
Base layouts
12 interactive TH4 layouts, with defense ranges and what each one is weak to.
An anti-3-star war layout for Town Hall 4: 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
4 compartments · Town Hall walled in · 11/11 defenses placed
Scored by the Clashest base analyzer on geometry — coverage, spacing and compartments.
New unlocks
Extra copies
Walls+25 → 75| Building | Count | Max level at TH4 | Change |
|---|---|---|---|
Army Camp | ×2 | 4 | 3 → 4 |
Barracks | ×1 | 6 | 5 → 6 |
Clan Castle | ×1 | 2 | 1 → 2 |
Laboratory | ×1 | 2 | 1 → 2 |
Air Defense | ×1 | 2 | new |
Archer Tower | ×2 | 4 | 3 → 4 |
Builder's Hut | ×5 | 1 | — |
Cannon | ×2 | 5 | 4 → 5 |
Mortar | ×1 | 2 | 1 → 2 |
Elixir Collector | ×4 | 8 | 6 → 8 |
Elixir Storage | ×2 | 8 | 6 → 8 |
Gold Mine | ×4 | 8 | 6 → 8 |
Gold Storage | ×2 | 8 | 6 → 8 |
Bomb | ×2 | 2 | — |
Spring Trap | ×2 | 1 | new |
12 buildings gain new levels at TH4.
Deny the enemy all three stars.
Protect your storages and Dark Elixir.
Balance loot protection with trophy defense.
Attacks at Town Hall 4 are mostly mass single-troop pushes rather than a settled meta, so the layouts above are built around spreading defenses instead of countering named armies.
Ranked army breakdowns start at Town Hall 8, once dark troops, sieges and the full spell roster make attack composition a real choice. See the TH8 armies or browse all armies.
Sponsored