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War Base Building Rules & Guidelines
Compilation List

Welcome to the page with War Base Building Rules & Guidelines, targeting from beginner to advanced base builders who want to know all the information and 'checklists' of which a base need and/or requires. When it comes to war base building, there are certain information which as you get higher up into the War games, bases need to meet certain standards, and with that, base builders need to know what their base needs.  This compilation list is to help all base builders to know the requirements and the options available and all the insight gathered by other base builders from all levels, making it easier to learn rather than learning it from experience and being late in the game.  Please check out other pages this website in order to see new concepts or different angles to base building which this list might not cover.

If you have any information which you think would do well in this list, please refer to [----Here---], a forum thread where all the information will be collected and credited. Thank you to those that have contributed, you will be part of the credit section within that thread.

Legend

Mandatory - should apply to 99% of all bases and should be followed all the time
Staple - currently in use and is commonly used in war all the time
Recommended - is something that is well thought out and should be used in a base
Optional - is a good point but doesn't really need to be used, depending on base
Useable - it's a feasible point but doesn't apply to all bases, use it if you want
Debatable - it's controversial and some people might disagree with the point, but doesn't mean it's not good
Specialized - it's a good point but only applies to small percentages of bases and works for specific scenarios
​
Outdated - information which has been in other categories but now no longer applies

BEGINNER

  1. town halls position doesn't matter, but better not be centralized (staple/debatable on position of base on map)
  2. a centralized Clan Castle is better (staple/recommended)
  3. centralized Town Hall with quad tesla is not a good start (staple)
  4. mortars don't matter as much terms of DPS in war compared to other buildings (staple)
  5. spring traps should between two defenses, not in the open (mandatory/staple)
  6. every base should have least least 1 DGB, the more compact a base, the more reason for 2 DGB (recommended)
  7. close all compartments, no open areas (mandatory)
  8. higher level walls should be at conjunctions of intersection (mandatory)
  9. higher level walls should be in the second layer and deeper. First layer is accessible to wall breakers (recommended/mandatory)​

INTERMEDIATE

  1. recognize the key types of attacks in the current 3-star attacks, and their qualities: such as Goho, Lavaloon, Quad-Quake Hero [as of Nov 2015] (mandatory)
  2. Double seeking air mine to target lava hound (staple/optional)
  3. make your base unlurable by hogs by having your clan castle centered with all defenses on the perimeter paired (staple/recommended/debatable)
  4. move away from symmetrical base as they are easier to crack (mandatory/staple/recommended)
  5. have a maximum of 3 defenses per group, and separate a group with a spring trap (mandatory/staple/recommended)
  6. avoid giving up WT on the initial drop (optional)
  7. Do not have sweepers cover ADs, a sweeper blowing on a hound does nothing (recommended/optional)
  8. have your air sweeper cover your WT/Tesla instead (recommended)
  9. AQ cannot snipe defenses guarding DGB (recommended)

ADVANCED

  • spring traps should be behind the first defense (i.e. a mortar leading to a cannon) (recommended)
  • single small bomb on the outside of where the kill squad/wall breaker will be dropped (staple/recommended)
  • offset queen with her own 'island' (staple/recommended)
  • assume your opponents know where your traps are located (recommended)
  • there is a different between first attack and second attack type of base (recommended/optional/debatable)
  • with an offset queen, you want to have your enemies waste a spell in order to get to your defense Queen (recommended)
  • AS/Seeking/One AD beside the queen to protect her from Dragons (recommended)
  • teslas should be internal of the base (recommended/debatable/staple)


- wizard towers
  • paired WT are extremely effective (specialized)
  • have WT engage troops as soon as they jump over the first layer of wall (debatable)
  • move offset AQ using at least 3 point defense to protect her (recommended/staple)

teslas
  • have at least 2+ teslas close together in a base (recommended)
  • if possible, avoid having teslas overlap ADs (debatable)
  • avoid giving up teslas on the initial drop (recommended)

AD
  • avoid having ALL 4 ADs on one half of the base; try and protect AQ with an AD from dragons(recommended)
  • have ADs targetable from AQ walk; 4+ tiles behind a wall (debatable)
  • if possible, have one cover another (recommended)
  • ADs should NOT cover every defense. Ideally all 4 ADs cover 70% of the base (recommended/optional/debatable)

- Giant Bombs
  • DGB should be behind 3 defenses minimum. 3 or 4 defenses is ideal (mandatory/recommended)
  • DGB cannot be too deep in the base (debateable/specialized)
  • Every GB should take 20+ space to trip, 4 hogs or 3 and a giant. (debatable, specialized)

- BK
  • Lv20+ BK? recommend put away from AQ to kill Hogs (debatable/recommended)
  • <20 BK? have him guard AQ (debatable/recommended)

TH10

Note: I'm not into the TH10 game, so I cannot verify the information is correct or not.  I'll try my best to judge it though.
  • mostly run anti-2 as we generally don't 3 that many TH10s, so we don't want to give them easy 2s. Advice below is for TH10 anti-3 in addition to a lot of the advice above
  • AQ covers TH
  • Avoid giving freeze value (ADs/IT too close to each other)
  • Avoid giving kill squad value, roughly triangulate IT/AQs deeper in base to make it hard to get an IT with KS.
  • 5 single giant bombs, best placement is not on golem pathing (for kill squad or 2 star attacks)
  • Both IT on multi.
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