ULTIMATE TH10 HYBRID/TROPHY Base 2026!! COC Town Hall 10 (TH10) Trophy Base Design – Clash of Clans

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ULTIMATE TH10 HYBRID/TROPHY Base 2026!! COC Town Hall 10 (TH10) Trophy Base Design – Clash of Clans

If you’re looking for ULTIMATE TH10 HYBRID/TROPHY Base 2026!! COC Town Hall 10 (TH10) 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

What’s up guys, Dark Barbarian here, and today I’m back with another Town Hall 10 Hybrid Base. This layout is built to give you solid protection for your loot while still helping you hold onto your trophies. It works really well for players who want a balanced base that can defend against a wide variety of attack strategies.

I’ll be explaining everything in detail during the base analysis so you can understand exactly how this base works and decide if it’s the right choice for your village.

Let’s jump into the base analysis.

Starting with the Town Hall, you’ll notice it’s positioned right at the center of the base. This is a key feature of any strong hybrid layout. Since the Town Hall gives up one star and also stores a good amount of loot, placing it deep in the core forces attackers to commit heavily if they want to take it down.

Another major strength of this base is the compartment-heavy design. The base is split into multiple small sections, which slows down enemy troops significantly. Tanks like giants and golems spend a lot of time breaking through walls, and that delay allows defenses to deal consistent damage throughout the attack.

When it comes to defenses, they are positioned in such a way that they protect the whole base and keep it strong from all sides.

Mortars are positioned closer to the outer layer of the base. Their main purpose is to counter spam attacks such as BARCH, GiBARCH, and mass goblins. Even though they’re placed near the outside, their range still reaches deeper sections of the base, making them useful throughout the attack.

Archer Towers are evenly spaced around the base to provide consistent air and ground coverage from every direction. This helps maintain balance and prevents attackers from finding an easy entry point.

Wizard Towers are placed across multiple compartments to provide strong splash damage coverage. Their range overlaps common troop paths and nearby defenses, making them very effective against swarm-style armies. This placement ensures that no side of the base is left vulnerable to grouped troops.

Looking at the Air Defenses, they’re spread out into different compartments to prevent attackers from destroying them all at once using lightning spells. Their placement allows them to cover almost every important section of the base. They also work really well alongside the Air Sweepers, which push air troops off course and disrupt attacks like LavaLoon, Mass Dragons, Baby Dragons, and Minions.

Moving on to the Inferno Towers, these are easily the most important defenses at Town Hall 10. I’ve placed them close to the core so they’re protected from early damage and can stay active for as long as possible. From this position, their range overlaps several major defenses and high-value buildings such as the Town Hall, X-Bows, Wizard Towers, Air Defenses, and storages.

For mode selection, multi-target works best against armies with lots of low-health troops like miners, witches, and bowlers, while single-target mode is much more effective against high-hitpoint units like golems, P.E.K.K.As, and electro dragons.

The X-Bows are placed in well-protected compartments near the core and are set to target both ground and air units. This setup helps deal with the variety of attacks Town Hall 10 bases usually face. Setting them to ground-only for extra range doesn’t provide enough value here, so covering both troop types is the better option.

Now let’s talk about the Bomb Towers. At Town Hall 10, we get two of them, and they are intentionally placed in separate compartments. Bomb Towers are extremely effective against hog riders, miners, and giants because they attract defense-targeting troops. Once destroyed, they deal heavy splash damage, often forcing attackers to use heal spells earlier than planned.

Cannons are placed to create a solid defensive balance, ensuring even coverage and no weak spots throughout the base for ground troops.

When it comes to storages placement, I’ve intentionally spread them out across different compartments. This way, the attacker can’t get all your loot by breaking into a single section. They’ll have to fight through multiple layers and compartments, which greatly reduces how much loot they can steal.

Also, don’t place both of the same type of storage on the same side — for example, putting both Gold Storages on one side would allow the attacker to steal nearly all your gold just by targeting that section. As a result, in order to avoid this. We alternate their placement, much like this base.

Now coming to the placement of the traps, after observation of so many attacks on this base, spring traps are strategically placed in different compartments according to the pathing of defense attacking troops like hogs and giants, which helps in making this base stronger against ground attacks.

We’ve placed bombs and giant bombs outside the walls to take down the wall breakers. By doing this, we’re hoping to break the attackers’ funnel and prevent their troops from entering the base. Instead, they’ll likely head for the outside trash buildings, which will ultimately cause the attack to fail.

Seeking air mines and air bombs are placed near the air defenses to help the air defenses take out air troops such as balloons, dragons, baby dragons, and lava hounds.

Finally, looking at the outer buildings, they are placed in an alternating pattern, avoiding grouping the same type of collectors together. This makes it harder for attackers to clear the outside quickly and helps disrupt their funnel, often throwing off the entire attack.

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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