
Base layouts
6 fully interactive TH16 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 16: 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 · 59/59 defenses placed
Watch out for
Scored by the Clashest base analyzer — geometry heuristics (coverage, spacing, compartments) computed from official building data, not battle statistics.
TH16 farming base #1
TH16 trophy base #2
TH16 trophy base #3
TH16 trophy base #4
TH16 war base #5
TH16 war base #6
TH16 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 TH16.
New unlocks
Multi-Archer Tower×2
Ricochet Cannon×2Extra copies
Walls325| Building | Count | Max level at TH16 | Change |
|---|---|---|---|
Army Camp | ×4 | 12 | — |
Barracks | ×1 | 18 | 17 → 18 |
Blacksmith | ×1 | 9 | 8 → 9 |
Clan Castle | ×1 | 12 | 11 → 12 |
Dark Barracks | ×1 | 12 | — |
Dark Spell Factory | ×1 | 7 | — |
Helper Hut | ×1 | 1 | — |
Hero Hall | ×1 | 10 | 9 → 10 |
Laboratory | ×1 | 14 | 13 → 14 |
Pet House | ×1 | 10 | 8 → 10 |
Spell Factory | ×1 | 9 | 8 → 9 |
Workshop | ×1 | 8 | 7 → 8 |
Air Defense | ×4 | 14 | 13 → 14 |
Air Sweeper | ×2 | 7 | — |
Archer Tower | ×8 | 21 | — |
Bomb Tower | ×2 | 11 | 10 → 11 |
Builder's Hut | ×5 | 6 | 5 → 6 |
Cannon | ×7 | 21 | — |
Eagle Artillery | ×1 | 7 | 6 → 7 |
Hidden Tesla | ×5 | 15 | 14 → 15 |
Inferno Tower | ×3 | 10 | 9 → 10 |
Monolith | ×1 | 3 | 2 → 3 |
Mortar | ×4 | 16 | 15 → 16 |
Multi-Archer Tower | ×2 | 2 | new |
Ricochet Cannon | ×2 | 2 | new |
Scattershot | ×2 | 5 | 4 → 5 |
Spell Tower | ×2 | 3 | — |
Wizard Tower | ×5 | 16 | 15 → 16 |
X-Bow | ×4 | 11 | 10 → 11 |
Dark Elixir Drill | ×3 | 11 | 10 → 11 |
Dark Elixir Storage | ×1 | 11 | 10 → 11 |
Elixir Collector | ×7 | 17 | 16 → 17 |
Elixir Storage | ×4 | 17 | 16 → 17 |
Gold Mine | ×7 | 17 | 16 → 17 |
Gold Storage | ×4 | 17 | 16 → 17 |
Air Bomb | ×7 | 11 | 10 → 11 |
Bomb | ×8 | 12 | 11 → 12 |
Giant Bomb | ×7 | 10 | 9 → 10 |
Seeking Air Mine | ×8 | 6 | 5 → 6 |
Skeleton Trap | ×4 | 4 | — |
Spring Trap | ×9 | 11 | 10 → 11 |
Tornado Trap | ×1 | 3 | — |
31 buildings gain new levels at TH16. 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 16 — build your base against these, or take them to war yourself.
RC Charge Mass Dragons
EasyWar / 3-star · #1 at TH16
Blueprint's current #1 at TH16: merged defenses mean fewer, bigger threats, and the Champion snipes exactly those. Rated Easy at this hall because max-level Dragons simply outlast what's left after the charge.
Fireball Ruin Witch
MediumWar / 3-star · #2 at TH16
The new post-Anime-Fury archetype: Ruin Witches convert destruction into fresh bodies, so a Fireball opening literally powers the army. The more the attack destroys, the harder it snowballs — a genuinely new smash rhythm at TH16.
Jetpack Dragon Riders (Duke Charge)
MediumWar / 3-star · #3 at TH16
The Rocket Backpack turns the Duke into a base-length opening move, doing a Queen Charge's job in five seconds. Dragon Riders' defense-first pathing then keeps the whole army on target.
Root Rider Spam
EasyWar / 3-star · #4 at TH16
Root Riders walk through TH16's walls while Overgrowth switches off the defenses that punish spam. The lowest-skill legitimate three-star army at this hall — deploy wide, rage, watch.