THE NEW ULTIMATE TH10 HYBRID/TROPHY[defense] Base 2022! Town Hall 10 Trophy Base Design – Clash of Clans

If you’re looking for  THE NEW ULTIMATE TH10 HYBRID/TROPHY[defense] Base 2022! Town Hall 10 Trophy Base Design – Clash of Clans in 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, this is dark barbarian, and today we are making a new Town Hall 10 hybrid base, which will help us save our loot while still maintaining our trophies, I’m going to talk more about this base in-depth in the base analysis part below, which will help you understand the 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, like my previous hybrid base designs, is well secured in the center of the base since it is crucial to keep it safe and secure because it is worth one star and houses a considerable quantity of treasure.

one of the most prominent feature of this base is the significant number of compartments. This base has lots of compartments, which helps to slow down the opponent’s attack because troops are frequently blocked on these walls while the defenses are attacking them.

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 primarily directed at the outer layer of defense and outer region to protect us from spam attacks like Mass Goblins, GiBARCH, and BARCH but they don’t just protect the base’s outer buildings; they’re positioned in such a way that they pretty much cover the entire base.

Wizard towers are important defenses even at Town Hall 10, so it is important to place them where they are well protected and their range covers most of the defenses, so placing them in different compartments away from one another would be the most appropriate choice, as you can see wizard towers’ range covers most 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, examine how many defenses the wizard towers cover in their range; if it’s only 2 or 3 defenses, you might want to reevaluate their location.

Air defenses are distanced from one another to prevent them from being destroyed as a group by lightning spells. They are placed in compartments near the core of the base, their range covers almost all of buildings inside the walls, and they are nicely paired with air sweepers, which contributes to increased defense against air attacks such as lava loons and mass dragons.

Archer towers are situated in each outer compartment with appropriate distances among them, in order to cover the entire bases against air troops, placing them in this way provides a really good balance to the base, thereby making the base more effective against all kinds of attacks, be it an air attack or ground attack.

Let’s now discuss bomb towers. We have two of them at th10, and we’ve separated them into two separate compartments at these spots. Bomb towers are the best defense for hog, giant, and miner armies because they act as traps by attracting defense attacking troops to them and once they are destroyed, they deal massive damage to those troops. As a result, we can put pressure on opponents to use their heal spells early in the battle, so they don’t have anything left to support their troops in the latter half of the battle.

Cannons are appropriately positioned to offer a nice balance to the base, so overall the defenses are evenly spread throughout the base.

Inferno towers are pretty much the most important defense we have at town hall 10, so keeping them safe while making full use of their potential to increase the effectiveness of the base is our top priority. As a result, I’ve decided to place them in these compartments of the base, where they are well protected and their range covers a lot of main defenses and important stuff like X-bows, town hall, wizard towers, dark elixir storage, and air defenses.

you can set the mode of inferno tower according to the armies you’re getting attacked with, for low hitpoint and high troop count armies like miners, bowlers, and witches, multiple mode is recommended, but against stronger armies with high hitpoint and lower troop count like golems, electro dragons and pekkas, single-mode would be a better choice.

Xbows are well protected in these three compartments near the core, and they are set to both ground and air because, as I saw, I was targeted by both ground and air armies, so setting it to ground just for the additional range isn’t really worth it.

Coming to the heroes, some people make the mistake of underestimating their effectiveness and placing them in some outer compartment from which they can be easily lured and killed, but in our base, recognizing their effectiveness, I’ve placed them right in the core of the base, because if they are placed in a spot where 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 defenses can practically melt a lava hound in a matter of seconds; the fact that I’m putting them right in the center of the base shows how essential they are.

When it comes to storages, they are spread evenly throughout multiple compartments; most rookie base designers make the mistake of placing all storages in the center and defenses on the outer compartments. As a result, once the attacker has penetrated the compartment of defenses, they have access to all of the loot.

Because the storages are in different compartments in this base, the attacker will have to take out the entire base in order to acquire all of the loot.

Also remember to never put the same type of storages on the same side of the base; for example, if we put both gold storages on this side of the base, the attacker will be able to grab almost all of your gold merely by destroying this portion of the base. As a result, in order to avoid this. We alternate their placement, much like this base.

our Dark Elixir storage is well protected in the core comparment of the base, which is quite hard to get into, which means that our dark elixir is going to be safe in this base.

Now coming to the placement of the traps, after observation of so many attacks on this base, all traps are strategically placed in different places according to the pathing of defense attacking troops, which helps in making this base stronger against all kinds of attacks.

Spring traps are tactically positioned in different compartments based on the pathing of defending attacking troops such as hogs and giants, as spring traps fling out a maximum of 18 house space of troops at max level at th10.

those giant bombs are placed outside the boundary of the base, because troops like witches, bowlers, and wizards, like to go along the boundary of walls in swarms while taking out outer buildings, this is where we can take advantage of this opportunity and take all of them out using a giant bomb, this trick worked for me quite often in the previous builds so I added it in this build too.

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.

These skeleton traps are put in the core compartment because we want them to activate in the middle of the battle, and we set them to air mode so they can assist us with lavaloon attacks by targeting balloons and reducing the balloon count.

Air bombs and air mines are strategically placed throughout the base to help in defense against air attacks. Seeking air mines target single troops but deal heavy damage, causing problems for lava hound armies, while air bombs target multiple air units with area splash damage up to 200 damage points, causing a serious problem for balloon and minion armies.

coming to the outer buildings, I’ve placed them alternatively, like I’ve avoided placing the same kind of collectors close to one another, I see most people not putting enough thought while placing those outer buildings so they end up placing the same kind of collectors all together, these collectors become an easy target to attackers when placed together, hence it is important to spread them out to make it harder for opponents to take them out.

That’s it for the Base Analysis

I’ve left a copy link for this base below, or you can copy this base through any of those links, unless you want to copy it manually, that’s pretty much it for the base analysis, I’ll 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. Number of compartments helps slowing down opponents’ troops.
  3. Air Defenses are well protected and nicely paired with Air Sweepers.
  4. Perfect traps placement
  5. Evenly Placed Defensive Buildings
  6. Wizard Towers in well-protected compartments
  7. Great Against Both Ground & Air Attacks
  8. Inferno towers well protected
  9. X-bows in well protected compartments
  10. 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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