Best COC Town Hall 7 Base Defense Layouts: 1 Minute to Better Clash Defense: Save Your Village from 3-Star AttacksSarah ThompsonDec 02, 2025Table of ContentsCore Principles for TH7 DefenseLayout 1: Anti-Dragon Split-CoreLayout 2: Anti-Giants & Healers (GiHealer Choke)Layout 3: Anti-Hog Rider Layer TrapLayout 4: Farm-First Storage SplitLayout 5: War Hybrid (Anti-2-Star)Trap and Pathing Micro-TweaksWalling Patterns that MatterAdapting to the MetaTesting and IterationQuick Reference Build (Anti-Dragon)Common Mistakes to AvoidWhen to Choose Each LayoutFinal Tuning NotesFAQTable of ContentsCore Principles for TH7 DefenseLayout 1 Anti-Dragon Split-CoreLayout 2 Anti-Giants & Healers (GiHealer Choke)Layout 3 Anti-Hog Rider Layer TrapLayout 4 Farm-First Storage SplitLayout 5 War Hybrid (Anti-2-Star)Trap and Pathing Micro-TweaksWalling Patterns that MatterAdapting to the MetaTesting and IterationQuick Reference Build (Anti-Dragon)Common Mistakes to AvoidWhen to Choose Each LayoutFinal Tuning NotesFAQFree Room PlannerDesign your dream room online for free with the powerful room designer toolStart for FREEI’ve built, tested, and iterated Town Hall 7 layouts across wars, CWL alt rosters, and push sessions, refining patterns that consistently shave off stars and protect storages. Even though mobile games aren’t governed by building codes, good spatial logic is universal. Two cross-disciplinary facts anchor my approach: placing critical assets deeper and spreading threat vectors saves outcomes. In workplace research, Gensler notes that environments that align with intended behavior increase success rates—translating in CoC to layouts that enforce attacker pathing rather than react to it. And from WELL v2 lighting guidance, consistent visual hierarchy reduces user error; on a base, clear defensive “layers” reduce attacker improvisation. On the ergonomics side, task precision is improved by structured layouts per the Interaction Design Foundation’s UX principles of affordance; a base that telegraphs false affordances (apparent weak points that punish entry) catches attackers off guard.Quantitative parallels help guide choices. WELL v2 emphasizes graded transitions (from public to private, bright to dim) for human comfort; in TH7, graded defensive rings—from trash buffer to splash core—reduce the chance of sudden core collapse. Gensler’s research on predictable circulation boosting wayfinding echoes funneling: create predictable attacker circulation to trap armies (spring pathing, splash catchments). While these are different domains, the shared logic of staged barriers and path control improves outcomes in both. I’ve seen war defenses jump from frequent 3-stars to low 2-stars by applying consistent rings, spring-lined corridors, and dual air denial zones.Before diving into layouts, know your threat profile at TH7: mass Dragons in war (Lightning on Air Defenses), Giants + Healers in raids, BARCH for farming, and Hog Rider blitzes. Your layout decides which of these gets value. If you plan frequent wars, prioritize anti-air segmentation; for farming, pull storages apart and externalize collectors. When testing variants, I iterate with a simple pass/fail: does the first 60 seconds of a standard attack lose tempo at the first ring? If not, tighten corridors or reposition splash to create earlier punish points. For planning or quick iterations of compartment options, a simple room layout tool mindset—layering, corridor widths, and anchor placement—translates surprisingly well to base building.Core Principles for TH7 Defense- Layered rings: trash ring outside, then shallow traps, then point defense, then splash + air core.- Dual air denial: never cluster all Air Defenses; split them so Lightning can’t neutralize both at once.- Pathing over power: your trap and corridor design often deletes more troops than raw DPS.- Compartment rhythm: vary wall lengths to avoid clean break lines and reduce Heal spell efficiency.- Queenless era at TH7: you win by controlling Healer routes, zap value, and drag funnels, not hero duels.Layout 1: Anti-Dragon Split-CoreUse two Air Defenses (ADs) on diagonal axes, one slightly forward, one deep. Place the Air Sweeper centered to push from likely Dragon entry lanes. Clan Castle centralized to maximize drag pull risk. Wizard Towers sit just inside first ring, angled to meet Loons after defenses fall. Build compartments so a Lightning spell can’t hit both ADs. Scatter seeking air mines ahead of common funnel points; place air bombs one layer deeper to punish grouped Loons.Key Placements- AD A: mid-left compartment; AD B: deep-right compartment; Sweeper centered facing a side attackers commonly favor.- CC and Mortars near core triangle; Wizard Towers offset on opposite arcs so Loons can’t clip both with one path.- Use small 2–3 tile compartments to force additional wall-breaks and delay Giants if mixed comps appear.- Traps: seeking mines at the first ring corners; red bombs near Wizard Towers and AD corridors.Layout 2: Anti-Giants & Healers (GiHealer Choke)Giants hate long corridors with spring traps sequenced at turns. Shape angular L-corridors with 2-tile choke points and staggered springs (leave exact spring tiles un-walled to keep pathing tight). Place one Wizard Tower near collector lines to punish BARCH cleanup, the other guarding storages. Centralize Mortars but avoid three-in-a-line; triangle them. Air Sweeper can rotate to shoo Healers off ideal perches if they drift inward.Key Placements- Cannons and Archer Towers alternate around perimeter to balance ground/air response.- Springs placed at corridor elbows and between the first and second layer of walls along likely Giant routes.- Bombs in pairs near wall-breaker targets; a 1-giant-gap lure to trigger them early if attackers misplace breakers.- Keep at least one AD covering where Healers park; pull a Seeking Air Mine onto their orbit path.Layout 3: Anti-Hog Rider Layer TrapAt TH7, Hogs without strong spell support fold to double giant bombs. Place two giant bombs between defenses on pig-driving lines, ideally between a Wizard Tower and a Cannon/Archer Tower so heals mistime. Avoid obvious symmetrical bomb pairs; offset them. Compact core with Mortars and a Wizard Tower forces Hogs to linger under splash. Skeleton traps on ground can chase Hogs through bomb zones. Clan Castle centralized with mixed troops (e.g., Baby Dragon + Archers) increases Hog pathing chaos.Key Placements- Spread bombs: one pair between outer and mid ring, another single deeper to punish second wave.- Keep AD coverage on CC to deter Baby Dragon lures; Sweeper nudges away from typical lure angles.- Use a few isolated defenses to create micro-detours that align Hogs with bomb tiles.Layout 4: Farm-First Storage SplitWhen protecting resources, separate storages into four distinct compartments so a single breach doesn’t chain-steal. Place collectors more exposed to drain off cheap raids and preserve core storages. Mortars cover collector arcs to discourage BARCH while Archer Towers overlapping create crossfire. Keep Town Hall reasonably protected to avoid trophy dumps if you’re pushing, or float it slightly forward if you’re shielding storages at the expense of trophies.Key Placements- Wizard Towers guard gold and elixir storages on different sides; ADs cover storage quadrants to deter Baby Dragon snipes.- Traps at the first line near storages to punish goblins; small bombs near junctions attackers typically break first.- Elongate walls to cut Heal coverage—spaced storages make spells feel thin.Layout 5: War Hybrid (Anti-2-Star)Center your Town Hall, CC, and one AD; offset the second AD. The aim is to deny clean funnels by pulling trash outward on three sides and inward on one deceptive side. Place Teslas around the Town Hall with a small offset to surprise Dragons drifting. Use Air Sweeper to push from the deceptive funnel side, sending Dragons into longer travel paths over point defenses.Key Placements- Tesla farm split: two near core, two mid-ring to create staggered surprises.- Spring traps not just at entries but along mid corridors where Giants/Barbs path after first defenses fall.- Keep one Wizard Tower slightly deeper to deny Loon stacks mid-raid.Trap and Pathing Micro-Tweaks- Springs: place at 90-degree path turns and between close defenses Giants must traverse.- Bombs: pair giant bombs for Hog kills; single bombs near wall-breaker target tiles (two tiles behind likely break points).- Air traps: seeking mines on the approach line; red bombs in the second layer near splash to punish grouped Loons or Dragons after first AD falls.- Teslas: avoid pure symmetry; stagger so attackers can’t anticipate all pops at once.Walling Patterns that Matter- Mixed compartment sizes: small pockets for funnel confusion; medium rooms for core protection; long runs for Heal tax.- Dead zones: 1-tile moats that create awkward pathing without opening free snipes.- Offset junctions: never align three compartments in a straight line—breaks give free chain access.Adapting to the MetaAs rivals learn your base, rotate AD positions, invert spring sequences, and flip Sweeper direction. Keep CC fills unpredictable. Save one “bait” version with a tempting funnel gap that leads to stacked air traps; deploy it sparingly in war.Testing and IterationRun friendly challenges and catalog replays by attack type. If Dragons regularly burn one AD and roll the second, pull the Sweeper two tiles to extend their travel over DPS. If Hogs dodge your bomb pairs, adjust the adjacency—shift one defense to re-align pathing. If Giants rarely hit springs, tighten corridor widths or rotate the entry angle.Quick Reference Build (Anti-Dragon)- Core: Town Hall + CC + Mortar + Tesla- Mid ring: AD (deep right), Wizard Tower, Archer Tower, Air Sweeper centered- Opposite mid: AD (mid left), Wizard Tower, Cannon- Outer ring: Cannons/Archer Towers alternating, collectors as buffer- Traps: seeking mines at common funnel points; red bombs near mid-ring splash; springs in ground corridors- Walls: diagonal core shell; asymmetrical mid compartments; small outer pocketsCommon Mistakes to Avoid- Stacking both ADs in Lightning range.- Symmetrical trap layouts that telegraph surprises.- Flush-stacking Wizard Towers where one Loon wave can clip both.- Over-centralizing storages without split coverage; one breach drains all.When to Choose Each Layout- War vs. Dragon-heavy clans: Anti-Dragon Split-Core or War Hybrid.- Ladder defense vs. GiHealer: GiHealer Choke.- Resource protection: Farm-First Storage Split.- Hog-heavy opponents: Anti-Hog Layer Trap.Final Tuning NotesTH7 defense isn’t about brute force; it’s choreography. You’re designing travel time, angle changes, and spell inefficiency. Keep a rotation schedule, watch replays, and move one element at a time so you can isolate impact. Borrowing from structured space planning, treat the base as layers with intent—buffer, misdirect, punish—then let your traps do the talking.FAQQ1: What’s the single most important anti-Dragon adjustment at TH7?A1: Split your Air Defenses so Lightning can’t delete both, align the Air Sweeper to push against the most common entry, and place seeking air mines on funnel lines. This forces longer flight paths over point DPS and Wizard Towers.Q2: How many compartments should a strong TH7 base have?A2: Aim for 10–14 mixed-size compartments. Too few invites Heal-efficient pushes; too many wastes walls with negligible pathing gains. Vary sizes to keep path choices uncertain.Q3: Where should I place the Clan Castle in war?A3: Center or slightly off-center so it can’t be easily lured. Mixed CC (e.g., Baby Dragon + Archers) adds air and ground pressure, complicating Hog and Dragon attacks.Q4: How do I counter GiHealer specifically?A4: Build L-corridors with springs at elbows, keep an AD covering the likely Healer orbit, and place small bombs two tiles behind breaker targets. A Sweeper angled at common Healer perches helps.Q5: Are Tesla farms good at TH7?A5: Yes, but split them. Two near core to protect Town Hall and two mid-ring to surprise pathing. A single clustered farm becomes predictable after the first defense.Q6: What’s the best trap setup against Hogs?A6: A paired giant bomb set on a predictable Hog line, supported by a Wizard Tower or Cannon, plus a deeper single bomb for the second wave. Skeleton traps on ground keep Hogs in bomb zones.Q7: For farming, should I protect Town Hall or storages?A7: If resources matter more, separate and protect storages in four compartments and allow the Town Hall to be slightly more accessible. If pushing trophies, centralize the Town Hall with layered defenses.Q8: How often should I rotate my base layout?A8: In active war or push cycles, rotate minor elements every 2–3 days: swap AD positions, flip Sweeper, relocate a Tesla, and re-seed trap tiles. Small changes disrupt enemy scouting and muscle memory.Q9: Where should Wizard Towers go at TH7?A9: One guarding storages (for BARCH/goblin swarms) and one positioned to punish Loon stacks after first-layer defenses fall. Avoid placing them where one spell or path can neutralize both.Q10: How do I make Lightning spells inefficient?A10: Diagonal spacing between ADs, slight offset from Storages (to prevent value hits), and non-linear placement of high-value targets. Keep at least 6–7 tiles between ADs when possible.Q11: What’s a quick checklist before saving a design?A11: Split ADs; central CC; spring traps at elbows; bombs at breaker tiles; seeking mines on funnel routes; asymmetry in Teslas; at least one Wizard Tower deeper; Mortar triangle intact.Q12: How do I test whether pathing works?A12: Run friendly challenges with standard comps (10 Dragons, GiHealer, Hogs). Look for where troops turn, where they stall, and whether traps trigger in sequence. Adjust corridors, not just DPS, to fix issues.Start for FREEPlease check with customer service before testing new feature.Free Room PlannerDesign your dream room online for free with the powerful room designer toolStart for FREE