
Base layouts
6 fully interactive TH14 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 14: 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 90/100
16 compartments · Town Hall walled in · 53/53 defenses placed
Watch out for
Scored by the Clashest base analyzer — geometry heuristics (coverage, spacing, compartments) computed from official building data, not battle statistics.
TH14 trophy base #1
TH14 trophy base #2
TH14 trophy base #3
TH14 war base #4
TH14 war base #5
TH14 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 TH14.
New unlocks
Monolith
Pet HouseExtra copies
Air Bomb+1 → 7
Bomb+1 → 8
Giant Bomb+1 → 7
Seeking Air Mine+1 → 8
Skeleton Trap+1 → 4
Walls+25 → 325| Building | Count | Max level at TH14 | Change |
|---|---|---|---|
Army Camp | ×4 | 11 | — |
Barracks | ×1 | 16 | 15 → 16 |
Blacksmith | ×1 | 7 | 6 → 7 |
Clan Castle | ×1 | 10 | 9 → 10 |
Dark Barracks | ×1 | 11 | 10 → 11 |
Dark Spell Factory | ×1 | 7 | 6 → 7 |
Helper Hut | ×1 | 1 | — |
Hero Hall | ×1 | 8 | 7 → 8 |
Laboratory | ×1 | 12 | 11 → 12 |
Pet House | ×1 | 4 | new |
Spell Factory | ×1 | 7 | — |
Workshop | ×1 | 6 | 5 → 6 |
Air Defense | ×4 | 12 | 11 → 12 |
Air Sweeper | ×2 | 7 | — |
Archer Tower | ×8 | 20 | 19 → 20 |
Bomb Tower | ×2 | 9 | 8 → 9 |
Builder's Hut | ×5 | 4 | 1 → 4 |
Cannon | ×7 | 20 | 19 → 20 |
Eagle Artillery | ×1 | 5 | 4 → 5 |
Hidden Tesla | ×5 | 13 | 12 → 13 |
Inferno Tower | ×3 | 8 | 7 → 8 |
Mortar | ×4 | 14 | 13 → 14 |
Scattershot | ×2 | 3 | 2 → 3 |
Wizard Tower | ×5 | 14 | 13 → 14 |
X-Bow | ×4 | 9 | 8 → 9 |
Dark Elixir Drill | ×3 | 10 | 9 → 10 |
Dark Elixir Storage | ×1 | 9 | 8 → 9 |
Elixir Collector | ×7 | 16 | 15 → 16 |
Elixir Storage | ×4 | 15 | 14 → 15 |
Gold Mine | ×7 | 16 | 15 → 16 |
Gold Storage | ×4 | 15 | 14 → 15 |
Air Bomb | ×7 | 9 | 8 → 9 |
Bomb | ×8 | 10 | 9 → 10 |
Giant Bomb | ×7 | 8 | 7 → 8 |
Seeking Air Mine | ×8 | 4 | — |
Skeleton Trap | ×4 | 4 | — |
Spring Trap | ×9 | 9 | 8 → 9 |
Tornado Trap | ×1 | 3 | — |
31 buildings gain new levels at TH14. 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 14 — build your base against these, or take them to war yourself.
Super Dragons
EasyWar / 3-star · #1 at TH14
Six Super Dragons out-tank almost everything TH14 can point at the sky, and the wide splash erases base sections whole. Blueprint rates it the easiest reliable three-star at this hall.
Super Archer Blimp Dragons
MediumWar / 3-star · #2 at TH14
The cloned Super Archer pocket deletes the Town Hall square and the defenses around it before the base reacts. Everything after is a standard Dragon sweep against half a base.
Fireball Super Witches
MediumWar / 3-star · #3 at TH14
The same Fireball demolition that headlines TH12–13 scales cleanly to TH14 — the spell keeps deleting the defensive core, and Big Boys keep tanking the leftovers. A war standard across three halls for a reason.
RC Walk Dragons
HardWar / 3-star · #4 at TH14
Rocket Spear turns the RC walk into ranged Air Defense removal, solving TH14's anti-air before the Dragons commit. Hardest of the TH14 set to pilot, strongest into heavy anti-air war bases.