
Base layouts
6 fully interactive TH15 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 15: 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 86/100
16 compartments · Town Hall walled in · 55/55 defenses placed
Watch out for
Scored by the Clashest base analyzer — geometry heuristics (coverage, spacing, compartments) computed from official building data, not battle statistics.
TH15 farming base #1
TH15 trophy base #2
TH15 trophy base #3
TH15 trophy base #4
TH15 war base #5
TH15 war base #6
TH15 war base #7
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 TH15.
New unlocks
Spell Tower×2Extra copies
Walls325| Building | Count | Max level at TH15 | Change |
|---|---|---|---|
Army Camp | ×4 | 12 | 11 → 12 |
Barracks | ×1 | 17 | 16 → 17 |
Blacksmith | ×1 | 8 | 7 → 8 |
Clan Castle | ×1 | 11 | 10 → 11 |
Dark Barracks | ×1 | 12 | 11 → 12 |
Dark Spell Factory | ×1 | 7 | — |
Helper Hut | ×1 | 1 | — |
Hero Hall | ×1 | 9 | 8 → 9 |
Laboratory | ×1 | 13 | 12 → 13 |
Pet House | ×1 | 8 | 4 → 8 |
Spell Factory | ×1 | 8 | 7 → 8 |
Workshop | ×1 | 7 | 6 → 7 |
Air Defense | ×4 | 13 | 12 → 13 |
Air Sweeper | ×2 | 7 | — |
Archer Tower | ×8 | 21 | 20 → 21 |
Bomb Tower | ×2 | 10 | 9 → 10 |
Builder's Hut | ×5 | 5 | 4 → 5 |
Cannon | ×7 | 21 | 20 → 21 |
Eagle Artillery | ×1 | 6 | 5 → 6 |
Hidden Tesla | ×5 | 14 | 13 → 14 |
Inferno Tower | ×3 | 9 | 8 → 9 |
Monolith | ×1 | 2 | — |
Mortar | ×4 | 15 | 14 → 15 |
Scattershot | ×2 | 4 | 3 → 4 |
Spell Tower | ×2 | 3 | new |
Wizard Tower | ×5 | 15 | 14 → 15 |
X-Bow | ×4 | 10 | 9 → 10 |
Dark Elixir Drill | ×3 | 10 | — |
Dark Elixir Storage | ×1 | 10 | 9 → 10 |
Elixir Collector | ×7 | 16 | — |
Elixir Storage | ×4 | 16 | 15 → 16 |
Gold Mine | ×7 | 16 | — |
Gold Storage | ×4 | 16 | 15 → 16 |
Air Bomb | ×7 | 10 | 9 → 10 |
Bomb | ×8 | 11 | 10 → 11 |
Giant Bomb | ×7 | 9 | 8 → 9 |
Seeking Air Mine | ×8 | 5 | 4 → 5 |
Skeleton Trap | ×4 | 4 | — |
Spring Trap | ×9 | 10 | 9 → 10 |
Tornado Trap | ×1 | 3 | — |
31 buildings gain new levels at TH15. 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 15 — build your base against these, or take them to war yourself.
RC Charge Mass Dragons
MediumWar / 3-star · #1 at TH15
TH15 defenses out-DPS plain Dragon spam, so the Champion's charge removes the anti-air spine first. With the Duke now flying alongside, the air phase carries far more hero damage than it did pre-2026.
Fireball Super Witches
MediumWar / 3-star · #2 at TH15
Six Big Boys is a wall of hitpoints even TH15's Monolith struggles to burn down, and the Fireball has already removed the worst of the core. The most weather-proof smash at this hall.
Hydra
MediumWar / 3-star · #3 at TH15
Hydra stacks three air unit types so no single defense type counters the wave, and cloned Dragon Riders provide the core-breaking burst. It's the flexible 'any base' answer at TH15.
RC Charge Root Riders
HardWar / 3-star · #4 at TH15
Root Riders ignore the walls TH15 bases lean on, but the Monolith melts them — hence the Champion goes first. Two attacks in one, and both must land, which is what earns the Hard tag.