Here’s the bases that will work great on defense.
I will not only show you the design, but I will also back it up with some insights on why this base works so effectively.
You will find 1x Trophy Base (Home Village Base) & 1x War Base Layout for TH9 here in this page.
Why you only find two bases here? There are pages that offer like “291 best bases” for Town Hall 9… yes, so I don’t think it’s a sign of quality to have so many bases, most of them outdated on a page.
You can only use one design anyway so I focus on putting a base that really works here with all the explanation instead of giving you dozens of bases you can choose from.
The TH9 War Base Design
This is the design I like most right now:
Why I Think It Is The Best
In short? Because it works
No, honestly, this base design has been through several wars with my mini account and delivered some good results and took attackers multiple attempts to actually beat it – and that’s what you’re looking for in a war base for TH9, right?
You want a base that isn’t easy to 3-Star so the opponent clan has to dump multiple attacks to squeeze the stars out of it and this one here really worked.
General Layout Of The Base
Let’s briefly get over the main defensive bullet points first before we take a look at how they perform against different attacking strategies, shall we?
The design has not a very exposed Town Hall and shapes in more like a 4-island layout. The upper islands are connected with a wall to mess up with funneling from that side a lot and prevent ground troops breaking full forces into the core where some extra heavy point DPS and the Clan Castle is located.
In general, this base messes with funneling a lot, also for air attacks, but more on that later.
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.
We’re going to take a look at the common attacking strategies now where we have:
- Hog Rider combinations (GoVaHo, GoHo, etc.)
- Golem/Witch/Bowlers/PEKKA/Valkyrie mixes
I will only tale some crucial points from defenses because showing all of them would be too much here
How This TH9 War Base Deals With Queen Walks:
Let’s start off with Queen Walks as they are part of pretty much all attacking strategies performed in Clan War at Town Hall 9.
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.
How This Town Hall 9 War Base Deals With Balloons (Air Attacks):
So, let’s move to air attacks… with this layout they will have a hard time because they will, no matter from which side the attacker chooses to start the attack, divide and go to the outside compartments. There’s no way a Queen Walk can clear up one corner of the base to get a clockwise or counter-clockwise Balloon attack started.
When Balloons divide that much they’re already doomed to fail. Spells will have less effectivity because they don’t cast on all Balloons but only on half of them and the point defenses have more time to deal their damage until the Balloons can take them out.
Especially the Tesla Farm and the Queen in the core will clean up all the Balloons so the attacker is far from gettting a 3-Star here.
How This TH9 War Base Deals With Ground Attacks
Ground attacks, mostly Golem tanked and supported by PEKKA, Witches, Golems or Valkyries will have the same problem like the Balloons but reverted – they get sucked into the core area where they group up and also go down more or less.
At this point, there are at least two compartments left and simply not enough troops to fill the gap so they will not get anywhere close to a 3-Star here, if they didn’t even attack from the Town Hall side it might end up with a 1-Star attack against this base.
The only way to prevent that is going through the edge compartments but that’s extremely expensive and requires too many Jump Spells to have enough bang left.
How This Town Hall 9 War Base Deals With Hog Rider
Hog Riders are nasty but this base deals with them with the Giant Bombs and the Spring Traps – since they will very likely divide up like the Balloons do.
They follow the same targeting mechanic, the point defenses will deal a lot of damage while the attacker needs to use his Heal Spells a lot faster to heal two groups of Hog Rider as there’s no way to build a proper funnel for them to let them do their job clockwise or counter-clockwise.
Overall some nice defensive features for this war base and I can recommend you to use it for your Town Hall 9 in Clan Wars
The TH9 Trophy & Loot Base Design (Home Village)
First, let’s take a look at the base design:
You can find a link to copy the base below
Why I Think It Is The Best
I had it active in my Town Hall 9 account for about two weeks and haven’t seen big defeats at all (unless the attacker was a TH11+) and most attackers didn’t really got much out of it with slight 1-Star attacks and a few 2-Stars – on the other side I also had some successful defenses making up for it easily.
This TH9 Design works against the popular attacking strategies:
- Mass Dragon
- Ground attacks with Bowlers, Valkyries and PEKKAS
General Layout Of The Base
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.
As you can see, air attacks are very well covered by this base layout
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.
Now people will ask how this Town Hall 9 design will protect the loot when all the storages are fairly easy to get. Well, one storage that is the most valuable is the Town Hall and is not easy at all to get.
The other storages protect each other by the reason they are located on the opposite sides – an attacker can only get those where he starts the attack while the other half of the storages is in the area the attacker can’t reach – along with the Town Hall that’s 3 out of 5 storages that are protected saving you more than half your loot in the attack