If you look for a fresh and well-working base layout for your Town Hall 9 Home Village base you’re in the perfect place.
I do frequently test, build and review base layouts for Town Hall 9 and give them here ready for you so you can directly copy them without testing or building them yourself
I really hate those sites or videos showing you dozens of bases they copied somewhere without making any deeper explanation why they work so for this reason you will only find bases here that I have tested myself.
Bases here are updated every week so check back here to get the latest base layouts
Best TH9 Base Designs
Without wasting any more time, here are the bases…
Town Hall 9 Bases – November 30th, 2020
Town Hall 9 Bases – November 23rd, 2020
Town Hall 9 Bases – November 16th, 2020
Town Hall 9 Bases – November 9th, 2020
War Base: I really like how this layout uses the big compartments with single defenses in it to create predefined pathways through the base. The Air Sweepers in the middle keep the core clean from air troops and the compartments force ground attacks to use a good bunch of spells to even get through the base.
Trophy Base: The center path in this Town Hall 9 base, that you should only use for trophy pushing exclusively, mess with attacks very effectively. Basically attacking troops will come to the center and start getting soaked towards the sides instead of going straight through the base.
Farming Base: The single-defense compartments around the core helps funneling attacking troops away from the core where you have your Town Hall and Dark Elixir Storage. Funneling into the core is not easy against this base and most attackers will clean around but this should save you a good bunch of resources, especially as storages are on opposite sides so the attacker unlikely will get all of them.
Town Hall 9 Bases – November 2nd, 2020
War Base: This war base is more compact than you might see it in many other bases at Town Hall 9, but it works really effective. Building a funnel here is straightforward but with that kind of perimeter time will become a problem for the attacker.
Trophy Base: This base features larger compartments but makes it hard for the attacker to actually reach the Town Hall because there are so many different factors during the attack that can lure attackers somewhere else. Without a big perimeter, the attacker can’t actually funnel in the larger center and that works great for defending trophies.
Farming Base: This layout uses many small compartments to make it hard to reach the core where you have your Dark Elixir Storage. Also other storages are not first in line to minimize the loot the attacker can get.
Town Hall 9 Bases – October 26th, 2020
Town Hall 9 Bases – October 19th, 2020
Town Hall 9 Bases – October 12th, 2020
Town Hall 9 Bases – October 5th, 2020
Town Hall 9 Bases – September 28th, 2020
Town Hall 9 Bases – September 21st, 2020
Town Hall 9 Bases – September 14th, 2020
Town Hall 9 Bases – September 7th, 2020
Town Hall 9 Bases – August 31st, 2020
Town Hall 9 Bases – August 24th, 2020
Town Hall 9 Bases – August 17th, 2020
Town Hall 9 Bases – August 10th, 2020
Town Hall 9 Bases – August 3rd, 2020
Town Hall 9 Bases – June 2020
Farming Base: The core in this TH 9 hybrid base protects well against LavaLoon attacks with no defense next to the Town Hall to not risk getting splash damage and the Air Sweeper hold the core area without dead spots clean of air units and force the attacker to use Rage/Haste early on. Also mass Dragon will have a hard time here with the Dragons going left and right and not into the core as well. Nice layout to protect your resources in the Home Village.
Town Hall 9 Bases – May 2020
War Base: This TH9 War Base did perform really well in recent wars and was holding up against all TH9 attacks as well as several TH10 attacks until 3-Stared. You have the really bulky perimeter at the side of the Town Hall along with a tesla farm on the other side and a core design with compartments that do really mess with troop funneling and nice trap placement that is nothing else than effective.
CWL Base: Here we have a nice TH9 War Base that has several cool defensive features like the ring of storages around the Town Hall to slow down attacking troops with their massive hitpoints, the tesla row on top, the dead zone compartments of the X-Bows that will mess with funneling and smart trap placement and a perimeter that will also give the attacker a hard time. This base took several defenses until a TH11 was able to 3-Star it.
Trophy Base: This is a really solid TH9 Trophy Base, designed to protect your Home Village trophies with a strong outside ring and a smart line of outline compartments with several semi-dead-zones around the core. It’s not a ring base but makes it hard to funnel troops into the core where the Town Hall is and the offset Air Sweepers work great against air attacks that you see quite frequently in your defense log at Town Hall 9.
Farming Base: Here’s a well-working hybrid base for TH9 that will protect your resources and your cups at the same time with small compartments around the center with the essential defenses, secured by traps and a strong perimeter that makes it harder for attackers to get their troops straight into the core of the base.
Town Hall 9 Bases – April 2020
War Base: I don’t give a 10/10 rating to a base very often, but this TH9 War Base layout here really rocks. It’s actually an Anti-3-Star base but what happened when testing it was that many attackers feel comfortable to go from the other side to go for the 3-Star and failed even getting the 2-Star and ended up with a 1-Star (and that happened multiple times!)
Hogs failed miserably and LaLoon failed as well and what I really enjoyed in this base are the way the traps are set up to make it really efficient against Hog Riders and the Archer Queen setup is also working well in keeping her protected so she will deal a lot of damage to attacking troops.
I’m pretty sure this base will get popular soon so use it now before people start to get a strategy against it
CWL Base: Use this base for your next Clan War or in CWL and you will not be disappointed. The general setup with the “tunnel” in the inside will mess with funneling troops, the perimeter on the outside will help as well. I really find the trap placement here on point and there’s no way to avoid the traps actually, especially when the attacker does an attack like mass Hogs or mass Miner and Dragons will also find a bad end with the Seeking Air Mines. They also help against Lava Hounds as they are next to the Air Defenses. Overall a really solid TH9 base that is hard to crack.
Trophy Base: Here’s a nice trophy base for Town Hall 9 that you can use to push in trophies and it will protect your core pretty well and I also had some nice defenses with the trap setup around the Wizard Towers at the bottom side and the air traps on top. The tesla farm in the core is also a nice defensive setup that can push attacking troops over the edge with high DPS spikes that the attacker might not see coming.
Mind that this base doesn’t help to protect resources very well and if the attacker is after your resources he will get them but in terms of protecting stars it works really well.
Hybrid Base: This is a trophy pushing base but can also be a hybrid base if you’re focusing on farming Dark Elixir right now. The other storages are actually easy to get so don’t use it if you just entered TH9 and you’re still in need of Gold/Elixir to keep your builders busy.
What really makes that base stand out is the divided core with the Town Hall and the Air Sweepers protected with a tesla farm and the other core compartment with Clan Castle, X-Bows and Archer Queen that keep the Dark Elixir Storage secured.
Town Hall 9 Bases – March 2020
War Base: This is a really awesome Town Hall 9 war base here that hold up against many attempts lately and is really hard to get 3-Stared (unless TH11 step in) and this is exactly what you want, right? It’s neither a centralized Town Hall base nor an exposed Town Hall so also a fresh attempt.
What this base does is forcing the attacker to either waste too much time building up the attack funnel and clearing the outside or going in too early and failing there. I also really like what the Tesla Farm in the left corner is doing to attacks, especially when the attacker hits that unprepared.
Trophy Base: This is a nice pushing base that also keeps your Dark Elixir protected (however, this comes at the price that Gold/Elixir are quite exposed) so I wouldn’t call this a real hybrid base. The general layout works nice to keep attacking troops from funneling and the smaller compartments slow them down on their way towards the core so you will also see nice defensive success here.
I also like the arrangement of the Air Sweepers as they cover the whole center area of the base and with air attacks being quite popular this is a handy thing to have.
Town Hall 9 Bases – January 2020
This TH9 design uses, unlike former layouts, no semi-exposed Town Hall but protects the Town Hall right in the center of the base – and the other compartments of the base are also more in a layout that you think work on a trophy base but not on a war base, right?
Still, this base is a true Anti-3-Star gem out there and works extremely effective against air attacks at TH9 but also ground attacks. The compartments are relatively large so Jump Spells won’t gain a lot of advantage for the attacker and you either need one to enter and one to exist or risk that your troops will simply leave the compartment through the entry Jump Spell and then the attackers’ funneling is over the river anyway.
This base TH9 war base layout doesn’t specifically have anti-Queen Walk features like Mines or special Air Defense setup to trap the queen – and the reason is simple, it doesn’t need that. Queen Walks or even Queen Charges won’t get a lot of value against that base because you can clean up some trash and defenses on the outside and that’s it. Look at the base layout… where would you do a Queen Walk here and even if it works correctly and you manage to funnel your queen where you want her to be, the best thing you can do is getting some percentage or maybe pull the Clan Castle – that’s simply too expensive in housing space at TH9 for that little value when putting it into a time perspective.
So, let’s move to air attacks… with this layout, they will have a hard time. Basically the Air Defenses will be too much spread out to get them without losing the aerial attack power – in normal words, Loons will go down too fast before they can clear enough defenses to make it even close to a 3-Star. The thing is, the Air Defenses are too deep inside the base to reach them cheaply and this will break the attack at some point. Also the Tesla Farm on top of the base will make a good amount of trouble.
Ground attacks, mostly Golem tanked and supported by PEKKA, Witches, Golems or Valkyries will have the problem that opening the core isn’t that easy while dealing with the outside ring. There are the Mortars that will play with Golem pathing and drag them towards the corners.
Jump Spells aren’t that effective here because you can’t use them to give troops the entry and the exit of a compartment, you can only let them in and they will then leave again through the same spot and mess with pathing again.
Well, theoretically you can but I’ve only seen one attacker actually landing that perfect spot (s. image) and you can see how his attack went
The design here is pretty compact without dead zones or focus areas that compress a certain kind of defense, all is evenly located all over the base to defend in all directions with the defending heroes and Clan Castle in the core where the Town Hall is located. The defensive concept of this base layout is pretty simple. Small compartments are behind an outside perimeter of trash buildings containing higher hitpoint buildings to keep attacking troops busy and making it harder to funnel troops into a way to the core. Even when the attacker builds a funnel, it’s pretty annoying to overcome these compartments without having troop running to the sides.
Normally you would see trash buildings spread out more on the outside, while these here are relatively close to each other – this has a reason. If you use a base design with many small compartments, you rather want to use that to mess with funneling.
Let’s do some short AI theory here… when troops need to decide to either break a wall or go for a building that’s further away there’s a certain amount of tiles needed. So, let’s say there’s a building 4 tiles away or a wall they need to break, they will go for the building that is further away. If that distance now is 10 tiles, they will break into the wall. If you have trash buildings that have 2-3 tiles in between each other, you don’t need to destroy as many of them to get the distance to make ground troops break wall. With that many compartments, an open compartment is not worth that much and troops will easily go the outside walk than really breaking into the base and going through walls.
In short, this means… trash perimeter close = more trash buildings to clear for funnel = higher risk for anything that might go wrong!
The Air Defenses and X-Bows are in locations where they can target air troops early but no way to snipe them out easily so you make sure to always have pressure on them, backed up by the Air Sweepers that are facing each other, this will help to defend the core especially from air troops like Balloons or Dragons.
When air attackers, especially attackers that use mass Dragons (but also occasionally Lava Hounds) decide to use Lightning Spells on your Air Defenses the situation won’t get easier for them. The Air Defenses might be gone but there are no spells left to rage the troops up, especially to deal with the Air Sweeper that just keep slow air troops busy unless they are raged.
The troops will simply travel around the base until your other defenses took them down. Balloons have a similar problem with this layout as they will travel around the core, funneled by the defenses and pushed by the Air Sweeper to leave the Town Hall untouched while the cleaning troops can’t get to the other side to actually gather some solid percentage.
Now let’s take a look at some ground setups, especially the ones using Golems paired with Witches, some Bowlers or Valkyries. They heavily depend on building that funnel very widely to make their attack work. But this base won’t make that happen easily and it will cost a lot of troops that need to walk some distance around the corner until the way to the core can be used, either by Wall Breaker or Jump Spells. This is not cheap and will cost a lot of troops because the defenses can reach them and when split up on both sides, they can’t cover wach other and half the army will be done before the approach for the core can actually start.
By the time the troops can really go for the core, they are simply not strong enough anymore to take it down. Here and there they can get the Town Hall, but in these cases they often missed getting enough percentage for the 2 Star.