen, the pincer closes fast. (Overgrowth appears in some 2026 lists for this army, but it unlocks at TH15, so a fourth Freeze fills that slot here.)
Zap Electro Dragons
EasyWar / 3-star · #3 at TH12
Electro Dragon chains do the funneling for you, and Zap-Quake removes the anti-air that matters. The classic 'my heroes are asleep' war attack at TH12 — low skill floor, reliably two-plus stars.
Sneaky Goblin Farming
EasyFarming · #4 at TH12
Still the loot-per-hour king at TH12 — upgrades here are expensive enough that a dedicated farming slot pays for itself. Nearly zero troop cost and no hero dependency.