New BEST TH12 HYBRID/TROPHY Base 2020!! | Town Hall 12 (TH12) Hybrid Base Design – Clash of Clans

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Town Hall 12 (TH12) Hybrid/Trophy Base 2020 coc

Town Hall 12 (TH12) Hybrid/Trophy Base 2020 coc

If you’re looking for the New BEST TH12 HYBRID/TROPHY Base 2020!! | Town Hall 12 (TH12) Hybrid Base Design – Clash of Clans, then you have come to the right place. This base is one of the best base for coc Town Hall 10 available on YouTube. This Town Hall 10 coc base layout can be used for Trophy pushing. To know more about this TH10 best coc base, continue reading this post.

BASE DESCRIPTION

Hey guys I’m dark barbarian, today we’re making a town hall 12 hybrid base, you guys really liked this town hall 11 base I made a few weeks ago, so I thought of making town hall 12 version of that base since the only new stuff you get at th12 is an inferno tower and some traps along with the workshop, the number of walls and defenses remains, all the same, so the people who found the previous base useful can continue using the same base with some minor adjustments, after the speed build of this base, we’ll do a detailed breakdown of the base which will help you in understanding how this base works. see ya guys after the speed build

Town Hall 12 (TH12) Hybrid/Trophy Base 2020 coc

let’s do the base analysis

First of all, let’s dicuss the main feature of this base, these openings leading to the core of the base, yep that’s the main feature, most people might think of that as a problem, but in this base it is done intentionally, we want opponents troops to avoid all these defenses and go straight to the core, this acts just like those troll bases where there is a space left for the troops to be deployed and some noobs end up deploying their whole army there thinking they found a flaw in the base but in reality it was just a huge trap, because at this point, those troops are being targeted by defenses from all the sides, that is too much to be handled, in regular attacks,

the attacks goes in such way that they take out all the defenses in the path and then move forward but in case of this base, the closest building after taking out those initial buildings is this one, which leads troops the core of the base, while all the defenses are targeting opponents troops, those traps in the way also do lethal damage to the troops, just like that trap base, opponents troops are in middle of nowhere and all the defenses attacking them is clearly not a good sign for the attacker. these openings worked pretty well from me and I’m planning to use this feature on other bases too in the future.

the town hall is well protected in the center of the base, as we want to save that one star and the loot in it as much as possible.

now coming to the defenses, they are placed in such a way that they cover the whole base and the base remains strong from all the sides.

Mortars are placed towards the outer compartments of the base because we want them to protect us against spam attacks like BARCH and mass goblins, but they not only protect the outer buildings of the base, they are placed in such a way that they pretty much cover the whole base except the core which is not really required to be covered by the mortar as most low hitpoint spam troops won’t be able to reach there.

Our most important defense at town hall 12, the eagle artillery, is placed right in the core of the base, guarded by all the Xbows, air defenses, inferno towers, and traps, so it’s really well protected.

archer towers are placed in such a way, they pretty much cover the whole base, so no side is left weaker to air attacks.

the wizard towers are spread out, so that they don’t get taken out altogether while providing a balance to the base.

Inferno towers are placed right in the center of the base making the core of the base stronger, and covering our most important defenses like X-bows and Air Defense.
inferno towers are set on single-target since they are better off against electro dragons and other high hitpoint troops like golems and pekkas but if you’re getting attacked by valks, bowlers and balloons, you may switch it to multiple mode.

air defenses are well placed in the core of the base, to increase the protection against air attacks like lava loon, mass dragons, and mass Electro dragons.

Those Air sweepers help in stopping electro dragons.

the Xbows are spread out in such a way they provide cover to pretty much the whole base, they are set on both ground and air, as I was getting attacked by both ground and air troops.

cannons are evenly spread throughout the base and provide a great balance to the base.

now let’s take a look at the storage placement, we have spread them out in different compartments, so that opponents can’t take them out all at once.

the dark elixir storage is placed in the safest place on this base, the core of the base, it is guarded by all the x-bows, inferno towers, and Heroes, etc, so you guys don’t need to worry about its protection.

Now coming to traps placements, traps are optimally placed according to the pathing of the troops, I’ve already explained how those openings lead opponent’s troops to these traps.

now coming to the outer buildings, you can place them according to your choice, if you are an active player, you can spread those outer buildings little bit away from the walls, as you’ll be collecting resources from them timely, so you won’t have to worry about people stealing loot from your collectors using spam attacks, but if you’re someone who plays like every 2-3 days, you might wanna keep them closer to the walls just like I did, to protect them against spam attacks.

the base is strong enough on its own, but having clan castle troops is recommended to increase the effectiveness of the base, in these replays my base is dripping with loot, so it may seem that opponent stole a lot of loot but if you look at it carefully, they were only able to take around 50 percent loot at max which is pretty good. so that’s pretty much it, I hope you liked the base, I’ve left a copy link for this base below, I will see you guys in the next one.

BEST DEFENSIVE CLAN CASTLE TROOPS COMBINATIONS

Using clan castle troops for defending your base is highly recommended as they can put the attacker in trouble by distracting them. Even though the base alone is sufficient to stop most of the attacks used by Town Hall 10 attackers, using the clan castle can help a lot. At Town Hall 10 you can get Maximum of 35 housing space in your clan castle, here are some of my recommendations for CC troops combinations for defense at Town Hall 10 :-

  1. 1 Electro Dragon + 1 Balloon (Recommended)
  2. 1 Baby Dragon + 2 Valkyrie + 2 Wizard
  3. 1 Golem + 1 Wizard + 1 Archer
  4. 1 Witch + 5 Wizards + 3 Archers
  5. 1 Lava Hound + 1 Balloon
  6. 1 Dragon + 3 Wizard + 1 Archer

Since most people can’t get these troops from their clans, you can also use other troop combinations which are easily available like all wizards, all balloons or any other troop combination but i highly recommend you to have above mentioned troops for best defensive experience at Town Hall 10.

FEATURES OF THIS BASE 

  1. Centered and well-protected Town hall 
  2. Air Defenses are well protected
  3. Perfect traps placement
  4. Heroes Placed Right in the center
  5. Wizard Towers in well-protected compartments
  6. Great Against Both Ground & Air Attacks
  7. Inferno towers well protected
  8. X-bows in well protected compartments
  9. Archer Towers in each corner of the base.

COPY BASE

If you want to copy this base just click on the Copy Base Button, it will redirect you, from where you can easily copy this base design.

Copy Base

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