If you’re looking for THE BEST ULTIMATE TH12 HYBRID/TROPHY Base 2022!! COC Town Hall 12 (TH12) Trophy 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 12 available on YouTube. This Town Hall 12 coc base layout can be used for Trophy pushing. To know more about this TH12 best coc base, continue reading this post.
Hey guys this is dark barbarian, and today we are making a new Town Hall 12 hybrid base, this base is a hybrid base which means it will help us in saving our loot while still maintaining our trophies, I’m gonna talk more about this base in-depth in the base analysis part below, which will help you in understanding ins and outs of the base, so that you can decide for yourself if this base is worth switching to,
Let’s do the Base Analysis
As you can see, Townhall is well secured in the centre of the base, exactly like my other hybrid base designs, because it is important to keep it safe and secure because it is worth one star and contains a significant amount of loot.
The number of compartments is one of the excellent features of this base; there are compartments almost everywhere; having so many separate compartments helps us slow down opponents’ troops, resulting in time failure or opponents running out of troops. The majority of the opposing troops, such as giants and golems, are usually found hooked on walls.
When it comes to defences, they are situated in such a way that they protect the entire base and keep it strong from all sides.
Mortars are placed in the base’s outer compartments to protect us from spam attacks such as BARCH and mass goblins, but they are placed in such a way that they cover almost the entire base except the core, which is not really required to be covered by the mortar because most low hitpoint spam troops won’t be able to reach there.
Archer towers are placed in each outer compartment at proper distances apart in order to protect the entire base from air forces; doing so creates a pretty nice balance to the base, making it more effective against all types of attacks, whether air or ground.
Wizard towers are one of the most essential defenses at Town Hall 12, thus it’s vital to place them where they’re well protected and their range covers most of the defenses, so putting them in various compartments apart would be the best option. As you can see, the wizard towers cover the majority of the defenses in their range, which is exactly what we wanted. So the next time you build a base or get one from somewhere else, make sure to check how many defenses the wizard towers cover in their range; if it only covers 2 or 3 defenses, you may want to reconsider their placement.
When it comes to air defences, they are divided into different compartments to avoid being taken down as a whole by lightning spells. , their range covers almost the whole base inside the walls, and when paired with other air defence buildings, this base becomes a beast against air strikes. The air defences are paired with air sweepers, which help to defend against air attacks such as lava loons, mass dragons, and Electro dragons.
The eagle artillery is placed in the middle compartment of the base since it is the most powerful and crucial defensive at Town Hall 12, therefore it only makes sense to place it there right in the core. Its range includes the whole base except the first 7 tiles, which are protected by other defences.
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.
Cannons are strategically positioned to contribute to the overall balance of the base and make this base perform effectively against ground attacks.
Xbows are well secured in these four compartments near the core, and they are set to both ground and air since, as I previously stated, I was targeted by both ground and air armies, so putting it to ground just for the extra range isn’t really worth it.
At th12, we have two bomb towers divided into these two compartments. They have a short range but a spatial ability in which they provide damage like a giant bomb, which is why we placed them next to these giant bombs, so that both of them combined act as a double giant bomb, placements like these can really catch opponents off guard, as you can see in the clip how the opponent wasn’t paying attention to it and thus lost a major chunk of their army to this bomb tower giant bomb combo.
We have placed two of our main heroes, archer queen and barbarian king, right in the core of the base, alongside our other main defences, because if they are not easily lurable, they can deal lethal damage to enemy troops, particularly lava loon and hog armies, a queen combined with two air defences can literally melt a lava hound in a few seconds, similarly barbarian king can deal a lot of damage to ground troops like hogs, thus we have made good use of them.
Now, coming to the storages, they are placed in different compartments, unlike the bases you usually see where most of the storages are placed in a single compartment. each storage is placed in a different compartment that means the opponent has to take out the whole base in order to get all the loot.
Never put the same type of storages on one side of the base, for example, if we put both the gold storages on this side of the base, the attacker can take almost all your gold just by taking out this portion of the base. so in order to avoid that. we place them alternatively, just like this base.
In terms of trap placement, I’ve watched a lot of attacks on this base and determined specific spots where most opponents are likely to drop their troops, as well as pathings where troops are most likely to go through, and I’ve put these traps in those areas to make the most of them.
After the observation of several attacks on this base, spring traps and giant bombs are carefully placed in different compartments based on the pathing of defence attacking troops such as hogs and giants, therefore strengthening this base against ground attacks.
We have placed those bombs out there so that they can take out the wall breakers, which can potentially ruin attackers funnel as the troops wouldn’t be able to go inside the base and they’ll end up going for the outer trash buildings which will end up ruining the attack.
All skeleton traps are set to air mode to distract air attacking troops such as electric dragons and dragon riders, and once these troops are distracted, other defenses do massive damage to them.
now coming to the outer buildings you can customize where you want to put them according to your choice. just make sure you don’t put the same type of collectors all together, otherwise, the opponent will take all your loot in the collectors very easily.
That’s it for the Base Analysis
Even though the base itself is strong enough, having troops in your clan castle can help a lot, as clan castle troops will help you in wasting opponents troops and time, so having valkyrie for normal defenses and dragon for war defense is recommended but if your clan can’t donate you those, anything will do the job.
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 12 attackers, using the clan castle can help a lot. At Town Hall 12 you can get Maximum of 40 housing space in your clan castle, here are some of my recommendations for CC troops combinations for defense at Town Hall 12 :-
- 1 Baby Drag + 1 Ice Golem + 1 Witch + 3 Goblin (Recommended)
- 1 Lava Hound + 2 Balloon
- 2 Ice Golem + 1 Baby Dragon
- 3 Witch + 4 Archers
- 40 Archers
- 1 Witch + 4 Headhunters + 4 Goblins
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 12.
FEATURES OF THIS BASE
- ALOT of compartments to slow down troops
- Hard to lured Clan Castle in the core of the base
- Air Defenses placed in well protected compartments
- Optimal traps placement according to troops pathing
- Wizard Towers in different compartments away from one another.
- Great Against Both Ground & Air Attack strategies
- Inferno towers placed near core of the base
- X-bows covers the whole base
- Archer Towers in each outer compartment.
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